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pen: If a pen leaves proximity, force all its pressed buttons to released.
Some platforms do this for us, but just in case there is a badly-behaved one, this will help keep application state correct. Reference Issue #16125.
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@@ -562,6 +562,35 @@ void SDL_SendPenMotion(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *wind
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}
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}
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static void SendPenButtonEvents(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *window, Uint8 button, bool down, SDL_PenInputFlags input_state, float x, float y)
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{
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const SDL_EventType evtype = down ? SDL_EVENT_PEN_BUTTON_DOWN : SDL_EVENT_PEN_BUTTON_UP;
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if (SDL_EventEnabled(evtype)) {
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SDL_Event event;
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SDL_zero(event);
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event.pbutton.type = evtype;
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event.pbutton.timestamp = timestamp;
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event.pbutton.windowID = window ? window->id : 0;
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event.pbutton.which = instance_id;
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event.pbutton.pen_state = input_state;
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event.pbutton.x = x;
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event.pbutton.y = y;
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event.pbutton.button = button;
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event.pbutton.down = down;
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SDL_PushEvent(&event);
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if (window && (!pen_touching || (pen_touching == instance_id))) {
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SDL_Mouse *mouse = SDL_GetMouse();
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if (mouse && mouse->pen_mouse_events) {
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static const Uint8 mouse_buttons[] = { SDL_BUTTON_LEFT, SDL_BUTTON_RIGHT, SDL_BUTTON_MIDDLE, SDL_BUTTON_X1, SDL_BUTTON_X2 };
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if (button < SDL_arraysize(mouse_buttons)) {
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SDL_SendMouseButton(timestamp, window, SDL_PEN_MOUSEID, mouse_buttons[button], down);
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}
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}
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}
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}
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}
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void SDL_SendPenButton(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *window, Uint8 button, bool down)
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{
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bool send_event = false;
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@@ -583,7 +612,7 @@ void SDL_SendPenButton(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *wind
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EnsurePenProximity(timestamp, pen, window);
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input_state = pen->input_state;
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const Uint32 flag = (Uint32) (1u << button);
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const SDL_PenInputFlags flag = (SDL_PenInputFlags) (1u << button);
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const bool current = ((input_state & flag) != 0);
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x = pen->x;
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y = pen->y;
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@@ -599,37 +628,7 @@ void SDL_SendPenButton(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *wind
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SDL_UnlockRWLock(pen_device_rwlock);
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if (send_event) {
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const SDL_EventType evtype = down ? SDL_EVENT_PEN_BUTTON_DOWN : SDL_EVENT_PEN_BUTTON_UP;
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if (SDL_EventEnabled(evtype)) {
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SDL_Event event;
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SDL_zero(event);
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event.pbutton.type = evtype;
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event.pbutton.timestamp = timestamp;
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event.pbutton.windowID = window ? window->id : 0;
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event.pbutton.which = instance_id;
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event.pbutton.pen_state = input_state;
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event.pbutton.x = x;
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event.pbutton.y = y;
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event.pbutton.button = button;
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event.pbutton.down = down;
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SDL_PushEvent(&event);
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if (window && (!pen_touching || (pen_touching == instance_id))) {
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SDL_Mouse *mouse = SDL_GetMouse();
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if (mouse && mouse->pen_mouse_events) {
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static const Uint8 mouse_buttons[] = {
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SDL_BUTTON_LEFT,
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SDL_BUTTON_RIGHT,
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SDL_BUTTON_MIDDLE,
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SDL_BUTTON_X1,
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SDL_BUTTON_X2
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};
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if (button < SDL_arraysize(mouse_buttons)) {
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SDL_SendMouseButton(timestamp, window, SDL_PEN_MOUSEID, mouse_buttons[button], down);
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}
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}
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}
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}
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SendPenButtonEvents(timestamp, instance_id, window, button, down, input_state, x, y);
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}
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}
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@@ -637,6 +636,9 @@ void SDL_SendPenProximity(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *w
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{
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bool send_event = false;
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SDL_PenInputFlags input_state = 0;
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SDL_PenInputFlags orig_input_state = 0;
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float x = 0.0f;
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float y = 0.0f;
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// note that this locks for _reading_ because the lock protects the
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// pen_devices array from being reallocated from under us, not the data in it;
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@@ -646,16 +648,22 @@ void SDL_SendPenProximity(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *w
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SDL_Pen *pen = FindPenByInstanceId(instance_id);
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if (pen) {
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if (in || immediate) {
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input_state = pen->input_state;
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orig_input_state = input_state = pen->input_state;
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const bool in_proximity = ((input_state & SDL_PEN_INPUT_IN_PROXIMITY) != 0);
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if (in_proximity != in) {
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if (in) {
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input_state |= SDL_PEN_INPUT_IN_PROXIMITY;
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} else {
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input_state &= ~SDL_PEN_INPUT_IN_PROXIMITY;
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// drop all still-pressed buttons, too.
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for (int button = 1; button <= 5; button++) {
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input_state &= ~(1u << button);
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}
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}
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send_event = true;
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pen->input_state = input_state; // we could do an SDL_SetAtomicInt here if we run into trouble...
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x = pen->x;
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y = pen->y;
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}
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pen->pending_proximity_out = false;
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} else {
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@@ -666,16 +674,29 @@ void SDL_SendPenProximity(Uint64 timestamp, SDL_PenID instance_id, SDL_Window *w
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}
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SDL_UnlockRWLock(pen_device_rwlock);
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const Uint32 event_type = in ? SDL_EVENT_PEN_PROXIMITY_IN : SDL_EVENT_PEN_PROXIMITY_OUT;
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if (send_event && SDL_EventEnabled(event_type)) {
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SDL_Event event;
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SDL_zero(event);
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event.pproximity.type = event_type;
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event.pproximity.timestamp = timestamp;
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event.pproximity.windowID = window ? window->id : 0;
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event.pproximity.which = instance_id;
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event.pproximity.pen_state = input_state;
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SDL_PushEvent(&event);
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if (send_event) {
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// report any currently-pressed buttons as released if we're leaving proximity.
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if (!in) {
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for (int button = 1; button <= 5; button++) {
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const SDL_PenInputFlags flag = (SDL_PenInputFlags) (1u << button);
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if (orig_input_state & flag) { // orig_input_state continues to report we're in proximity.
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orig_input_state &= ~flag; // drop the button we're reporting on.
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SendPenButtonEvents(timestamp, instance_id, window, button, false, orig_input_state, x, y);
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}
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}
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}
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const Uint32 event_type = in ? SDL_EVENT_PEN_PROXIMITY_IN : SDL_EVENT_PEN_PROXIMITY_OUT;
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if (SDL_EventEnabled(event_type)) {
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SDL_Event event;
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SDL_zero(event);
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event.pproximity.type = event_type;
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event.pproximity.timestamp = timestamp;
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event.pproximity.windowID = window ? window->id : 0;
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event.pproximity.which = instance_id;
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event.pproximity.pen_state = input_state;
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SDL_PushEvent(&event);
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}
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}
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}
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