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https://github.com/moonlight-stream/moonlight-qt
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Use SDL_HINT_OVERRIDE for critical hints
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3 changed files with 5 additions and 4 deletions
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@ -54,8 +54,9 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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// is via normal motion events that are influenced by mouse acceleration).
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// Otherwise, we'll use raw input capture which is straight from the device
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// without modification by the OS.
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SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
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prefs.mouseAcceleration ? "1" : "0");
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SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
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prefs.mouseAcceleration ? "1" : "0",
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SDL_HINT_OVERRIDE);
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// We must initialize joystick explicitly before gamecontroller in order
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// to ensure we receive gamecontroller attach events for gamepads where
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@ -685,7 +685,7 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
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// input focus. This glitches out the renderer and a bunch of other stuff.
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// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
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// own, so just disable SDL's handling of the focus loss event.
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SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
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SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
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return true;
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}
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@ -174,7 +174,7 @@ bool SdlRenderer::initialize(SDL_Window* window,
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// input focus. This glitches out the renderer and a bunch of other stuff.
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// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
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// own, so just disable SDL's handling of the focus loss event.
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SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
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SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
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#endif
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return true;
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