WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
Thanks to Pierre-Yves for pointing this out and providing a fix!main
parent
749117acd9
commit
da0c0a4a33
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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,
|
||||
|
|
Loading…
Reference in New Issue