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Added GLFW_FOCUSED window hint.

Fixes #101.
This commit is contained in:
Camilla Berglund 2014-06-20 13:39:06 +02:00
parent 4ae6eae58d
commit e9c7314d50
9 changed files with 56 additions and 2 deletions

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@ -68,6 +68,7 @@ GLFW bundles a number of dependencies in the `deps/` directory.
`GLFW_RELEASE_BEHAVIOR_NONE` for `GL_KHR_context_flush_control` support
- Added `GLFW_INCLUDE_ES31` for including the OpenGL ES 3.1 header
- Added `GLFW_FLOATING` for creating always-on-top windowed mode windows
- Added `GLFW_FOCUSED` window hint for controlling initial input focus
- Added *partial and experimental* support for Wayland
- Bugfix: The debug context attribute was set from `GL_ARB_debug_output` even
when a debug context had not been requested

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@ -47,6 +47,12 @@ GLFW now supports floating windows, also called topmost or always on top, for
easier debugging, with the `GLFW_FLOATING` window hint.
@subsection news_31_focused Initially unfocused windows
GLFW now supports preventing a windowed mode window from gaining input focus on
creation, with the `GLFW_FOCUSED` window hint.
@subsection news_31_charmods Character with modifiers callback
GLFW now provides a callback for character events with modifier key bits.

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@ -121,6 +121,10 @@ window decorations such as a border, a close widget, etc. This hint is ignored
for full screen windows. Note that even though a window may lack a close
widget, it is usually still possible for the user to generate close events.
The `GLFW_FOCUSED` hint specifies whether the (windowed mode) window will be
given input focus when created. This hint is ignored for full screen and
initially hidden windows.
The `GLFW_AUTO_ICONIFY` hint specifies whether the (full screen) window
will automatically iconify and restore the previous video mode on focus loss.
This hint is ignored for windowed mode windows.
@ -243,6 +247,7 @@ extension.
| `GLFW_RESIZABLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_VISIBLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_DECORATED` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_FOCUSED` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_AUTO_ICONIFY` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_FLOATING` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_RED_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` |

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@ -1155,6 +1155,12 @@ void _glfwPlatformShowWindow(_GLFWwindow* window)
_glfwInputWindowVisibility(window, GL_TRUE);
}
void _glfwPlatformUnhideWindow(_GLFWwindow* window)
{
[window->ns.object orderFront:nil];
_glfwInputWindowVisibility(window, GL_TRUE);
}
void _glfwPlatformHideWindow(_GLFWwindow* window)
{
[window->ns.object orderOut:nil];

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@ -152,6 +152,7 @@ struct _GLFWwndconfig
GLboolean resizable;
GLboolean visible;
GLboolean decorated;
GLboolean focused;
GLboolean autoIconify;
GLboolean floating;
_GLFWmonitor* monitor;
@ -326,6 +327,7 @@ struct _GLFWlibrary
int resizable;
int visible;
int decorated;
int focused;
int autoIconify;
int floating;
int samples;
@ -562,6 +564,10 @@ void _glfwPlatformRestoreWindow(_GLFWwindow* window);
*/
void _glfwPlatformShowWindow(_GLFWwindow* window);
/*! @ingroup platform
*/
void _glfwPlatformUnhideWindow(_GLFWwindow* window);
/*! @copydoc glfwHideWindow
* @ingroup platform
*/

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@ -1183,6 +1183,11 @@ void _glfwPlatformShowWindow(_GLFWwindow* window)
SetFocus(window->win32.handle);
}
void _glfwPlatformUnhideWindow(_GLFWwindow* window)
{
ShowWindow(window->win32.handle, SW_SHOW);
}
void _glfwPlatformHideWindow(_GLFWwindow* window)
{
ShowWindow(window->win32.handle, SW_HIDE);

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@ -163,6 +163,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
wndconfig.resizable = _glfw.hints.resizable ? GL_TRUE : GL_FALSE;
wndconfig.visible = _glfw.hints.visible ? GL_TRUE : GL_FALSE;
wndconfig.decorated = _glfw.hints.decorated ? GL_TRUE : GL_FALSE;
wndconfig.focused = _glfw.hints.focused ? GL_TRUE : GL_FALSE;
wndconfig.autoIconify = _glfw.hints.autoIconify ? GL_TRUE : GL_FALSE;
wndconfig.floating = _glfw.hints.floating ? GL_TRUE : GL_FALSE;
wndconfig.monitor = (_GLFWmonitor*) monitor;
@ -190,6 +191,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
{
wndconfig.resizable = GL_TRUE;
wndconfig.visible = GL_TRUE;
wndconfig.focused = GL_TRUE;
// Set up desired video mode
window->videoMode.width = width;
@ -200,6 +202,8 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
window->videoMode.refreshRate = _glfw.hints.refreshRate;
}
// Transfer window hints that are persistent settings and not
// just initial states
window->monitor = wndconfig.monitor;
window->resizable = wndconfig.resizable;
window->decorated = wndconfig.decorated;
@ -257,7 +261,12 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
else
{
if (wndconfig.visible)
_glfwPlatformShowWindow(window);
{
if (wndconfig.focused)
_glfwPlatformShowWindow(window);
else
_glfwPlatformUnhideWindow(window);
}
}
return (GLFWwindow*) window;
@ -274,10 +283,11 @@ void glfwDefaultWindowHints(void)
_glfw.hints.major = 1;
_glfw.hints.minor = 0;
// The default is a visible, resizable window with decorations
// The default is a focused, visible, resizable window with decorations
_glfw.hints.resizable = GL_TRUE;
_glfw.hints.visible = GL_TRUE;
_glfw.hints.decorated = GL_TRUE;
_glfw.hints.focused = GL_TRUE;
_glfw.hints.autoIconify = GL_TRUE;
// The default is 24 bits of color, 24 bits of depth and 8 bits of stencil,
@ -345,6 +355,9 @@ GLFWAPI void glfwWindowHint(int target, int hint)
case GLFW_DECORATED:
_glfw.hints.decorated = hint;
break;
case GLFW_FOCUSED:
_glfw.hints.focused = hint;
break;
case GLFW_AUTO_ICONIFY:
_glfw.hints.autoIconify = hint;
break;

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@ -325,6 +325,12 @@ void _glfwPlatformShowWindow(_GLFWwindow* window)
wl_shell_surface_set_toplevel(window->wl.shell_surface);
}
void _glfwPlatformUnhideWindow(_GLFWwindow* window)
{
// TODO
fprintf(stderr, "_glfwPlatformUnhideWindow not implemented yet\n");
}
void _glfwPlatformHideWindow(_GLFWwindow* window)
{
wl_surface_attach(window->wl.surface, NULL, 0, 0);

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@ -1577,6 +1577,12 @@ void _glfwPlatformShowWindow(_GLFWwindow* window)
XFlush(_glfw.x11.display);
}
void _glfwPlatformUnhideWindow(_GLFWwindow* window)
{
XMapWindow(_glfw.x11.display, window->x11.handle);
XFlush(_glfw.x11.display);
}
void _glfwPlatformHideWindow(_GLFWwindow* window)
{
XUnmapWindow(_glfw.x11.display, window->x11.handle);