Fixed bug 2503 - Loop indexing and event union errors in SDL_gesture.c

Lasse ??rni

While enabling $1 gesture support in the Urho3D engine which uses SDL2 I detected some errors in the gesture code in SDL_gesture.c:

- In the function SDL_SaveAllDollarTemplates() the following line should use index variable j instead of i:

    rtrn += SaveTemplate(&touch->dollarTemplate[i], dst);

- In the function SDL_SaveDollarTemplate() the following code should use index variable j instead of i:

    if (touch->dollarTemplate[i].hash == gestureId) {
        return SaveTemplate(&touch->dollarTemplate[i], dst);

- In the function SDL_SendGestureDollar() the x & y coordinates are being written to the mgesture structure, which results in garbage due to dgesture and mgesture being different data structures inside the union. The coordinates should be written to dgesture.x & dgesture.y respectively
This commit is contained in:
Sam Lantinga 2014-04-17 19:52:15 -07:00
parent 3d5a24b9ca
commit f4b77110d2

View file

@ -137,7 +137,7 @@ int SDL_SaveAllDollarTemplates(SDL_RWops *dst)
for (i = 0; i < SDL_numGestureTouches; i++) {
SDL_GestureTouch* touch = &SDL_gestureTouch[i];
for (j = 0; j < touch->numDollarTemplates; j++) {
rtrn += SaveTemplate(&touch->dollarTemplate[i], dst);
rtrn += SaveTemplate(&touch->dollarTemplate[j], dst);
}
}
return rtrn;
@ -150,7 +150,7 @@ int SDL_SaveDollarTemplate(SDL_GestureID gestureId, SDL_RWops *dst)
SDL_GestureTouch* touch = &SDL_gestureTouch[i];
for (j = 0; j < touch->numDollarTemplates; j++) {
if (touch->dollarTemplate[i].hash == gestureId) {
return SaveTemplate(&touch->dollarTemplate[i], dst);
return SaveTemplate(&touch->dollarTemplate[j], dst);
}
}
}
@ -454,8 +454,8 @@ static int SDL_SendGestureDollar(SDL_GestureTouch* touch,
SDL_Event event;
event.dgesture.type = SDL_DOLLARGESTURE;
event.dgesture.touchId = touch->id;
event.mgesture.x = touch->centroid.x;
event.mgesture.y = touch->centroid.y;
event.dgesture.x = touch->centroid.x;
event.dgesture.y = touch->centroid.y;
event.dgesture.gestureId = gestureId;
event.dgesture.error = error;
/* A finger came up to trigger this event. */