fix a few more sdl 2 bugs:
mouse movement captured outside the window when mouse is down fullscreen now focuses the window (there is a bug where you have to click once to get mouse input, though) add linux icon, will need to be redone properly because it's offcentered with a black border (mask isn't present) allow typing ~ into the console + some other fixes
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ba362c1ab7
commit
bd8550c2d5
@ -77,7 +77,6 @@ ByteString ClipboardPull()
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return ByteString(SDL_GetClipboardText());
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}
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int mousex = 0, mousey = 0;
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#ifdef OGLI
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void blit()
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{
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@ -89,6 +88,16 @@ void blit(pixel * vid)
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SDL_UpdateTexture(sdl_texture, NULL, vid, WINDOWW * sizeof (Uint32));
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SDL_RenderClear(sdl_renderer);
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SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
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/*SDL_Surface *icon = SDL_CreateRGBSurfaceFrom((void*)app_icon, 48, 48, 24, 144, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
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SDL_Texture *iconicon = SDL_CreateTextureFromSurface(sdl_renderer, icon);
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SDL_Rect a;
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a.h = 48;
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a.w = 48;
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a.x = 0;
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a.y = 0;
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SDL_RenderCopy(sdl_renderer, iconicon, NULL, &a);*/
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SDL_RenderPresent(sdl_renderer);
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}
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#endif
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@ -133,11 +142,6 @@ int SDLOpen()
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HICON hIconBig = (HICON)LoadImage(hModExe, MAKEINTRESOURCE(101), IMAGE_ICON, 32, 32, LR_SHARED);
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SendMessage(WindowHandle, WM_SETICON, ICON_SMALL, (LPARAM)hIconSmall);
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SendMessage(WindowHandle, WM_SETICON, ICON_BIG, (LPARAM)hIconBig);
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#elif defined(LIN)
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SDL_Surface *icon = SDL_CreateRGBSurfaceFrom((void*)app_icon, 48, 48, 24, 144, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
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//SDL_WM_SetIcon(icon, (Uint8*)app_icon_bitmap);
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SDL_SetWindowIcon(sdl_window, icon);
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SDL_FreeSurface(icon);
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#endif
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atexit(SDL_Quit);
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@ -154,9 +158,20 @@ void SDLSetScreen(int newScale, bool newFullscreen)
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fullscreen = newFullscreen;
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sdl_window = SDL_CreateWindow("The Powder Toy", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOWW * newScale, WINDOWH * newScale,
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newFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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SDL_Surface *icon = SDL_CreateRGBSurfaceFrom((void*)app_icon, 48, 48, 24, 144, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
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//SDL_WM_SetIcon(icon, (Uint8*)app_icon_bitmap);
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SDL_SetWindowIcon(sdl_window, icon);
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SDL_FreeSurface(icon);
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sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0);
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if (newScale > 1)
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SDL_RenderSetLogicalSize(sdl_renderer, WINDOWW, WINDOWH);
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//SDL_RenderSetIntegerScale(sdl_renderer, SDL_TRUE);
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if (newFullscreen)
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{
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SDL_RaiseWindow(sdl_window);
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//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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}
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sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WINDOWW, WINDOWH);
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//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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//SDL_SetWindowResizable(sdl_window, SDL_TRUE);
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@ -266,6 +281,10 @@ ui::Engine * engine = NULL;
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bool showDoubleScreenDialog = false;
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float currentWidth, currentHeight;
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int mousex = 0, mousey = 0;
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int mouseButton = 0;
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bool mouseDown = false;
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void EventProcess(SDL_Event event)
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{
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//inputScale= 1.0f;
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@ -316,34 +335,58 @@ void EventProcess(SDL_Event event)
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break;
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}
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case SDL_MOUSEMOTION:
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engine->onMouseMove(event.motion.x * inputScaleH, event.motion.y * inputScaleV);
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mousex = event.motion.x * inputScaleH;
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mousey = event.motion.y * inputScaleV;
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engine->onMouseMove(mousex, mousey);
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break;
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case SDL_MOUSEBUTTONDOWN:
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engine->onMouseClick(event.motion.x * inputScaleH, event.motion.y * inputScaleV, event.button.button);
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mousex = event.motion.x * inputScaleH;
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mousey = event.motion.y * inputScaleV;
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mouseButton = event.button.button;
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engine->onMouseClick(event.motion.x * inputScaleH, event.motion.y * inputScaleV, mouseButton);
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mouseDown = true;
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SDL_CaptureMouse(SDL_TRUE);
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break;
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case SDL_MOUSEBUTTONUP:
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engine->onMouseUnclick(event.motion.x * inputScaleH, event.motion.y * inputScaleV, event.button.button);
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mousex = event.motion.x * inputScaleH;
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mousey = event.motion.y * inputScaleV;
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mouseButton = event.button.button;
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engine->onMouseUnclick(mousex, mousey, mouseButton);
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mouseDown = false;
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SDL_CaptureMouse(SDL_FALSE);
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break;
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case SDL_WINDOWEVENT:
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{
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if (event.window.event != SDL_WINDOWEVENT_RESIZED)
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_RESIZED:
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{
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float width = event.window.data1;
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float height = event.window.data2;
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currentWidth = width;
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currentHeight = height;
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// this "* scale" thing doesn't really work properly
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// currently there is a bug where input doesn't scale properly after resizing, only when double scale mode is active
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inputScaleH = (float)WINDOWW * scale / currentWidth;
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inputScaleV = (float)WINDOWH * scale / currentHeight;
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std::cout << "Changing input scale to " << inputScaleH << "x" << inputScaleV << std::endl;
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break;
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float width = event.window.data1;
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float height = event.window.data2;
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currentWidth = width;
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currentHeight = height;
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// this "* scale" thing doesn't really work properly
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// currently there is a bug where input doesn't scale properly after resizing, only when double scale mode is active
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inputScaleH = (float)WINDOWW * scale / currentWidth;
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inputScaleV = (float)WINDOWH * scale / currentHeight;
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}
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// This would send a mouse up event when focus is lost
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// Not even sdl itself will know when the mouse was released if it happens in another window
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// So it will ignore the next mouse down (after tpt is re-focused) and not send any events at all
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// This is more unintuitive than pretending the mouse is still down when it's not, so this code is commented out
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/*case SDL_WINDOWEVENT_FOCUS_LOST:
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if (mouseDown)
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{
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mouseDown = false;
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engine->onMouseUnclick(mousex, mousey, mouseButton);
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}
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break;*/
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}
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break;
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}
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}
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@ -28,7 +28,8 @@ void ConsoleView::DoKeyPress(int key, int scan, bool repeat, bool shift, bool ct
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{
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if ((scan == SDL_SCANCODE_GRAVE && key != '~') || key == SDLK_ESCAPE)
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{
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c->CloseConsole();
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if (!repeat)
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doClose = true;
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return;
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}
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switch(key)
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@ -51,6 +52,14 @@ void ConsoleView::DoKeyPress(int key, int scan, bool repeat, bool shift, bool ct
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}
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}
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void ConsoleView::DoTextInput(std::string text)
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{
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if (text == "~")
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doClose = false;
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if (!doClose)
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Window::DoTextInput(text);
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}
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void ConsoleView::NotifyPreviousCommandsChanged(ConsoleModel * sender)
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{
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for (size_t i = 0; i < commandList.size(); i++)
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@ -95,6 +104,16 @@ void ConsoleView::OnDraw()
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g->draw_line(Position.X, Position.Y+Size.Y, Position.X+Size.X, Position.Y+Size.Y, 255, 255, 255, 200);
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}
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ConsoleView::~ConsoleView() {
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void ConsoleView::OnTick(float dt)
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{
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if (doClose)
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{
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c->CloseConsole();
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doClose = false;
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}
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}
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ConsoleView::~ConsoleView()
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{
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}
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@ -17,10 +17,13 @@ class ConsoleView: public ui::Window {
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ConsoleController * c;
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ui::Textbox * commandField;
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std::vector<ui::Label*> commandList;
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bool doClose = false;
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public:
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ConsoleView();
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virtual void OnDraw();
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virtual void DoKeyPress(int key, int scan, bool repeat, bool shift, bool ctrl, bool alt);
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void OnDraw() override;
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void OnTick(float dt) override;
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void DoKeyPress(int key, int scan, bool repeat, bool shift, bool ctrl, bool alt) override;
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void DoTextInput(std::string text) override;
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void AttachController(ConsoleController * c_) { c = c_; }
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void NotifyPreviousCommandsChanged(ConsoleModel * sender);
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void NotifyCurrentCommandChanged(ConsoleModel * sender);
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virtual void ControllerExit()
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{
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cc->gameModel->UpdateQuickOptions();
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Client::Ref().WritePrefs();
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}
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};
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@ -158,6 +158,7 @@ int Engine::CloseWindow()
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mousexp_ = mousex_;
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mouseyp_ = mousey_;
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}
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ignoreEvents = true;
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return 0;
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}
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else
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