mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-24 20:25:36 +00:00
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:
parent
749117acd9
commit
da0c0a4a33
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@ -495,7 +495,7 @@ WINRT_LogPointerEvent(const char * header, Windows::UI::Core::PointerEventArgs ^
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void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
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{
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#if LOG_POINTER_EVENTS
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WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
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WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
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#endif
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WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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@ -504,7 +504,7 @@ void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
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void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
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{
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#if LOG_POINTER_EVENTS
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WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
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WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
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#endif
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WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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@ -513,7 +513,7 @@ void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
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void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
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{
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#if LOG_POINTER_EVENTS
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WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
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WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
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#endif
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WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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@ -522,7 +522,7 @@ void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
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void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
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{
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#if LOG_POINTER_EVENTS
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WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
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WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
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#endif
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WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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@ -46,7 +46,13 @@ extern void WINRT_PumpEvents(_THIS);
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#ifdef __cplusplus_winrt
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/* Pointers (Mice, Touch, etc.) */
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extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition);
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typedef enum {
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NormalizeZeroToOne,
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TransformToSDLWindowSize
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} WINRT_CursorNormalizationType;
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extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * window,
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Windows::Foundation::Point rawPosition,
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WINRT_CursorNormalizationType normalization);
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extern Uint8 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt);
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extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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@ -47,9 +47,14 @@ WINRT_InitTouch(_THIS)
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SDL_AddTouch(WINRT_TouchID, "");
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}
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//
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// Applies necessary geometric transformations to raw cursor positions:
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//
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Windows::Foundation::Point
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WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
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WINRT_TransformCursorPosition(SDL_Window * window,
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Windows::Foundation::Point rawPosition,
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WINRT_CursorNormalizationType normalization)
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{
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using namespace Windows::UI::Core;
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using namespace Windows::Graphics::Display;
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@ -64,6 +69,8 @@ WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point ra
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// This might end up being the case as XAML support is extended.
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// For now, if there's no CoreWindow attached to the SDL_Window,
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// don't do any transforms.
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// TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
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return rawPosition;
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}
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@ -73,33 +80,41 @@ WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point ra
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CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
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Windows::Foundation::Point outputPosition;
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// Compute coordinates normalized from 0..1.
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// If the coordinates need to be sized to the SDL window,
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// we'll do that after.
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
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outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
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#else
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switch (DisplayProperties::CurrentOrientation)
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{
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case DisplayOrientations::Portrait:
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outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
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outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
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break;
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case DisplayOrientations::PortraitFlipped:
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outputPosition.X = (float32)window->w - rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = (float32)window->h - rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
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outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
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break;
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case DisplayOrientations::Landscape:
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outputPosition.X = rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
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outputPosition.Y = (float32)window->h - rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
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outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
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outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
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break;
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case DisplayOrientations::LandscapeFlipped:
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outputPosition.X = (float32)window->w - rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
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outputPosition.Y = rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
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outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
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outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
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break;
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default:
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break;
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}
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#endif
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if (normalization == TransformToSDLWindowSize) {
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outputPosition.X *= ((float32) window->w);
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outputPosition.Y *= ((float32) window->h);
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}
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return outputPosition;
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}
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@ -208,15 +223,17 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
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return;
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}
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
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if (!WINRT_IsTouchEvent(pointerPoint)) {
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if ( ! WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
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} else {
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Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
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Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
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if (!WINRT_LeftFingerDown) {
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if (button) {
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SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
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SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
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SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
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}
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@ -227,8 +244,8 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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SDL_TRUE,
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transformedPoint.X,
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transformedPoint.Y,
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normalizedPoint.X,
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normalizedPoint.Y,
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pointerPoint->Properties->Pressure);
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}
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}
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@ -240,20 +257,21 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
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return;
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}
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
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Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
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if (!WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
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if ( ! WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
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} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
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if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
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SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
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SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
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}
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SDL_SendTouchMotion(
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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transformedPoint.X,
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transformedPoint.Y,
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normalizedPoint.X,
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normalizedPoint.Y,
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pointerPoint->Properties->Pressure);
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}
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}
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@ -264,12 +282,13 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
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return;
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}
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
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if (!WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
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} else {
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Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
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if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
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if (button) {
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SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
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@ -281,8 +300,8 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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SDL_FALSE,
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transformedPoint.X,
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transformedPoint.Y,
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normalizedPoint.X,
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normalizedPoint.Y,
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pointerPoint->Properties->Pressure);
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}
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}
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@ -363,7 +382,7 @@ WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::Mouse
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// to SDL window coordinates.
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//
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const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
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const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs);
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const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
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SDL_SendMouseMotion(
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window,
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0,
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