GNOME Mutter requires keyboard grab for certain important functionality like
window resizing, interaction with the application context menu, and opening the
Activites view. To allow Mutter to grab the keyboard as needed, we'll ungrab
when the mouse leaves our window.
To be safe, we'll do this for all WMs since forks of Mutter and Matacity (and
possibly others) may have the same behavior, and we don't want to have to keep
track of those.
Sylvain
I propose this new version for SDL_stretch.c that drops mprotect and asm
Code is similar to the StretchLinear, but the steps computation are kept similar to the nearest.
so that:
- it's pixel perfect with nearest
- as fast as asm I think
- no asm, nor mprotect
- benefit for all archicture
Ozkan Sezer
- adds MSVC __declspec(align(x)) support,
- disables asm if PAGE_ALIGNED no macro is defined,
- still disables asm for gcc < 4.6, need more info,
- drops Watcom support.
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b
To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
The grabbed_window field is superfluous now since SDL added the
SDL_GetGrabbedWindow() function, so it can be removed.
DirectFB_SetWindowMouseGrab() is also simplified because SDL handles ungrabbing
any previously grabbed window prior to calling SetWindowMouseGrab() now.
Compile-tested only.
UMU
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
I think SDL_STRINGIFY_ARG should be removed.
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
(verified with Visual Studio 2019)
Aaron Barany
The CMake build for SDL doesn't set SDLMAIN_SOURCES on iOS to the sources in src/main/ios. As a result, SDL fails to initialize since it falls back to the dummy main. Adding the line file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c) fixes the issue.
jibb
New hint to let the user opt out of having Switch controllers' Home button lit when opened.
This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.
I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
SDL_SetKeyboardFocus(NULL) will lift any keys still pressed when keyboard focus
leaves the window, but then key repeat comes behind our backs and presses the
key down again. This results in an infinite stream of SDL_KEYDOWN events when
focus leaves the window with a key down (particularly noticeable with Alt+Tab).
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.
These are explicitly written in C code rather than generated at build
time, so they weren't affected by changing how we invoke
wayland-scanner.
Signed-off-by: Simon McVittie <smcv@collabora.com>
We support both the org.freedesktop.ScreenSaver D-Bus API (same as the X11
backend) and the Wayland idle_inhibit_unstable_v1 protocol.
Some Wayland compositors only support one or the other, so we need both to
for broad compatibility.
Wayland compositors seem to have standardized on 10 units per "wheel tick" for
continuous scroll events, so we need to convert these axis values to ticks by
dividing by 10 before reporting them in SDL_MOUSEWHEEL events.
This is implemented via a low-level keyboard hook. Unfortunately, this is
rather invasive, but it's how Microsoft recommends that it be done [0].
We want to do as little as possible in the hook, so we only intercept a few
crucial modifier keys there, while leaving other keys to the normal event
processing flow.
We will only install this hook if SDL_HINT_GRAB_KEYBOARD=1, which is not
the default. This will reduce any compatibility concerns to just the SDL
applications that explicitly ask for this behavior.
We also remove the hook when the grab is terminated to ensure that we're
not unnecessarily staying involved in key event processing when it's not
required anymore.
[0]: https://docs.microsoft.com/en-us/windows/win32/dxtecharts/disabling-shortcut-keys-in-games