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Cocoa: deal with mouse focus when warping the cursor from outside a window.
Otherwise, you might not get appropriate mouse enter/leave events. Better fix for Bugzilla #2984.
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@ -195,6 +195,21 @@ Cocoa_ShowCursor(SDL_Cursor * cursor)
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return 0;
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}}
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static SDL_Window *
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SDL_FindWindowAtPoint(const int x, const int y)
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{
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const SDL_Point pt = { x, y };
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SDL_Window *i;
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for (i = SDL_GetVideoDevice()->windows; i; i = i->next) {
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const SDL_Rect r = { i->x, i->y, i->w, i->h };
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if (SDL_PointInRect(&pt, &r)) {
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return i;
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}
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}
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return NULL;
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}
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static void
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Cocoa_WarpMouseGlobal(int x, int y)
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{
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@ -207,7 +222,7 @@ Cocoa_WarpMouseGlobal(int x, int y)
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return;
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}
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}
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CGPoint point = CGPointMake((float)x, (float)y);
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const CGPoint point = CGPointMake((float)x, (float)y);
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Cocoa_HandleMouseWarp(point.x, point.y);
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@ -219,21 +234,22 @@ Cocoa_WarpMouseGlobal(int x, int y)
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CGWarpMouseCursorPosition(point);
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CGSetLocalEventsSuppressionInterval(0.25);
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if (!mouse->relative_mode && mouse->focus) {
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/* CGWarpMouseCursorPosition doesn't generate a window event, unlike our
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* other implementations' APIs.
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*/
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SDL_SendMouseMotion(mouse->focus, mouse->mouseID, 0, x - mouse->focus->x, y - mouse->focus->y);
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/* CGWarpMouseCursorPosition doesn't generate a window event, unlike our
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* other implementations' APIs. Send what's appropriate.
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*/
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if (!mouse->relative_mode) {
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SDL_Window *win = SDL_FindWindowAtPoint(x, y);
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SDL_SetMouseFocus(win);
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if (win) {
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SDL_assert(win == mouse->focus);
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SDL_SendMouseMotion(win, mouse->mouseID, 0, x - win->x, y - win->y);
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}
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}
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}
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static void
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Cocoa_WarpMouse(SDL_Window * window, int x, int y)
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{
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/* pretend we have the mouse focus, even if we don't, so
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Cocoa_WarpMouseGlobal() will properly fake a mouse motion event. */
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SDL_Mouse *mouse = SDL_GetMouse();
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mouse->focus = window;
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Cocoa_WarpMouseGlobal(x + window->x, y + window->y);
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}
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