mirror of https://github.com/encounter/SDL.git
cocoa: Revised synthesized mouse/touch event strategy.
I _think_ I understand what Sylvain is working on here now, so hopefully I got this right. Fixes Bugzilla #4576. (I think!)
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@ -103,7 +103,11 @@ SDL_TouchMouseEventsChanged(void *userdata, const char *name, const char *oldVal
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if (hint && (*hint == '0' || SDL_strcasecmp(hint, "false") == 0)) {
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mouse->touch_mouse_events = SDL_FALSE;
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} else {
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#if defined(__MACOSX__) /* macOS synthesizes its own events for this. */
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mouse->touch_mouse_events = SDL_FALSE;
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#else
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mouse->touch_mouse_events = SDL_TRUE;
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#endif
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}
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}
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@ -408,8 +408,7 @@ Cocoa_HandleMouseEvent(_THIS, NSEvent *event)
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DLog("Motion was (%g, %g), offset to (%g, %g)", [event deltaX], [event deltaY], deltaX, deltaY);
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}
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const SDL_MouseID mouseID = ([event subtype] == NSEventSubtypeTouch) ? SDL_TOUCH_MOUSEID : mouse->mouseID;
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SDL_SendMouseMotion(mouse->focus, mouseID, 1, (int)deltaX, (int)deltaY);
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SDL_SendMouseMotion(mouse->focus, mouse->mouseID, 1, (int)deltaX, (int)deltaY);
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}
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void
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@ -437,8 +436,8 @@ Cocoa_HandleMouseWheel(SDL_Window *window, NSEvent *event)
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} else if (y < 0) {
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y = SDL_floor(y);
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}
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const SDL_MouseID mouseID = ([event subtype] == NSEventSubtypeTouch) ? SDL_TOUCH_MOUSEID : mouse->mouseID;
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SDL_SendMouseWheel(window, mouseID, x, y, direction);
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SDL_SendMouseWheel(window, mouse->mouseID, x, y, direction);
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}
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void
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@ -933,14 +933,8 @@ SetWindowStyle(SDL_Window * window, NSUInteger style)
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clicks = (int) [theEvent clickCount];
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SDL_MouseID mouseID;
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if ([theEvent subtype] == NSEventSubtypeTouch) {
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mouseID = SDL_TOUCH_MOUSEID;
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} else {
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SDL_Mouse *mouse = SDL_GetMouse();
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mouseID = mouse ? mouse->mouseID : 0;
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}
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const SDL_Mouse *mouse = SDL_GetMouse();
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const SDL_MouseID mouseID = mouse ? mouse->mouseID : 0;
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SDL_SendMouseButtonClicks(_data->window, mouseID, SDL_PRESSED, button, clicks);
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}
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@ -986,14 +980,8 @@ SetWindowStyle(SDL_Window * window, NSUInteger style)
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clicks = (int) [theEvent clickCount];
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SDL_MouseID mouseID;
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if ([theEvent subtype] == NSEventSubtypeTouch) {
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mouseID = SDL_TOUCH_MOUSEID;
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} else {
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SDL_Mouse *mouse = SDL_GetMouse();
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mouseID = mouse ? mouse->mouseID : 0;
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}
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const SDL_Mouse *mouse = SDL_GetMouse();
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const SDL_MouseID mouseID = mouse ? mouse->mouseID : 0;
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SDL_SendMouseButtonClicks(_data->window, mouseID, SDL_RELEASED, button, clicks);
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}
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@ -1058,8 +1046,7 @@ SetWindowStyle(SDL_Window * window, NSUInteger style)
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}
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}
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const SDL_MouseID mouseID = ([theEvent subtype] == NSEventSubtypeTouch) ? SDL_TOUCH_MOUSEID : mouse->mouseID;
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SDL_SendMouseMotion(window, mouseID, 0, x, y);
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SDL_SendMouseMotion(window, mouse->mouseID, 0, x, y);
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}
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- (void)mouseDragged:(NSEvent *)theEvent
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@ -1093,8 +1080,7 @@ SetWindowStyle(SDL_Window * window, NSUInteger style)
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}
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}
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if (existingTouchCount == 0) {
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const BOOL ismouse = ([theEvent subtype] == NSEventSubtypeMouseEvent);
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const SDL_TouchID touchID = ismouse ? SDL_MOUSE_TOUCHID : (SDL_TouchID)(intptr_t)[[touches anyObject] device];
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const SDL_TouchID touchID = (SDL_TouchID)(intptr_t)[[touches anyObject] device];
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int numFingers = SDL_GetNumTouchFingers(touchID);
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DLog("Reset Lost Fingers: %d", numFingers);
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for (--numFingers; numFingers >= 0; --numFingers) {
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@ -1124,11 +1110,10 @@ SetWindowStyle(SDL_Window * window, NSUInteger style)
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- (void)handleTouches:(NSTouchPhase) phase withEvent:(NSEvent *) theEvent
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{
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const BOOL ismouse = ([theEvent subtype] == NSEventSubtypeMouseEvent);
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NSSet *touches = [theEvent touchesMatchingPhase:phase inView:nil];
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for (NSTouch *touch in touches) {
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const SDL_TouchID touchId = ismouse ? SDL_MOUSE_TOUCHID : (SDL_TouchID)(intptr_t)[touch device];
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const SDL_TouchID touchId = (SDL_TouchID)(intptr_t)[touch device];
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SDL_TouchDeviceType devtype = SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE;
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101202 /* Added in the 10.12.2 SDK. */
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