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SDL 2.30.x Vita Touch broken #11441
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I changed that because this was actually a bug that violates of SDL2's specification on the touch device retrieving function where 0 return means an error, not an actual device, and that confuses the universal code (at my program was actual condition that checks for 0, and if 0 - an error, that happen on every platform, and on Vita this was set wrong, so, because of that, back touch worked, but front touch didn't, and therefore, because of that, I had to set a workaround to don't use the 0 check on Vita exclusively). Anyway, thanks for the catch, this probably should be fixed where that thing is missed up.
Only apps that do use the raw touch ID instead of requesting touch IDs via function (which is generally mistake if develop program for general use on multiple platforms, not for Vita exclusively). |
Ok I made a PR that I think fixes this issue the correct way: |
- Begining of device ID with 0 violates the SDL's specification that means the 0 is an error, invalid, failure, etc. But on Vita here it's an actual device... - Replacing 0 and 1 with 1 and 2 to resolve this violation. (cherry picked from commit dd6c663)
This commit broke front panel touch on Vita:
847a6cc
You changed the Touch_ID only in one place, but you also have to change the other instructions in the code in these places:
SDL/src/video/vita/SDL_vitatouch.c
Line 126 in 847a6cc
SDL/src/video/vita/SDL_vitatouch.c
Line 136 in 847a6cc
SDL/src/video/vita/SDL_vitatouch.c
Line 163 in 847a6cc
(SDL_TouchID)port
should be(SDL_TouchID)(port + 1)
Please test next time.
I'd rather say that 847a6cc
should be reverted. Changing ports like that breaks every single Vita app that uses Touch_ID, and is an API-breaking change that should be made in SDL3, not SDL2.
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