mirror of https://github.com/encounter/SDL.git
Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events. The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.) This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.) I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped. I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function: float x = [event deltaX]; to this: float x = -[event deltaX]; I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
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@ -257,8 +257,8 @@ typedef struct SDL_MouseWheelEvent
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Uint32 timestamp;
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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Uint32 windowID; /**< The window with mouse focus, if any */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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Sint32 x; /**< The amount scrolled horizontally */
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Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
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Sint32 y; /**< The amount scrolled vertically */
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Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
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} SDL_MouseWheelEvent;
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} SDL_MouseWheelEvent;
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/**
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/**
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@ -291,7 +291,7 @@ Cocoa_HandleMouseWheel(SDL_Window *window, NSEvent *event)
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{
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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SDL_Mouse *mouse = SDL_GetMouse();
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float x = [event deltaX];
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float x = -[event deltaX];
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float y = [event deltaY];
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float y = [event deltaY];
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if (x > 0) {
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if (x > 0) {
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