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.
This commit is contained in:
Ryan C. Gordon 2015-04-21 09:45:58 -04:00
parent e497e46515
commit d4aedf9951
8 changed files with 38 additions and 0 deletions

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@ -873,6 +873,16 @@ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opac
*/
extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
/**
* \brief Sets the window as a modal for another window (@TODO: reconsider this function and/or its name)
*
* \param modal_window The window that should be modal
* \param parent_window The parent window
*
* \return 0 on success, or -1 otherwise.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
/**
* \brief Explicitly sets input focus to the window.
*

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@ -602,3 +602,4 @@
#define SDL_SetWindowOpacity SDL_SetWindowOpacity_REAL
#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL
#define SDL_SetWindowInputFocus SDL_SetWindowInputFocus_REAL
#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL

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@ -636,3 +636,4 @@ SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int
SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)

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@ -210,6 +210,7 @@ struct SDL_VideoDevice
void (*SetWindowMaximumSize) (_THIS, SDL_Window * window);
int (*GetWindowBordersSize) (_THIS, SDL_Window * window, int *top, int *left, int *bottom, int *right);
int (*SetWindowOpacity) (_THIS, SDL_Window * window, float opacity);
int (*SetWindowModalFor) (_THIS, SDL_Window * modal_window, SDL_Window * parent_window);
int (*SetWindowInputFocus) (_THIS, SDL_Window * window);
void (*ShowWindow) (_THIS, SDL_Window * window);
void (*HideWindow) (_THIS, SDL_Window * window);

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@ -2228,6 +2228,19 @@ SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity)
return 0;
}
int
SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window)
{
CHECK_WINDOW_MAGIC(modal_window, -1);
CHECK_WINDOW_MAGIC(parent_window, -1);
if (!_this->SetWindowModalFor) {
return SDL_Unsupported();
}
return _this->SetWindowModalFor(_this, modal_window, parent_window);
}
int
SDL_SetWindowInputFocus(SDL_Window * window)
{

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@ -234,6 +234,7 @@ X11_CreateDevice(int devindex)
device->SetWindowMaximumSize = X11_SetWindowMaximumSize;
device->GetWindowBordersSize = X11_GetWindowBordersSize;
device->SetWindowOpacity = X11_SetWindowOpacity;
device->SetWindowModalFor = X11_SetWindowModalFor;
device->SetWindowInputFocus = X11_SetWindowInputFocus;
device->ShowWindow = X11_ShowWindow;
device->HideWindow = X11_HideWindow;

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@ -942,6 +942,16 @@ X11_SetWindowOpacity(_THIS, SDL_Window * window, float opacity)
return 0;
}
int
X11_SetWindowModalFor(_THIS, SDL_Window * modal_window, SDL_Window * parent_window) {
SDL_WindowData *data = (SDL_WindowData *) modal_window->driverdata;
SDL_WindowData *parent_data = (SDL_WindowData *) parent_window->driverdata;
Display *display = data->videodata->display;
X11_XSetTransientForHint(display, data->xwindow, parent_data->xwindow);
return 0;
}
int
X11_SetWindowInputFocus(_THIS, SDL_Window * window)
{

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@ -81,6 +81,7 @@ extern void X11_SetWindowMinimumSize(_THIS, SDL_Window * window);
extern void X11_SetWindowMaximumSize(_THIS, SDL_Window * window);
extern int X11_GetWindowBordersSize(_THIS, SDL_Window * window, int *top, int *left, int *bottom, int *right);
extern int X11_SetWindowOpacity(_THIS, SDL_Window * window, float opacity);
extern int X11_SetWindowModalFor(_THIS, SDL_Window * modal_window, SDL_Window * parent_window);
extern int X11_SetWindowInputFocus(_THIS, SDL_Window * window);
extern void X11_SetWindowSize(_THIS, SDL_Window * window);
extern void X11_ShowWindow(_THIS, SDL_Window * window);