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Remove workaround for window occlusion issue fixed in SDL 2.0.18
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1 changed files with 0 additions and 29 deletions
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@ -5,10 +5,6 @@
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#include "path.h"
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#include "path.h"
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#include "utils.h"
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#include "utils.h"
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#ifdef Q_OS_WIN32
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#include <SDL_syswm.h>
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#endif
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#include <QtGlobal>
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#include <QtGlobal>
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#include <QDir>
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#include <QDir>
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#include <QGuiApplication>
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#include <QGuiApplication>
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@ -412,31 +408,6 @@ bool SdlInputHandler::isSystemKeyCaptureActive()
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void SdlInputHandler::setCaptureActive(bool active)
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void SdlInputHandler::setCaptureActive(bool active)
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{
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{
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if (active) {
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if (active) {
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#if defined(Q_OS_WIN32)
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// If our window is occluded when mouse is captured, the mouse may
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// get stuck on top of the occluding window and not be properly
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// captured. We can avoid this by raising our window before we
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// capture the mouse. This can also cause problems when keyboard
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// capture is enabled (modifiers will be eaten by our background window).
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// We can't use SDL_RaiseWindow() because it doesn't let us know if
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// SetForegroundWindow() failed. In the failure case, we must not
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// enable capture to avoid trapping the mouse and/or keyboard.
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{
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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SDL_GetWindowWMInfo(m_Window, &info);
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SDL_assert(info.subsystem == SDL_SYSWM_WINDOWS);
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if (!SetForegroundWindow(info.info.win.window)) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Not enabling input capture - window is not foreground");
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return;
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}
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}
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#endif
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// If we're in full-screen exclusive mode, grab the cursor so it can't accidentally leave our window.
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// If we're in full-screen exclusive mode, grab the cursor so it can't accidentally leave our window.
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if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
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if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
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#if SDL_VERSION_ATLEAST(2, 0, 15)
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#if SDL_VERSION_ATLEAST(2, 0, 15)
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