Remap event positions on rotated display
If the display is rotated, the position of clicks must be adapted.
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parent
f3fba3c4b9
commit
6295c1a110
1 changed files with 38 additions and 6 deletions
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@ -442,6 +442,37 @@ input_manager_process_key(struct input_manager *im,
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}
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}
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}
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}
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static struct point
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rotate_position(struct screen *screen, int32_t x, int32_t y) {
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unsigned rotation = screen->rotation;
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assert(rotation < 4);
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int32_t w = screen->content_size.width;
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int32_t h = screen->content_size.height;
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struct point result;
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switch (rotation) {
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case 0:
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result.x = x;
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result.y = y;
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break;
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case 1:
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result.x = h - y;
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result.y = x;
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break;
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case 2:
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result.x = w - x;
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result.y = h - y;
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break;
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case 3:
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result.x = y;
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result.y = w - x;
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break;
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default:
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assert(!"Unreachable");
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}
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return result;
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}
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static bool
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static bool
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convert_mouse_motion(const SDL_MouseMotionEvent *from, struct screen *screen,
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convert_mouse_motion(const SDL_MouseMotionEvent *from, struct screen *screen,
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struct control_msg *to) {
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struct control_msg *to) {
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@ -449,8 +480,8 @@ convert_mouse_motion(const SDL_MouseMotionEvent *from, struct screen *screen,
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to->inject_touch_event.action = AMOTION_EVENT_ACTION_MOVE;
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to->inject_touch_event.action = AMOTION_EVENT_ACTION_MOVE;
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to->inject_touch_event.pointer_id = POINTER_ID_MOUSE;
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to->inject_touch_event.pointer_id = POINTER_ID_MOUSE;
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to->inject_touch_event.position.screen_size = screen->frame_size;
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to->inject_touch_event.position.screen_size = screen->frame_size;
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to->inject_touch_event.position.point.x = from->x;
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to->inject_touch_event.position.point =
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to->inject_touch_event.position.point.y = from->y;
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rotate_position(screen, from->x, from->y);
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to->inject_touch_event.pressure = 1.f;
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to->inject_touch_event.pressure = 1.f;
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to->inject_touch_event.buttons = convert_mouse_buttons(from->state);
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to->inject_touch_event.buttons = convert_mouse_buttons(from->state);
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@ -490,8 +521,9 @@ convert_touch(const SDL_TouchFingerEvent *from, struct screen *screen,
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to->inject_touch_event.pointer_id = from->fingerId;
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to->inject_touch_event.pointer_id = from->fingerId;
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to->inject_touch_event.position.screen_size = frame_size;
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to->inject_touch_event.position.screen_size = frame_size;
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// SDL touch event coordinates are normalized in the range [0; 1]
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// SDL touch event coordinates are normalized in the range [0; 1]
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to->inject_touch_event.position.point.x = from->x * frame_size.width;
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float x = from->x * frame_size.width;
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to->inject_touch_event.position.point.y = from->y * frame_size.height;
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float y = from->y * frame_size.height;
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to->inject_touch_event.position.point = rotate_position(screen, x, y);
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to->inject_touch_event.pressure = from->pressure;
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to->inject_touch_event.pressure = from->pressure;
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to->inject_touch_event.buttons = 0;
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to->inject_touch_event.buttons = 0;
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return true;
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return true;
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@ -526,8 +558,8 @@ convert_mouse_button(const SDL_MouseButtonEvent *from, struct screen *screen,
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to->inject_touch_event.pointer_id = POINTER_ID_MOUSE;
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to->inject_touch_event.pointer_id = POINTER_ID_MOUSE;
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to->inject_touch_event.position.screen_size = screen->frame_size;
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to->inject_touch_event.position.screen_size = screen->frame_size;
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to->inject_touch_event.position.point.x = from->x;
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to->inject_touch_event.position.point =
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to->inject_touch_event.position.point.y = from->y;
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rotate_position(screen, from->x, from->y);
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to->inject_touch_event.pressure = 1.f;
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to->inject_touch_event.pressure = 1.f;
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to->inject_touch_event.buttons =
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to->inject_touch_event.buttons =
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convert_mouse_buttons(SDL_BUTTON(from->button));
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convert_mouse_buttons(SDL_BUTTON(from->button));
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