video: Add SDL_SetWindowMouseRect.
This API and implementation comes from the Unreal Engine branch of SDL, which originally called this "SDL_ConfineCursor". Some minor cleanup and changes for consistency with the rest of SDL_video, but there are two major changes: 1. The coordinate system has been changed so that `rect` is _window_ relative and not _screen_ relative, making it easier to implement without having global access to the display. 2. The UE version unset all rects when passing `NULL` as a parameter for `window`, this has been removed as it was an unused feature anyhow. Currently this is only implemented for X, but can be supported on Wayland and Windows at minimum too.
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@@ -392,7 +392,7 @@ set_option(SDL_RPATH "Use an rpath when linking SDL" ${UNIX_SYS})
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set_option(SDL_CLOCK_GETTIME "Use clock_gettime() instead of gettimeofday()" OFF)
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set_option(SDL_X11 "Use X11 video driver" ${UNIX_SYS})
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dep_option(SDL_X11_SHARED "Dynamically load X11 support" ON "SDL_X11" OFF)
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set(SDL_X11_OPTIONS Xcursor Xinerama XInput Xrandr Xscrnsaver XShape Xvm)
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set(SDL_X11_OPTIONS Xcursor Xinerama XInput Xfixes Xrandr Xscrnsaver XShape Xvm)
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foreach(_SUB ${SDL_X11_OPTIONS})
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string(TOUPPER "SDL_X11_${_SUB}" _OPT)
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dep_option(${_OPT} "Enable ${_SUB} support" ON "SDL_X11" OFF)
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