Commit Graph

19 Commits

Author SHA1 Message Date
Cameron Gutman
a0d3c6c63c Rename SetWindowGrab() to SetWindowMouseGrab() 2021-02-10 10:22:16 -05:00
Cameron Gutman
e1f73e642b Refactor keyboard grab to be managed by the video core
This gives us flexibility to add others hints to control keyboard grab behavior
without having to touch all of the backends. It also allows us to possibly
expose keyboard grab separately from mouse grab for applications that want to
manage those independently.
2021-02-10 10:22:16 -05:00
Sam Lantinga
9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon
e061a92dc9 Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.

Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).

Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
2018-08-02 16:03:47 -04:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Ryan C. Gordon
4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Sam Lantinga
67bdbcca44 Implemented SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on X11 2016-09-29 16:05:29 -07:00
Ryan C. Gordon
02f49fdb53 x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).

- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.

- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
2016-03-04 18:47:19 -05:00
Ryan C. Gordon
d4aedf9951 Added SDL_SetWindowModalFor().
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.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
e497e46515 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.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
3bdaf4c611 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
5696e88e6b Added SDL_GetWindowBordersSize().
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.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
6df5e1e535 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
2016-01-04 16:25:27 -05:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00