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Fix mouse hover in SDL builds
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hrydgard committed Nov 6, 2024
1 parent dff7f57 commit f0ae048
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Showing 3 changed files with 16 additions and 11 deletions.
21 changes: 14 additions & 7 deletions SDL/SDLMain.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -195,7 +195,11 @@ static void UpdateScreenDPI(SDL_Window *window) {
SDL_GL_GetDrawableSize(window, &drawable_width, NULL);
else if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN)
SDL_Vulkan_GetDrawableSize(window, &drawable_width, NULL);

else {
// If we add SDL support for more platforms, we'll end up here.
g_DesktopDPI = 1.0f;
return;
}
// Round up a little otherwise there would be a gap sometimes
// in fractional scaling
g_DesktopDPI = ((float) drawable_width + 1.0f) / window_width;
Expand Down Expand Up @@ -729,7 +733,7 @@ struct InputStateTracker {
}
}

bool mouseDown;
int mouseDown; // bitflags
bool mouseCaptured;
};

Expand Down Expand Up @@ -943,7 +947,7 @@ static void ProcessSDLEvent(SDL_Window *window, const SDL_Event &event, InputSta
switch (event.button.button) {
case SDL_BUTTON_LEFT:
{
inputTracker->mouseDown = true;
inputTracker->mouseDown |= 1;
TouchInput input{};
input.x = mx;
input.y = my;
Expand All @@ -957,6 +961,7 @@ static void ProcessSDLEvent(SDL_Window *window, const SDL_Event &event, InputSta
break;
case SDL_BUTTON_RIGHT:
{
inputTracker->mouseDown |= 2;
TouchInput input{};
input.x = mx;
input.y = my;
Expand Down Expand Up @@ -1018,21 +1023,22 @@ static void ProcessSDLEvent(SDL_Window *window, const SDL_Event &event, InputSta
break;
}
case SDL_MOUSEMOTION:
if (inputTracker->mouseDown) {
{
TouchInput input{};
input.x = mx;
input.y = my;
input.flags = TOUCH_MOVE | TOUCH_MOUSE;
input.buttons = inputTracker->mouseDown;
input.id = 0;
NativeTouch(input);
NativeMouseDelta(event.motion.xrel, event.motion.yrel);
break;
}
NativeMouseDelta(event.motion.xrel, event.motion.yrel);
break;
case SDL_MOUSEBUTTONUP:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
{
inputTracker->mouseDown = false;
inputTracker->mouseDown &= ~1;
TouchInput input{};
input.x = mx;
input.y = my;
Expand All @@ -1045,6 +1051,7 @@ static void ProcessSDLEvent(SDL_Window *window, const SDL_Event &event, InputSta
break;
case SDL_BUTTON_RIGHT:
{
inputTracker->mouseDown &= ~2;
// Right button only emits mouse move events. This is weird,
// but consistent with Windows. Needs cleanup.
TouchInput input{};
Expand Down
2 changes: 0 additions & 2 deletions UI/BackgroundAudio.h
Original file line number Diff line number Diff line change
Expand Up @@ -46,8 +46,6 @@ class SoundEffectMixer {
// This can be called on a thread.
void LoadSamplesOnThread();
private:
bool samplesLoaded_ = false;

std::mutex mutex_;
std::vector<PlayInstance> queue_;
std::vector<PlayInstance> plays_;
Expand Down
4 changes: 2 additions & 2 deletions UI/DevScreens.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1149,8 +1149,8 @@ void TouchTestScreen::touch(const TouchInput &touch) {
found = true;
}
}
if (!found) {
WARN_LOG(Log::System, "Move without touch down: %d", touch.id);
if (!found && touch.buttons) {
WARN_LOG(Log::System, "Move with buttons %d without touch down: %d", touch.buttons, touch.id);
}
}
if (touch.flags & TOUCH_UP) {
Expand Down

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