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Fix TouchPhase::Ended
reporting on Wayland
When all the receive from the compositor is `TouchEvent::Down` and `TouchEvent::Up` for the same id, we would record the touch position in the touch_points vector the first time. On `TouchEvent::Up` we'd find it and report `TouchPhase::Ended` with that location. The next time we receive `TouchEvent::Down` for the same id, we'd however unconditionally append a new `TouchPoint` to `inner.touch_points`, with the new position. On release however we'd find the earlier point and report its location, which basically means that `TouchPhase::Ended` always and forever reported the location of the very first touch down event. Instead, this patch updates an existing touch point location with the same id on `TouchDown`. Fixes #1996
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@ -33,6 +33,8 @@ And please only add new entries to the top of this list, right below the `# Unre
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- On Windows, fix race issue creating fullscreen windows with `WindowBuilder::with_fullscreen`
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- On Android, `virtual_keycode` for `KeyboardInput` events is now filled in where a suitable match is found.
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- Added helper methods on `ControlFlow` to set its value.
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- On Wayland, fix `TouchPhase::Ended` always reporting the location of the first touch down, unless the compositor
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sent a cancel or frame event.
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# 0.26.1 (2022-01-05)
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@ -44,9 +44,15 @@ pub(super) fn handle_touch(
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window_id,
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);
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inner
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.touch_points
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.push(TouchPoint::new(surface, position, id));
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// For `TouchEvent::Up` we don't receive a position, so we're tracking active
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// touch points. Update either a known touch id or register a new one.
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if let Some(i) = inner.touch_points.iter().position(|p| p.id == id) {
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inner.touch_points[i].position = position;
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} else {
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inner
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.touch_points
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.push(TouchPoint::new(surface, position, id));
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}
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}
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TouchEvent::Up { id, .. } => {
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let touch_point = match inner.touch_points.iter().find(|p| p.id == id) {
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