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@@ -688,40 +688,60 @@ SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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event->button.x = (int)(event->button.x / (scale.x * renderer->dpi_scale.x));
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event->button.y = (int)(event->button.y / (scale.y * renderer->dpi_scale.y));
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}
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- }
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+ }
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} else if (event->type == SDL_FINGERDOWN ||
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event->type == SDL_FINGERUP ||
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event->type == SDL_FINGERMOTION) {
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int logical_w, logical_h;
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+ float physical_w, physical_h;
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SDL_Rect viewport;
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SDL_FPoint scale;
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GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
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- if (logical_w) {
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- int w, h;
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- if (renderer->GetOutputSize) {
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- renderer->GetOutputSize(renderer, &w, &h);
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- } else {
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- SDL_GetWindowSize(renderer->window, &w, &h);
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- }
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+ /* !!! FIXME: we probably should drop events that are outside of the
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+ !!! FIXME: viewport, but we can't do that from an event watcher,
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+ !!! FIXME: and we would have to track if a touch happened outside
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+ !!! FIXME: the viewport and then slid into it to insert extra
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+ !!! FIXME: events, which is a mess, so for now we just clamp these
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+ !!! FIXME: events to the edge. */
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- event->tfinger.x *= (w - 1);
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- event->tfinger.y *= (h - 1);
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-
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- event->tfinger.x -= (viewport.x * renderer->dpi_scale.x);
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- event->tfinger.y -= (viewport.y * renderer->dpi_scale.y);
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- event->tfinger.x = (event->tfinger.x / (scale.x * renderer->dpi_scale.x));
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- event->tfinger.y = (event->tfinger.y / (scale.y * renderer->dpi_scale.y));
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+ if (renderer->GetOutputSize) {
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+ int w, h;
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+ renderer->GetOutputSize(renderer, &w, &h);
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+ physical_w = (float) w;
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+ physical_h = (float) h;
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+ } else {
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+ int w, h;
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+ SDL_GetWindowSize(renderer->window, &w, &h);
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+ physical_w = ((float) w) * renderer->dpi_scale.x;
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+ physical_h = ((float) h) * renderer->dpi_scale.y;
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+ }
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- if (logical_w > 1) {
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- event->tfinger.x = event->tfinger.x / (logical_w - 1);
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+ if (physical_w == 0.0f) { /* nowhere for the touch to go, avoid division by zero and put it dead center. */
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+ event->tfinger.x = 0.5f;
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+ } else {
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+ const float normalized_viewport_x = ((float) viewport.x) / physical_w;
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+ const float normalized_viewport_w = ((float) viewport.w) / physical_w;
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+ if (event->tfinger.x <= normalized_viewport_x) {
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+ event->tfinger.x = 0.0f; /* to the left of the viewport, clamp to the edge. */
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+ } else if (event->tfinger.x >= (normalized_viewport_x + normalized_viewport_w)) {
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+ event->tfinger.x = 1.0f; /* to the right of the viewport, clamp to the edge. */
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} else {
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- event->tfinger.x = 0.5f;
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+ event->tfinger.x = (event->tfinger.x - normalized_viewport_x) / normalized_viewport_w;
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}
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- if (logical_h > 1) {
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- event->tfinger.y = event->tfinger.y / (logical_h - 1);
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+ }
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+
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+ if (physical_h == 0.0f) { /* nowhere for the touch to go, avoid division by zero and put it dead center. */
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+ event->tfinger.y = 0.5f;
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+ } else {
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+ const float normalized_viewport_y = ((float) viewport.y) / physical_h;
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+ const float normalized_viewport_h = ((float) viewport.h) / physical_h;
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+ if (event->tfinger.y <= normalized_viewport_y) {
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+ event->tfinger.y = 0.0f; /* to the left of the viewport, clamp to the edge. */
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+ } else if (event->tfinger.y >= (normalized_viewport_y + normalized_viewport_h)) {
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+ event->tfinger.y = 1.0f; /* to the right of the viewport, clamp to the edge. */
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} else {
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- event->tfinger.y = 0.5f;
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+ event->tfinger.y = (event->tfinger.y - normalized_viewport_y) / normalized_viewport_h;
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}
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}
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}
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