mirror of https://github.com/encounter/SDL.git
testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)
* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize * testwm2: fix video modes menu hit detection in High DPI cases - also when logical size is specified, e.g. `--logical 640x480 --resizable --allow-highdpi` * add function to determine logical coordinates of renderer point when given window point * change since to the targeted milestone * fix typo * rename for consistency * Change logical coordinate type to float, since we can render with floating point precision. * add function to convert logical to window coordinates * testwm2: use new SDL_RenderWindowToLogical * SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow Co-authored-by: John Blat <johnblat64@protonmail.com> Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
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@ -979,6 +979,48 @@ extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
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extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
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float *scaleX, float *scaleY);
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/**
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* Get logical coordinates of point in renderer when given real coordinates of point in window.
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* Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
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*
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* \param renderer the renderer from which the logical coordinates should be calcualted
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* \param windowX the real X coordinate in the window
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* \param windowY the real Y coordinate in the window
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* \param logicalX the pointer filled with the logical x coordinate
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* \param logicalY the pointer filled with the logical y coordinate
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*
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* \since This function is available since SDL 2.0.20.
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*
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* \sa SDL_RenderGetScale
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* \sa SDL_RenderSetScale
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* \sa SDL_RenderGetLogicalSize
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* \sa SDL_RenderSetLogicalSize
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*/
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extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
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int windowX, int windowY,
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float *logicalX, float *logicalY);
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/**
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* Get real coordinates of point in window when given logical coordinates of point in renderer.
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* Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
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*
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* \param renderer the renderer from which the window coordinates should be calculated
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* \param logicalX the logical x coordinate
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* \param logicalY the logical y coordinate
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* \param windowX the pointer filled with the real X coordinate in the window
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* \param windowY the pointer filled with the real Y coordinate in the window
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*
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* \since This function is available since SDL 2.0.20.
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*
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* \sa SDL_RenderGetScale
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* \sa SDL_RenderSetScale
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* \sa SDL_RenderGetLogicalSize
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* \sa SDL_RenderSetLogicalSize
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*/
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extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
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float logicalX, float logicalY,
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int *windowX, int *windowY);
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/**
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* Set the color used for drawing operations (Rect, Line and Clear).
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*
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@ -844,3 +844,5 @@
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#define SDL_hid_get_indexed_string SDL_hid_get_indexed_string_REAL
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#define SDL_SetWindowMouseRect SDL_SetWindowMouseRect_REAL
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#define SDL_GetWindowMouseRect SDL_GetWindowMouseRect_REAL
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#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_REAL
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#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL
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@ -913,3 +913,5 @@ SDL_DYNAPI_PROC(int,SDL_hid_get_serial_number_string,(SDL_hid_device *a, wchar_t
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SDL_DYNAPI_PROC(int,SDL_hid_get_indexed_string,(SDL_hid_device *a, int b, wchar_t *c, size_t d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(const SDL_Rect*,SDL_GetWindowMouseRect,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, float *d, float *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)
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@ -2491,6 +2491,42 @@ SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
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}
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}
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void
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SDL_RenderWindowToLogical(SDL_Renderer * renderer, int windowX, int windowY, float *logicalX, float *logicalY)
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{
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float window_physical_x, window_physical_y;
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CHECK_RENDERER_MAGIC(renderer, );
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window_physical_x = ((float) windowX) / renderer->dpi_scale.x;
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window_physical_y = ((float) windowY) / renderer->dpi_scale.y;
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if (logicalX) {
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*logicalX = (window_physical_x - renderer->viewport.x) / renderer->scale.x;
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}
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if (logicalY) {
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*logicalY = (window_physical_y - renderer->viewport.y) / renderer->scale.y;
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}
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}
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void
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SDL_RenderLogicalToWindow(SDL_Renderer * renderer, float logicalX, float logicalY, int *windowX, int *windowY)
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{
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float window_physical_x, window_physical_y;
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CHECK_RENDERER_MAGIC(renderer, );
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window_physical_x = (logicalX * renderer->scale.x) + renderer->viewport.x;
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window_physical_y = (logicalY * renderer->scale.y) + renderer->viewport.y;
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if (windowX) {
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*windowX = (int)(window_physical_x * renderer->dpi_scale.x);
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}
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if (windowY) {
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*windowY = (int)(window_physical_y * renderer->dpi_scale.y);
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}
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}
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int
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SDL_SetRenderDrawColor(SDL_Renderer * renderer,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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@ -2234,6 +2234,7 @@ SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int *
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SDL_Rect rect;
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SDL_DisplayMode mode;
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float ddpi, hdpi, vdpi;
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float scaleX, scaleY;
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Uint32 flags;
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const int windowDisplayIndex = SDL_GetWindowDisplayIndex(window);
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SDL_RendererInfo info;
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@ -2276,6 +2277,17 @@ SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int *
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SDLTest_DrawString(renderer, 0, textY, text);
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textY += lineHeight;
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SDL_RenderGetScale(renderer, &scaleX, &scaleY);
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SDL_snprintf(text, sizeof(text), "SDL_RenderGetScale: %f,%f",
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scaleX, scaleY);
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SDLTest_DrawString(renderer, 0, textY, text);
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textY += lineHeight;
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SDL_RenderGetLogicalSize(renderer, &w, &h);
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SDL_snprintf(text, sizeof(text), "SDL_RenderGetLogicalSize: %dx%d", w, h);
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SDLTest_DrawString(renderer, 0, textY, text);
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textY += lineHeight;
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/* Window */
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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@ -68,7 +68,14 @@ draw_modes_menu(SDL_Window* window, SDL_Renderer* renderer, SDL_Rect viewport)
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/* Get mouse position */
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if (SDL_GetMouseFocus() == window) {
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SDL_GetMouseState(&mouse_pos.x, &mouse_pos.y);
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int window_x, window_y;
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float logical_x, logical_y;
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SDL_GetMouseState(&window_x, &window_y);
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SDL_RenderWindowToLogical(renderer, window_x, window_y, &logical_x, &logical_y);
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mouse_pos.x = (int)logical_x;
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mouse_pos.y = (int)logical_y;
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}
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x = 0;
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