Remap event positions on rotated display

If the display is rotated, the position of clicks must be adapted.
This commit is contained in:
Romain Vimont 2020-04-08 14:27:25 +02:00
parent f3fba3c4b9
commit 6295c1a110

View file

@ -442,6 +442,37 @@ input_manager_process_key(struct input_manager *im,
} }
} }
static struct point
rotate_position(struct screen *screen, int32_t x, int32_t y) {
unsigned rotation = screen->rotation;
assert(rotation < 4);
int32_t w = screen->content_size.width;
int32_t h = screen->content_size.height;
struct point result;
switch (rotation) {
case 0:
result.x = x;
result.y = y;
break;
case 1:
result.x = h - y;
result.y = x;
break;
case 2:
result.x = w - x;
result.y = h - y;
break;
case 3:
result.x = y;
result.y = w - x;
break;
default:
assert(!"Unreachable");
}
return result;
}
static bool static bool
convert_mouse_motion(const SDL_MouseMotionEvent *from, struct screen *screen, convert_mouse_motion(const SDL_MouseMotionEvent *from, struct screen *screen,
struct control_msg *to) { struct control_msg *to) {
@ -449,8 +480,8 @@ convert_mouse_motion(const SDL_MouseMotionEvent *from, struct screen *screen,
to->inject_touch_event.action = AMOTION_EVENT_ACTION_MOVE; to->inject_touch_event.action = AMOTION_EVENT_ACTION_MOVE;
to->inject_touch_event.pointer_id = POINTER_ID_MOUSE; to->inject_touch_event.pointer_id = POINTER_ID_MOUSE;
to->inject_touch_event.position.screen_size = screen->frame_size; to->inject_touch_event.position.screen_size = screen->frame_size;
to->inject_touch_event.position.point.x = from->x; to->inject_touch_event.position.point =
to->inject_touch_event.position.point.y = from->y; rotate_position(screen, from->x, from->y);
to->inject_touch_event.pressure = 1.f; to->inject_touch_event.pressure = 1.f;
to->inject_touch_event.buttons = convert_mouse_buttons(from->state); to->inject_touch_event.buttons = convert_mouse_buttons(from->state);
@ -490,8 +521,9 @@ convert_touch(const SDL_TouchFingerEvent *from, struct screen *screen,
to->inject_touch_event.pointer_id = from->fingerId; to->inject_touch_event.pointer_id = from->fingerId;
to->inject_touch_event.position.screen_size = frame_size; to->inject_touch_event.position.screen_size = frame_size;
// SDL touch event coordinates are normalized in the range [0; 1] // SDL touch event coordinates are normalized in the range [0; 1]
to->inject_touch_event.position.point.x = from->x * frame_size.width; float x = from->x * frame_size.width;
to->inject_touch_event.position.point.y = from->y * frame_size.height; float y = from->y * frame_size.height;
to->inject_touch_event.position.point = rotate_position(screen, x, y);
to->inject_touch_event.pressure = from->pressure; to->inject_touch_event.pressure = from->pressure;
to->inject_touch_event.buttons = 0; to->inject_touch_event.buttons = 0;
return true; return true;
@ -526,8 +558,8 @@ convert_mouse_button(const SDL_MouseButtonEvent *from, struct screen *screen,
to->inject_touch_event.pointer_id = POINTER_ID_MOUSE; to->inject_touch_event.pointer_id = POINTER_ID_MOUSE;
to->inject_touch_event.position.screen_size = screen->frame_size; to->inject_touch_event.position.screen_size = screen->frame_size;
to->inject_touch_event.position.point.x = from->x; to->inject_touch_event.position.point =
to->inject_touch_event.position.point.y = from->y; rotate_position(screen, from->x, from->y);
to->inject_touch_event.pressure = 1.f; to->inject_touch_event.pressure = 1.f;
to->inject_touch_event.buttons = to->inject_touch_event.buttons =
convert_mouse_buttons(SDL_BUTTON(from->button)); convert_mouse_buttons(SDL_BUTTON(from->button));