src/video/x11/SDL_x11xfixes.h


Log

Author Commit Date CI Message
Sam Lantinga 0479df53 2023-01-09T09:48:21 Updated copyright for 2023
Sam Lantinga b8d85c69 2022-11-30T12:51:59 Update for SDL3 coding style (#6717) I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594 (cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Sam Lantinga fd79607e 2021-11-08T21:34:48 Added SDL_GetWindowMouseRect() Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
Ethan Lee 4b42c05b 2021-11-08T13:52:48 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.