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mirror of https://github.com/Relintai/sdl2_frt.git synced 2024-12-16 11:06:49 +01:00

Added SDL_WINDOWEVENT_TAKE_FOCUS.

This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
This commit is contained in:
Ryan C. Gordon 2016-01-05 02:27:50 -05:00
parent aa4952fdef
commit dc532c70e8
5 changed files with 19 additions and 7 deletions

View File

@ -161,7 +161,8 @@ typedef enum
SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */ SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */ SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */ SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
SDL_WINDOWEVENT_HIT_TEST /** Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
} SDL_WindowEventID; } SDL_WindowEventID;
/** /**

View File

@ -979,6 +979,16 @@ X11_DispatchEvent(_THIS)
SDL_SendWindowEvent(data->window, SDL_WINDOWEVENT_CLOSE, 0, 0); SDL_SendWindowEvent(data->window, SDL_WINDOWEVENT_CLOSE, 0, 0);
break; break;
} }
else if ((xevent.xclient.message_type == videodata->WM_PROTOCOLS) &&
(xevent.xclient.format == 32) &&
(xevent.xclient.data.l[0] == videodata->WM_TAKE_FOCUS)) {
#ifdef DEBUG_XEVENTS
printf("window %p: WM_TAKE_FOCUS\n", data);
#endif
SDL_SendWindowEvent(data->window, SDL_WINDOWEVENT_TAKE_FOCUS, 0, 0);
break;
}
} }
break; break;

View File

@ -395,6 +395,7 @@ X11_VideoInit(_THIS)
#define GET_ATOM(X) data->X = X11_XInternAtom(data->display, #X, False) #define GET_ATOM(X) data->X = X11_XInternAtom(data->display, #X, False)
GET_ATOM(WM_PROTOCOLS); GET_ATOM(WM_PROTOCOLS);
GET_ATOM(WM_DELETE_WINDOW); GET_ATOM(WM_DELETE_WINDOW);
GET_ATOM(WM_TAKE_FOCUS);
GET_ATOM(_NET_WM_STATE); GET_ATOM(_NET_WM_STATE);
GET_ATOM(_NET_WM_STATE_HIDDEN); GET_ATOM(_NET_WM_STATE_HIDDEN);
GET_ATOM(_NET_WM_STATE_FOCUSED); GET_ATOM(_NET_WM_STATE_FOCUSED);

View File

@ -89,6 +89,7 @@ typedef struct SDL_VideoData
/* Useful atoms */ /* Useful atoms */
Atom WM_PROTOCOLS; Atom WM_PROTOCOLS;
Atom WM_DELETE_WINDOW; Atom WM_DELETE_WINDOW;
Atom WM_TAKE_FOCUS;
Atom _NET_WM_STATE; Atom _NET_WM_STATE;
Atom _NET_WM_STATE_HIDDEN; Atom _NET_WM_STATE_HIDDEN;
Atom _NET_WM_STATE_FOCUSED; Atom _NET_WM_STATE_FOCUSED;

View File

@ -574,18 +574,17 @@ X11_CreateWindow(_THIS, SDL_Window * window)
(unsigned char *)&compositor, 1); (unsigned char *)&compositor, 1);
{ {
Atom protocols[2]; Atom protocols[3];
int proto_count = 0; int proto_count = 0;
const char *ping_hint; const char *ping_hint;
protocols[proto_count] = data->WM_DELETE_WINDOW; /* Allow window to be deleted by the WM */ protocols[proto_count++] = data->WM_DELETE_WINDOW; /* Allow window to be deleted by the WM */
proto_count++; protocols[proto_count++] = data->WM_TAKE_FOCUS; /* Since we will want to set input focus explicitly */
ping_hint = SDL_GetHint(SDL_HINT_VIDEO_X11_NET_WM_PING); ping_hint = SDL_GetHint(SDL_HINT_VIDEO_X11_NET_WM_PING);
/* Default to using ping if there is no hint */ /* Default to using ping if there is no hint */
if (!ping_hint || SDL_atoi(ping_hint)) { if (!ping_hint || SDL_atoi(ping_hint)) {
protocols[proto_count] = data->_NET_WM_PING; /* Respond so WM knows we're alive */ protocols[proto_count++] = data->_NET_WM_PING; /* Respond so WM knows we're alive */
proto_count++;
} }
SDL_assert(proto_count <= sizeof(protocols) / sizeof(protocols[0])); SDL_assert(proto_count <= sizeof(protocols) / sizeof(protocols[0]));