WinRT: fixed bug: touch input coordinates weren't normalized [0..1]

Thanks to Pierre-Yves for pointing this out and providing a fix!
This commit is contained in:
David Ludwig 2013-11-28 21:15:05 -05:00
parent 749117acd9
commit da0c0a4a33
3 changed files with 56 additions and 31 deletions

View file

@ -495,7 +495,7 @@ WINRT_LogPointerEvent(const char * header, Windows::UI::Core::PointerEventArgs ^
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
{
#if LOG_POINTER_EVENTS
WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
#endif
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
@ -504,7 +504,7 @@ void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
{
#if LOG_POINTER_EVENTS
WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
#endif
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
@ -513,7 +513,7 @@ void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
{
#if LOG_POINTER_EVENTS
WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
#endif
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
@ -522,7 +522,7 @@ void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
{
#if LOG_POINTER_EVENTS
WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
#endif
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);

View file

@ -46,7 +46,13 @@ extern void WINRT_PumpEvents(_THIS);
#ifdef __cplusplus_winrt
/* Pointers (Mice, Touch, etc.) */
extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition);
typedef enum {
NormalizeZeroToOne,
TransformToSDLWindowSize
} WINRT_CursorNormalizationType;
extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * window,
Windows::Foundation::Point rawPosition,
WINRT_CursorNormalizationType normalization);
extern Uint8 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt);
extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);

View file

@ -47,9 +47,14 @@ WINRT_InitTouch(_THIS)
SDL_AddTouch(WINRT_TouchID, "");
}
//
// Applies necessary geometric transformations to raw cursor positions:
//
Windows::Foundation::Point
WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
WINRT_TransformCursorPosition(SDL_Window * window,
Windows::Foundation::Point rawPosition,
WINRT_CursorNormalizationType normalization)
{
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
@ -64,6 +69,8 @@ WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point ra
// This might end up being the case as XAML support is extended.
// For now, if there's no CoreWindow attached to the SDL_Window,
// don't do any transforms.
// TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
return rawPosition;
}
@ -73,33 +80,41 @@ WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point ra
CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
Windows::Foundation::Point outputPosition;
// Compute coordinates normalized from 0..1.
// If the coordinates need to be sized to the SDL window,
// we'll do that after.
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
#else
switch (DisplayProperties::CurrentOrientation)
{
case DisplayOrientations::Portrait:
outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
break;
case DisplayOrientations::PortraitFlipped:
outputPosition.X = (float32)window->w - rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
outputPosition.Y = (float32)window->h - rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
break;
case DisplayOrientations::Landscape:
outputPosition.X = rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
outputPosition.Y = (float32)window->h - rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
break;
case DisplayOrientations::LandscapeFlipped:
outputPosition.X = (float32)window->w - rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
outputPosition.Y = rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
break;
default:
break;
}
#endif
if (normalization == TransformToSDLWindowSize) {
outputPosition.X *= ((float32) window->w);
outputPosition.Y *= ((float32) window->h);
}
return outputPosition;
}
@ -208,15 +223,17 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
return;
}
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if (!WINRT_IsTouchEvent(pointerPoint)) {
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
} else {
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
if (!WINRT_LeftFingerDown) {
if (button) {
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
}
@ -227,8 +244,8 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
SDL_TRUE,
transformedPoint.X,
transformedPoint.Y,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
@ -240,20 +257,21 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
return;
}
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
if (!WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
}
SDL_SendTouchMotion(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
transformedPoint.X,
transformedPoint.Y,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
@ -264,12 +282,13 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
return;
}
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if (!WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
} else {
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
if (button) {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
@ -281,8 +300,8 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
SDL_FALSE,
transformedPoint.X,
transformedPoint.Y,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
@ -363,7 +382,7 @@ WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::Mouse
// to SDL window coordinates.
//
const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs);
const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
SDL_SendMouseMotion(
window,
0,