Types of sensitivities
#include <screen/screen.h>
enum { SCREEN_SENSITIVITY_TEST = 0, SCREEN_SENSITIVITY_ALWAYS = 1, SCREEN_SENSITIVITY_NEVER = 2, SCREEN_SENSITIVITY_NO_FOCUS = 3, SCREEN_SENSITIVITY_FULLSCREEN = 4 };
Pointer and multi-touch events are forwarded to the window's context if they intersect with the window and are in an area of the window that's not fully transparent. The window receives keyboard, gamepad, joystick events if it has input focus. Raising a window, pointer, or multi-touch release event in the window causes it to acquire input focus.
The window receives keyboard, gamepad, joystick events if it has input focus. Raising a window, pointer, or multi-touch release event in that window causes it to acquire input focus. We recommend that you use SCREEN_SENSITIVITY_MASK_ALWAYS instead.
The window never acquires input focus, even after it has been raised. The window receives only input events that are directly injected into it from outside sources. We recommend that you use (SCREEN_SENSITIVITY_MASK_NEVER | SCREEN_SENSITIVITY_MASK_NO_FOCUS) instead.
The window doesn't acquire input focus after being raised or after a pointer or multi-touch release event occurs. Therefore, the window won't receive keyboard, gamepad, or joystick input unless it's sent directly into the window from an outside source. We recommend that you use SCREEN_SENSITIVITY_MASK_NO_FOCUS instead.
The window is considered fullscreen for the purposes of input tests. Transparency is ignored. The window receives keyboard, gamepad, and joystick events if it has input focus. Raising the window, pointer, or multi-touch release event in the window causes it to acquire input focus. We recommend that you use (SCREEN_SENSITIVITY_MASK_ALWAYS | SCREEN_SENSITIVITY_MASK_FULLSCREEN) instead.
We recommend that you use a bitmask combination of Screen sensitivity masks to specify SCREEN_PROPERTY_SENSITIVITY instead.