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Fixed bug 2503 - Loop indexing and event union errors in SDL_gesture.c
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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
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slouken committed Apr 18, 2014
1 parent 3d5a24b commit f4b7711
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions src/events/SDL_gesture.c
Expand Up @@ -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;
Expand All @@ -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);
}
}
}
Expand Down Expand Up @@ -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. */
Expand Down

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