WinRT: fixed two bugs regarding mouse events

The first bug had mouse motion events not getting sent out on non-touch devices, if and when a mouse button wasn't pressed.

The second bug caused virtual mouse motion events to get sent out-of-order on touch devices: the motion event would get sent after the touch occurred, rather than before.
This commit is contained in:
David Ludwig 2013-10-27 14:31:57 -04:00
parent 62c781eaff
commit e64e3d8c27

View file

@ -209,20 +209,20 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
} }
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position); Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if (!WINRT_LeftFingerDown) { if (!WINRT_IsTouchEvent(pointerPoint)) {
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint); SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
if (button) { } else {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP if (!WINRT_LeftFingerDown) {
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y); if (button) {
#endif SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
SDL_SendMouseButton(window, 0, SDL_PRESSED, button); SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
}
WINRT_LeftFingerDown = pointerPoint->PointerId;
} }
WINRT_LeftFingerDown = pointerPoint->PointerId;
}
if (WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendTouch( SDL_SendTouch(
WINRT_TouchID, WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId, (SDL_FingerID) pointerPoint->PointerId,
@ -242,11 +242,13 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position); Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
if (pointerPoint->PointerId == WINRT_LeftFingerDown) { if (!WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y); SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
} } else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
}
if (WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendTouchMotion( SDL_SendTouchMotion(
WINRT_TouchID, WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId, (SDL_FingerID) pointerPoint->PointerId,
@ -263,16 +265,18 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
} }
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position); Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if (WINRT_LeftFingerDown == pointerPoint->PointerId) { if (!WINRT_IsTouchEvent(pointerPoint)) {
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint); SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
if (button) { } else {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button); if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
if (button) {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
}
WINRT_LeftFingerDown = 0;
} }
WINRT_LeftFingerDown = 0;
}
if (WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendTouch( SDL_SendTouch(
WINRT_TouchID, WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId, (SDL_FingerID) pointerPoint->PointerId,