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.main
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e64e3d8c27
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@ -209,20 +209,20 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
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}
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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if (!WINRT_LeftFingerDown) {
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Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
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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_PRESSED, button);
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} else {
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if (!WINRT_LeftFingerDown) {
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if (button) {
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if (button) {
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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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)transformedPoint.X, (int)transformedPoint.Y);
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#endif
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SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
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SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
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}
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}
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WINRT_LeftFingerDown = pointerPoint->PointerId;
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WINRT_LeftFingerDown = pointerPoint->PointerId;
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}
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}
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if (WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendTouch(
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SDL_SendTouch(
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WINRT_TouchID,
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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(SDL_FingerID) pointerPoint->PointerId,
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@ -242,11 +242,13 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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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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} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
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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)transformedPoint.X, (int)transformedPoint.Y);
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}
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}
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if (WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendTouchMotion(
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SDL_SendTouchMotion(
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WINRT_TouchID,
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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(SDL_FingerID) pointerPoint->PointerId,
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@ -263,16 +265,18 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
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}
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}
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
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if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
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Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
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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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if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
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if (button) {
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if (button) {
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SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
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SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
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}
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}
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WINRT_LeftFingerDown = 0;
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WINRT_LeftFingerDown = 0;
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}
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}
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if (WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendTouch(
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SDL_SendTouch(
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WINRT_TouchID,
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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(SDL_FingerID) pointerPoint->PointerId,
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