Fix windows not being hidden initially

This commit is contained in:
2024-07-31 23:59:04 +03:00
committed by Ari Vuollet
parent 7288980caa
commit 4428083c2f
2 changed files with 12 additions and 45 deletions

View File

@@ -111,34 +111,7 @@ bool SDLPlatform::CheckWindowDragging(Window* window, WindowHitCodes hit)
bool handled = false;
window->OnLeftButtonHit(hit, handled);
if (handled)
{
DraggedWindowId = window->_windowId;
LOG(Info, "Dragging: {}", window->_settings.Title);
String dockHintWindow("DockHint.Window");
Window* window = nullptr;
WindowsManager::WindowsLocker.Lock();
for (int32 i = 0; i < WindowsManager::Windows.Count(); i++)
{
if (WindowsManager::Windows[i]->_title.Compare(dockHintWindow) == 0)
//if (WindowsManager::Windows[i]->_windowId == DraggedWindowId)
{
window = WindowsManager::Windows[i];
break;
}
}
WindowsManager::WindowsLocker.Unlock();
Float2 mousePos;
auto buttons = SDL_GetGlobalMouseState(&mousePos.X, &mousePos.Y);
if (window != nullptr)
{
/*int top, left, bottom, right;
SDL_GetWindowBordersSize(window->_window, &top, &left, &bottom, &right);
mousePos += Float2(left, -top);
Input::Mouse->OnMouseDown(mousePos, MouseButton::Left, window);*/
}
}
return handled;
}
@@ -203,20 +176,16 @@ void SDLPlatform::Tick()
SDL_PumpEvents();
SDL_Event events[32];
int count;
while ((count = SDL_PeepEvents(events, SDL_arraysize(events), SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST)))
int count = SDL_PeepEvents(events, SDL_arraysize(events), SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST);
for (int i = 0; i < count; ++i)
{
for (int i = 0; i < count; ++i)
{
SDLWindow* window = SDLWindow::GetWindowFromEvent(events[i]);
if (window)
window->HandleEvent(events[i]);
else if (events[i].type >= SDL_EVENT_JOYSTICK_AXIS_MOTION && events[i].type <= SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED)
SDLInput::HandleEvent(nullptr, events[i]);
else
SDLPlatform::HandleEvent(events[i]);
}
SDL_PumpEvents();
SDLWindow* window = SDLWindow::GetWindowFromEvent(events[i]);
if (window)
window->HandleEvent(events[i]);
else if (events[i].type >= SDL_EVENT_JOYSTICK_AXIS_MOTION && events[i].type <= SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED)
SDLInput::HandleEvent(nullptr, events[i]);
else
SDLPlatform::HandleEvent(events[i]);
}
}