testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)

* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize

* testwm2: fix video modes menu hit detection in High DPI cases

- also when logical size is specified, e.g.
  `--logical 640x480 --resizable --allow-highdpi`

* add function to determine logical coordinates of renderer point when given window point

* change since to the targeted milestone

* fix typo

* rename for consistency

* Change logical coordinate type to float, since we can render with floating point precision.

* add function to convert logical to window coordinates

* testwm2: use new SDL_RenderWindowToLogical

* SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow

Co-authored-by: John Blat <johnblat64@protonmail.com>
Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
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Eric Wasylishen 2021-11-09 22:03:42 -07:00 committed by GitHub
parent 27ce914463
commit 0d98793693
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6 changed files with 103 additions and 2 deletions

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@ -979,6 +979,48 @@ extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
float *scaleX, float *scaleY);
/**
* Get logical coordinates of point in renderer when given real coordinates of point in window.
* Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
*
* \param renderer the renderer from which the logical coordinates should be calcualted
* \param windowX the real X coordinate in the window
* \param windowY the real Y coordinate in the window
* \param logicalX the pointer filled with the logical x coordinate
* \param logicalY the pointer filled with the logical y coordinate
*
* \since This function is available since SDL 2.0.20.
*
* \sa SDL_RenderGetScale
* \sa SDL_RenderSetScale
* \sa SDL_RenderGetLogicalSize
* \sa SDL_RenderSetLogicalSize
*/
extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
int windowX, int windowY,
float *logicalX, float *logicalY);
/**
* Get real coordinates of point in window when given logical coordinates of point in renderer.
* Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
*
* \param renderer the renderer from which the window coordinates should be calculated
* \param logicalX the logical x coordinate
* \param logicalY the logical y coordinate
* \param windowX the pointer filled with the real X coordinate in the window
* \param windowY the pointer filled with the real Y coordinate in the window
*
* \since This function is available since SDL 2.0.20.
*
* \sa SDL_RenderGetScale
* \sa SDL_RenderSetScale
* \sa SDL_RenderGetLogicalSize
* \sa SDL_RenderSetLogicalSize
*/
extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
float logicalX, float logicalY,
int *windowX, int *windowY);
/**
* Set the color used for drawing operations (Rect, Line and Clear).
*

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@ -844,3 +844,5 @@
#define SDL_hid_get_indexed_string SDL_hid_get_indexed_string_REAL
#define SDL_SetWindowMouseRect SDL_SetWindowMouseRect_REAL
#define SDL_GetWindowMouseRect SDL_GetWindowMouseRect_REAL
#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_REAL
#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL

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@ -913,3 +913,5 @@ SDL_DYNAPI_PROC(int,SDL_hid_get_serial_number_string,(SDL_hid_device *a, wchar_t
SDL_DYNAPI_PROC(int,SDL_hid_get_indexed_string,(SDL_hid_device *a, int b, wchar_t *c, size_t d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(const SDL_Rect*,SDL_GetWindowMouseRect,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, float *d, float *e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)

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@ -2491,6 +2491,42 @@ SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
}
}
void
SDL_RenderWindowToLogical(SDL_Renderer * renderer, int windowX, int windowY, float *logicalX, float *logicalY)
{
float window_physical_x, window_physical_y;
CHECK_RENDERER_MAGIC(renderer, );
window_physical_x = ((float) windowX) / renderer->dpi_scale.x;
window_physical_y = ((float) windowY) / renderer->dpi_scale.y;
if (logicalX) {
*logicalX = (window_physical_x - renderer->viewport.x) / renderer->scale.x;
}
if (logicalY) {
*logicalY = (window_physical_y - renderer->viewport.y) / renderer->scale.y;
}
}
void
SDL_RenderLogicalToWindow(SDL_Renderer * renderer, float logicalX, float logicalY, int *windowX, int *windowY)
{
float window_physical_x, window_physical_y;
CHECK_RENDERER_MAGIC(renderer, );
window_physical_x = (logicalX * renderer->scale.x) + renderer->viewport.x;
window_physical_y = (logicalY * renderer->scale.y) + renderer->viewport.y;
if (windowX) {
*windowX = (int)(window_physical_x * renderer->dpi_scale.x);
}
if (windowY) {
*windowY = (int)(window_physical_y * renderer->dpi_scale.y);
}
}
int
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
Uint8 r, Uint8 g, Uint8 b, Uint8 a)

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@ -2234,6 +2234,7 @@ SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int *
SDL_Rect rect;
SDL_DisplayMode mode;
float ddpi, hdpi, vdpi;
float scaleX, scaleY;
Uint32 flags;
const int windowDisplayIndex = SDL_GetWindowDisplayIndex(window);
SDL_RendererInfo info;
@ -2276,6 +2277,17 @@ SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int *
SDLTest_DrawString(renderer, 0, textY, text);
textY += lineHeight;
SDL_RenderGetScale(renderer, &scaleX, &scaleY);
SDL_snprintf(text, sizeof(text), "SDL_RenderGetScale: %f,%f",
scaleX, scaleY);
SDLTest_DrawString(renderer, 0, textY, text);
textY += lineHeight;
SDL_RenderGetLogicalSize(renderer, &w, &h);
SDL_snprintf(text, sizeof(text), "SDL_RenderGetLogicalSize: %dx%d", w, h);
SDLTest_DrawString(renderer, 0, textY, text);
textY += lineHeight;
/* Window */
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);

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@ -68,7 +68,14 @@ draw_modes_menu(SDL_Window* window, SDL_Renderer* renderer, SDL_Rect viewport)
/* Get mouse position */
if (SDL_GetMouseFocus() == window) {
SDL_GetMouseState(&mouse_pos.x, &mouse_pos.y);
int window_x, window_y;
float logical_x, logical_y;
SDL_GetMouseState(&window_x, &window_y);
SDL_RenderWindowToLogical(renderer, window_x, window_y, &logical_x, &logical_y);
mouse_pos.x = (int)logical_x;
mouse_pos.y = (int)logical_y;
}
x = 0;