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Fix testime to pass window coordinates to SDL_SetTextInputArea().
Also moved the area closer to the bottom so the panning of the screen can be observed on Android and iOS.
This commit is contained in:
committed by
Sam Lantinga
parent
46e553a44c
commit
e049fff360
@@ -473,7 +473,8 @@ static WindowState *GetWindowStateForWindowID(SDL_WindowID windowID)
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static void InitInput(WindowState *ctx)
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{
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/* Prepare a rect for text input */
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ctx->textRect.x = ctx->textRect.y = 100.0f;
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ctx->textRect.x = 100.0f;
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ctx->textRect.y = 250.0f;
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ctx->textRect.w = DEFAULT_WINDOW_WIDTH - 2 * ctx->textRect.x;
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ctx->textRect.h = 50.0f;
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ctx->markedRect = ctx->textRect;
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@@ -659,12 +660,23 @@ static void DrawCandidates(WindowState *ctx, SDL_FRect *cursorRect)
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static void UpdateTextInputArea(WindowState *ctx, const SDL_FRect *cursorRect)
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{
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SDL_Rect rect;
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int cursor_offset = (int)(cursorRect->x - ctx->textRect.x);
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float x1, y1, x2, y2;
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/* Convert render coordinates to window coordinates for SDL_SetTextInputArea */
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SDL_RenderCoordinatesToWindow(ctx->renderer, ctx->textRect.x, ctx->textRect.y, &x1, &y1);
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SDL_RenderCoordinatesToWindow(ctx->renderer, ctx->textRect.x + ctx->textRect.w, ctx->textRect.y + ctx->textRect.h, &x2, &y2);
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rect.x = (int)x1;
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rect.y = (int)y1;
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rect.w = (int)(x2 - x1);
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rect.h = (int)(y2 - y1);
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/* cursor_offset also needs to be in window coordinates */
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float cursor_x_render = cursorRect->x;
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float cursor_x_window, dummy;
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SDL_RenderCoordinatesToWindow(ctx->renderer, cursor_x_render, 0, &cursor_x_window, &dummy);
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int cursor_offset = (int)(cursor_x_window - x1);
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rect.x = (int)ctx->textRect.x;
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rect.y = (int)ctx->textRect.y;
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rect.w = (int)ctx->textRect.w;
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rect.h = (int)ctx->textRect.h;
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SDL_SetTextInputArea(ctx->window, &rect, cursor_offset);
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}
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