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.
This commit is contained in:
Ryan C. Gordon 2016-01-05 02:28:56 -05:00
parent 3bdaf4c611
commit e497e46515
8 changed files with 45 additions and 0 deletions

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@ -873,6 +873,20 @@ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opac
*/
extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
/**
* \brief Explicitly sets input focus to the window.
*
* You almost certainly want SDL_RaiseWindow() instead of this function. Use
* this with caution, as you might give focus to a window that's completely
* obscured by other windows.
*
* \param window The window that should get the input focus
*
* \return 0 on success, or -1 otherwise.
* \sa SDL_RaiseWindow()
*/
extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
/**
* \brief Set the gamma ramp for a window.
*

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@ -601,3 +601,4 @@
#define SDL_GetWindowBordersSize SDL_GetWindowBordersSize_REAL
#define SDL_SetWindowOpacity SDL_SetWindowOpacity_REAL
#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL
#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
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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)

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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 (*SetWindowInputFocus) (_THIS, SDL_Window * window);
void (*ShowWindow) (_THIS, SDL_Window * window);
void (*HideWindow) (_THIS, SDL_Window * window);
void (*RaiseWindow) (_THIS, SDL_Window * window);

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@ -2228,6 +2228,19 @@ SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity)
return 0;
}
int
SDL_SetWindowInputFocus(SDL_Window * window)
{
CHECK_WINDOW_MAGIC(window, -1);
if (!_this->SetWindowInputFocus) {
return SDL_Unsupported();
}
return _this->SetWindowInputFocus(_this, window);
}
int
SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * red,
const Uint16 * green,

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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->SetWindowInputFocus = X11_SetWindowInputFocus;
device->ShowWindow = X11_ShowWindow;
device->HideWindow = X11_HideWindow;
device->RaiseWindow = X11_RaiseWindow;

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@ -942,6 +942,19 @@ X11_SetWindowOpacity(_THIS, SDL_Window * window, float opacity)
return 0;
}
int
X11_SetWindowInputFocus(_THIS, SDL_Window * window)
{
if (X11_IsWindowMapped(_this, window)) {
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
Display *display = data->videodata->display;
X11_XSetInputFocus(display, data->xwindow, RevertToNone, CurrentTime);
X11_XFlush(display);
return 0;
}
return -1;
}
void
X11_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
{

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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_SetWindowInputFocus(_THIS, SDL_Window * window);
extern void X11_SetWindowSize(_THIS, SDL_Window * window);
extern void X11_ShowWindow(_THIS, SDL_Window * window);
extern void X11_HideWindow(_THIS, SDL_Window * window);