Track button state for each mouse input source separately

This way we'll get button down and up events for each mouseID
individually.

Fixes https://github.com/libsdl-org/SDL/issues/4518
main
Sam Lantinga 2021-11-10 13:41:44 -08:00
parent cb4491ca60
commit dfb834d3d4
2 changed files with 67 additions and 28 deletions

View File

@ -177,6 +177,17 @@ SDL_GetMouse(void)
return &SDL_mouse;
}
static Uint32 GetButtonState(SDL_Mouse *mouse)
{
int i;
Uint32 buttonstate = 0;
for (i = 0; i < mouse->num_sources; ++i) {
buttonstate |= mouse->sources[i].buttonstate;
}
return buttonstate;
}
SDL_Window *
SDL_GetMouseFocus(void)
{
@ -185,25 +196,6 @@ SDL_GetMouseFocus(void)
return mouse->focus;
}
#if 0
void
SDL_ResetMouse(void)
{
SDL_Mouse *mouse = SDL_GetMouse();
Uint8 i;
#ifdef DEBUG_MOUSE
printf("Resetting mouse\n");
#endif
for (i = 1; i <= sizeof(mouse->buttonstate)*8; ++i) {
if (mouse->buttonstate & SDL_BUTTON(i)) {
SDL_SendMouseButton(mouse->focus, mouse->mouseID, SDL_RELEASED, i);
}
}
SDL_assert(mouse->buttonstate == 0);
}
#endif
void
SDL_SetMouseFocus(SDL_Window * window)
{
@ -299,7 +291,7 @@ SDL_SendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int
{
if (window && !relative) {
SDL_Mouse *mouse = SDL_GetMouse();
if (!SDL_UpdateMouseFocus(window, x, y, mouse->buttonstate, (mouseID == SDL_TOUCH_MOUSEID) ? SDL_FALSE : SDL_TRUE)) {
if (!SDL_UpdateMouseFocus(window, x, y, GetButtonState(mouse), (mouseID == SDL_TOUCH_MOUSEID) ? SDL_FALSE : SDL_TRUE)) {
return 0;
}
}
@ -399,7 +391,7 @@ SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relativ
}
/* Ignore relative motion positioning the first touch */
if (mouseID == SDL_TOUCH_MOUSEID && !mouse->buttonstate) {
if (mouseID == SDL_TOUCH_MOUSEID && !GetButtonState(mouse)) {
xrel = 0;
yrel = 0;
}
@ -473,7 +465,7 @@ SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relativ
event.motion.which = mouseID;
/* Set us pending (or clear during a normal mouse movement event) as having triggered */
mouse->was_touch_mouse_events = (mouseID == SDL_TOUCH_MOUSEID)? SDL_TRUE : SDL_FALSE;
event.motion.state = mouse->buttonstate;
event.motion.state = GetButtonState(mouse);
event.motion.x = mouse->x;
event.motion.y = mouse->y;
event.motion.xrel = xrel;
@ -491,6 +483,30 @@ SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relativ
return posted;
}
static SDL_MouseInputSource *GetMouseInputSource(SDL_Mouse *mouse, SDL_MouseID mouseID)
{
SDL_MouseInputSource *source, *sources;
int i;
for (i = 0; i < mouse->num_sources; ++i) {
source = &mouse->sources[i];
if (source->mouseID == mouseID) {
return source;
}
}
sources = (SDL_MouseInputSource *)SDL_realloc(mouse->sources, (mouse->num_sources + 1)*sizeof(*mouse->sources));
if (sources) {
mouse->sources = sources;
++mouse->num_sources;
source = &sources[mouse->num_sources - 1];
source->mouseID = mouseID;
source->buttonstate = 0;
return source;
}
return NULL;
}
static SDL_MouseClickState *GetMouseClickState(SDL_Mouse *mouse, Uint8 button)
{
if (button >= mouse->num_clickstates) {
@ -515,7 +531,14 @@ SDL_PrivateSendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state
SDL_Mouse *mouse = SDL_GetMouse();
int posted;
Uint32 type;
Uint32 buttonstate = mouse->buttonstate;
Uint32 buttonstate;
SDL_MouseInputSource *source;
source = GetMouseInputSource(mouse, mouseID);
if (!source) {
return 0;
}
buttonstate = source->buttonstate;
/* SDL_HINT_MOUSE_TOUCH_EVENTS: controlling whether mouse events should generate synthetic touch events */
if (mouse->mouse_touch_events) {
@ -560,11 +583,11 @@ SDL_PrivateSendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state
SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate, SDL_TRUE);
}
if (buttonstate == mouse->buttonstate) {
if (buttonstate == source->buttonstate) {
/* Ignore this event, no state change */
return 0;
}
mouse->buttonstate = buttonstate;
source->buttonstate = buttonstate;
if (clicks < 0) {
SDL_MouseClickState *clickstate = GetMouseClickState(mouse, button);
@ -722,10 +745,17 @@ SDL_MouseQuit(void)
mouse->def_cursor = NULL;
}
if (mouse->sources) {
SDL_free(mouse->sources);
mouse->sources = NULL;
}
mouse->num_sources = 0;
if (mouse->clickstate) {
SDL_free(mouse->clickstate);
mouse->clickstate = NULL;
}
mouse->num_clickstates = 0;
SDL_DelHintCallback(SDL_HINT_MOUSE_NORMAL_SPEED_SCALE,
SDL_MouseNormalSpeedScaleChanged, mouse);
@ -745,7 +775,7 @@ SDL_GetMouseState(int *x, int *y)
if (y) {
*y = mouse->y;
}
return mouse->buttonstate;
return GetButtonState(mouse);
}
Uint32
@ -761,7 +791,7 @@ SDL_GetRelativeMouseState(int *x, int *y)
}
mouse->xdelta = 0;
mouse->ydelta = 0;
return mouse->buttonstate;
return GetButtonState(mouse);
}
Uint32

View File

@ -33,6 +33,12 @@ struct SDL_Cursor
void *driverdata;
};
typedef struct
{
SDL_MouseID mouseID;
Uint32 buttonstate;
} SDL_MouseInputSource;
typedef struct
{
int last_x, last_y;
@ -82,7 +88,6 @@ typedef struct
int last_x, last_y; /* the last reported x and y coordinates */
float accumulated_wheel_x;
float accumulated_wheel_y;
Uint32 buttonstate;
SDL_bool has_position;
SDL_bool relative_mode;
SDL_bool relative_mode_warp;
@ -96,6 +101,10 @@ typedef struct
SDL_bool mouse_touch_events;
SDL_bool was_touch_mouse_events; /* Was a touch-mouse event pending? */
/* Data for input source state */
int num_sources;
SDL_MouseInputSource *sources;
/* Data for double-click tracking */
int num_clickstates;
SDL_MouseClickState *clickstate;