Use SDL_HINT_OVERRIDE for critical hints

This commit is contained in:
Cameron Gutman 2019-03-17 00:18:15 -07:00
parent f2ac570949
commit bf5d43d0cf
3 changed files with 5 additions and 4 deletions

View file

@ -54,8 +54,9 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
// is via normal motion events that are influenced by mouse acceleration).
// Otherwise, we'll use raw input capture which is straight from the device
// without modification by the OS.
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.mouseAcceleration ? "1" : "0");
SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.mouseAcceleration ? "1" : "0",
SDL_HINT_OVERRIDE);
// We must initialize joystick explicitly before gamecontroller in order
// to ensure we receive gamecontroller attach events for gamepads where

View file

@ -685,7 +685,7 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
// input focus. This glitches out the renderer and a bunch of other stuff.
// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
// own, so just disable SDL's handling of the focus loss event.
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
return true;
}

View file

@ -174,7 +174,7 @@ bool SdlRenderer::initialize(SDL_Window* window,
// input focus. This glitches out the renderer and a bunch of other stuff.
// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
// own, so just disable SDL's handling of the focus loss event.
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
#endif
return true;