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https://github.com/trezor/trezor-firmware.git
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fix(core): fix mouse event processing in the simulator
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@ -32,54 +32,88 @@ extern int sdl_display_res_x, sdl_display_res_y;
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extern int sdl_touch_offset_x, sdl_touch_offset_y;
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extern int sdl_touch_offset_x, sdl_touch_offset_y;
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static bool _touch_detected = false;
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static bool _touch_detected = false;
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static int _touch_x = 0;
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static int _touch_y = 0;
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static bool is_inside_display(int x, int y) {
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return (x >= sdl_touch_offset_x && y >= sdl_touch_offset_y &&
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x - sdl_touch_offset_x < sdl_display_res_x &&
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y - sdl_touch_offset_y < sdl_display_res_y);
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}
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uint32_t touch_read(void) {
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uint32_t touch_read(void) {
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emulator_poll_events();
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emulator_poll_events();
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SDL_Event event;
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SDL_Event event;
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SDL_PumpEvents();
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SDL_PumpEvents();
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if (SDL_PollEvent(&event) > 0) {
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int ev_x = 0;
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int ev_y = 0;
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int ev_type = 0;
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while (SDL_PollEvent(&event) > 0) {
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switch (event.type) {
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switch (event.type) {
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEMOTION:
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if (is_inside_display(event.button.x, event.button.y)) {
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case SDL_MOUSEBUTTONUP: {
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ev_x = event.button.x - sdl_touch_offset_x;
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const int x = event.button.x - sdl_touch_offset_x;
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ev_y = event.button.y - sdl_touch_offset_y;
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const int y = event.button.y - sdl_touch_offset_y;
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ev_type = TOUCH_START;
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if (x < 0 || y < 0 || x >= sdl_display_res_x ||
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}
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y >= sdl_display_res_y) {
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if (event.motion.state) {
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break;
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const int clamp_x =
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(x < 0)
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case SDL_MOUSEBUTTONUP:
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? 0
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if (_touch_detected) {
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: ((x >= sdl_display_res_x) ? sdl_display_res_x - 1 : x);
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if (is_inside_display(event.button.x, event.button.y)) {
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const int clamp_y =
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ev_x = event.button.x - sdl_touch_offset_x;
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(y < 0)
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ev_y = event.button.y - sdl_touch_offset_y;
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? 0
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: ((y >= sdl_display_res_y) ? sdl_display_res_y - 1 : y);
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return TOUCH_END | touch_pack_xy(clamp_x, clamp_y);
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} else {
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} else {
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break;
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// use last valid coordinates
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ev_x = _touch_x;
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ev_y = _touch_y;
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}
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ev_type = TOUCH_END;
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}
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break;
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case SDL_MOUSEMOTION:
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if (is_inside_display(event.motion.x, event.motion.y)) {
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ev_x = event.motion.x - sdl_touch_offset_x;
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ev_y = event.motion.y - sdl_touch_offset_y;
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if (_touch_detected) {
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ev_type = TOUCH_MOVE;
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} else if (event.motion.state != 0) { // button pressed ?
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// simulate TOUCH_START
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ev_type = TOUCH_START;
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}
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} else {
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if (_touch_detected) {
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// use last valid coordinates and simulate TOUCH_END
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ev_x = _touch_x;
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ev_y = _touch_y;
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ev_type = TOUCH_END;
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}
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}
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}
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}
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switch (event.type) {
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break;
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case SDL_MOUSEBUTTONDOWN:
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}
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_touch_detected = true;
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return TOUCH_START | touch_pack_xy(x, y);
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if (ev_type != 0) {
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case SDL_MOUSEMOTION:
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_touch_x = ev_x;
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// remove other SDL_MOUSEMOTION events from queue
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_touch_y = ev_y;
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SDL_FlushEvent(SDL_MOUSEMOTION);
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if (event.motion.state) {
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if (ev_type == TOUCH_START) {
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return TOUCH_MOVE | touch_pack_xy(x, y);
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_touch_detected = true;
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}
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break;
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break;
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}
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case SDL_MOUSEBUTTONUP:
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_touch_detected = false;
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if (ev_type == TOUCH_END) {
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return TOUCH_END | touch_pack_xy(x, y);
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_touch_detected = false;
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}
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break;
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break;
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}
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}
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}
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}
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}
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}
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return 0;
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return ev_type | touch_pack_xy(ev_x, ev_y);
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}
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}
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void touch_init(void) {}
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void touch_init(void) {}
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