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This API and implementation comes from the Unreal Engine branch of SDL, which originally called this "SDL_ConfineCursor". Some minor cleanup and changes for consistency with the rest of SDL_video, but there are two major changes: 1. The coordinate system has been changed so that `rect` is _window_ relative and not _screen_ relative, making it easier to implement without having global access to the display. 2. The UE version unset all rects when passing `NULL` as a parameter for `window`, this has been removed as it was an unused feature anyhow. Currently this is only implemented for X, but can be supported on Wayland and Windows at minimum too. |
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.. | ||
SDL_test_assert.c | ||
SDL_test_common.c | ||
SDL_test_compare.c | ||
SDL_test_crc32.c | ||
SDL_test_font.c | ||
SDL_test_fuzzer.c | ||
SDL_test_harness.c | ||
SDL_test_imageBlit.c | ||
SDL_test_imageBlitBlend.c | ||
SDL_test_imageFace.c | ||
SDL_test_imagePrimitives.c | ||
SDL_test_imagePrimitivesBlend.c | ||
SDL_test_log.c | ||
SDL_test_md5.c | ||
SDL_test_memory.c | ||
SDL_test_random.c |