qemu/include/ui/sdl2.h
Volker Rümelin eaea80315f ui/sdl2: ignore GUI keys in SDL_TEXTINPUT handler
Ignore GUI keys for SDL_TEXTINPUT events, just like GUI keys are
ignored for SDL_KEYDOWN events. This prevents unintended text input
in a text console when hiding the text console with the GUI keys.

The SDL_TEXTINPUT event always comes after the SDL_KEYDOWN event.
See https://github.com/libsdl-org/SDL/issues/1659.

Tested-by: Howard Spoelstra <hsp.cat7@gmail.com>
Signed-off-by: Volker Rümelin <vr_qemu@t-online.de>
Tested-by: Bernhard Beschow <shentey@gmail.com>
Message-ID: <20240909061552.6122-3-vr_qemu@t-online.de>
Signed-off-by: Philippe Mathieu-Daudé <philmd@linaro.org>
2024-09-13 20:12:16 +02:00

101 lines
3.1 KiB
C

#ifndef SDL2_H
#define SDL2_H
/* Avoid compiler warning because macro is redefined in SDL_syswm.h. */
#undef WIN32_LEAN_AND_MEAN
#include <SDL.h>
/* with Alpine / muslc SDL headers pull in directfb headers
* which in turn trigger warning about redundant decls for
* direct_waitqueue_deinit.
*/
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wredundant-decls"
#include <SDL_syswm.h>
#pragma GCC diagnostic pop
#ifdef CONFIG_SDL_IMAGE
# include <SDL_image.h>
#endif
#include "ui/kbd-state.h"
#ifdef CONFIG_OPENGL
# include "ui/egl-helpers.h"
#endif
struct sdl2_console {
DisplayGLCtx dgc;
DisplayChangeListener dcl;
DisplaySurface *surface;
DisplayOptions *opts;
SDL_Texture *texture;
SDL_Window *real_window;
SDL_Renderer *real_renderer;
int idx;
int last_vm_running; /* per console for caption reasons */
int x, y, w, h;
int hidden;
int opengl;
int updates;
int idle_counter;
int ignore_hotkeys;
bool gui_keysym;
SDL_GLContext winctx;
QKbdState *kbd;
#ifdef CONFIG_OPENGL
QemuGLShader *gls;
egl_fb guest_fb;
egl_fb win_fb;
bool y0_top;
bool scanout_mode;
#endif
};
void sdl2_window_create(struct sdl2_console *scon);
void sdl2_window_destroy(struct sdl2_console *scon);
void sdl2_window_resize(struct sdl2_console *scon);
void sdl2_poll_events(struct sdl2_console *scon);
void sdl2_process_key(struct sdl2_console *scon,
SDL_KeyboardEvent *ev);
void sdl2_release_modifiers(struct sdl2_console *scon);
void sdl2_2d_update(DisplayChangeListener *dcl,
int x, int y, int w, int h);
void sdl2_2d_switch(DisplayChangeListener *dcl,
DisplaySurface *new_surface);
void sdl2_2d_refresh(DisplayChangeListener *dcl);
void sdl2_2d_redraw(struct sdl2_console *scon);
bool sdl2_2d_check_format(DisplayChangeListener *dcl,
pixman_format_code_t format);
void sdl2_gl_update(DisplayChangeListener *dcl,
int x, int y, int w, int h);
void sdl2_gl_switch(DisplayChangeListener *dcl,
DisplaySurface *new_surface);
void sdl2_gl_refresh(DisplayChangeListener *dcl);
void sdl2_gl_redraw(struct sdl2_console *scon);
QEMUGLContext sdl2_gl_create_context(DisplayGLCtx *dgc,
QEMUGLParams *params);
void sdl2_gl_destroy_context(DisplayGLCtx *dgc, QEMUGLContext ctx);
int sdl2_gl_make_context_current(DisplayGLCtx *dgc,
QEMUGLContext ctx);
void sdl2_gl_scanout_disable(DisplayChangeListener *dcl);
void sdl2_gl_scanout_texture(DisplayChangeListener *dcl,
uint32_t backing_id,
bool backing_y_0_top,
uint32_t backing_width,
uint32_t backing_height,
uint32_t x, uint32_t y,
uint32_t w, uint32_t h,
void *d3d_tex2d);
void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
uint32_t x, uint32_t y, uint32_t w, uint32_t h);
#endif /* SDL2_H */