Added SDL_SetWindowInputFocus().
This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
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3bdaf4c611
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e497e46515
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@ -873,6 +873,20 @@ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opac
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*/
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extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
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/**
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* \brief Explicitly sets input focus to the window.
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*
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* You almost certainly want SDL_RaiseWindow() instead of this function. Use
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* this with caution, as you might give focus to a window that's completely
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* obscured by other windows.
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*
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* \param window The window that should get the input focus
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*
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* \return 0 on success, or -1 otherwise.
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* \sa SDL_RaiseWindow()
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*/
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extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
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/**
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* \brief Set the gamma ramp for a window.
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*
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@ -601,3 +601,4 @@
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#define SDL_GetWindowBordersSize SDL_GetWindowBordersSize_REAL
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#define SDL_SetWindowOpacity SDL_SetWindowOpacity_REAL
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#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL
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#define SDL_SetWindowInputFocus SDL_SetWindowInputFocus_REAL
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@ -635,3 +635,4 @@ SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return
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SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
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@ -210,6 +210,7 @@ struct SDL_VideoDevice
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void (*SetWindowMaximumSize) (_THIS, SDL_Window * window);
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int (*GetWindowBordersSize) (_THIS, SDL_Window * window, int *top, int *left, int *bottom, int *right);
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int (*SetWindowOpacity) (_THIS, SDL_Window * window, float opacity);
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int (*SetWindowInputFocus) (_THIS, SDL_Window * window);
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void (*ShowWindow) (_THIS, SDL_Window * window);
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void (*HideWindow) (_THIS, SDL_Window * window);
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void (*RaiseWindow) (_THIS, SDL_Window * window);
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@ -2228,6 +2228,19 @@ SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity)
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return 0;
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}
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int
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SDL_SetWindowInputFocus(SDL_Window * window)
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{
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CHECK_WINDOW_MAGIC(window, -1);
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if (!_this->SetWindowInputFocus) {
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return SDL_Unsupported();
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}
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return _this->SetWindowInputFocus(_this, window);
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}
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int
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SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * red,
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const Uint16 * green,
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@ -234,6 +234,7 @@ X11_CreateDevice(int devindex)
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device->SetWindowMaximumSize = X11_SetWindowMaximumSize;
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device->GetWindowBordersSize = X11_GetWindowBordersSize;
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device->SetWindowOpacity = X11_SetWindowOpacity;
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device->SetWindowInputFocus = X11_SetWindowInputFocus;
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device->ShowWindow = X11_ShowWindow;
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device->HideWindow = X11_HideWindow;
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device->RaiseWindow = X11_RaiseWindow;
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@ -942,6 +942,19 @@ X11_SetWindowOpacity(_THIS, SDL_Window * window, float opacity)
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return 0;
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}
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int
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X11_SetWindowInputFocus(_THIS, SDL_Window * window)
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{
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if (X11_IsWindowMapped(_this, window)) {
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SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
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Display *display = data->videodata->display;
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X11_XSetInputFocus(display, data->xwindow, RevertToNone, CurrentTime);
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X11_XFlush(display);
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return 0;
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}
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return -1;
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}
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void
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X11_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
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{
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@ -81,6 +81,7 @@ extern void X11_SetWindowMinimumSize(_THIS, SDL_Window * window);
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extern void X11_SetWindowMaximumSize(_THIS, SDL_Window * window);
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extern int X11_GetWindowBordersSize(_THIS, SDL_Window * window, int *top, int *left, int *bottom, int *right);
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extern int X11_SetWindowOpacity(_THIS, SDL_Window * window, float opacity);
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extern int X11_SetWindowInputFocus(_THIS, SDL_Window * window);
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extern void X11_SetWindowSize(_THIS, SDL_Window * window);
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extern void X11_ShowWindow(_THIS, SDL_Window * window);
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extern void X11_HideWindow(_THIS, SDL_Window * window);
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