diff --git a/release/rpi/libraylib.a b/release/rpi/libraylib.a deleted file mode 100644 index f3d41d506..000000000 Binary files a/release/rpi/libraylib.a and /dev/null differ diff --git a/src/core.c b/src/core.c index 10b1be570..fdf5d48dc 100644 --- a/src/core.c +++ b/src/core.c @@ -121,7 +121,7 @@ // Old device inputs system #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input - #define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input + #define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input virtual device (created by ts_uinput) #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) // New device input events (evdev) (must be detected) @@ -175,6 +175,11 @@ static int mouseStream = -1; // Mouse device file descriptor static bool mouseReady = false; // Flag to know if mouse is ready static pthread_t mouseThreadId; // Mouse reading thread id +// Touch input variables +static int touchStream = -1; // Touch device file descriptor +static bool touchReady = false; // Flag to know if touch interface is ready +static pthread_t touchThreadId; // Touch reading thread id + // Gamepad input variables static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor static pthread_t gamepadThreadId; // Gamepad reading thread id @@ -302,6 +307,8 @@ static void ProcessKeyboard(void); // Process keyboard even static void RestoreKeyboard(void); // Restore keyboard system static void InitMouse(void); // Mouse initialization (including mouse thread) static void *MouseThread(void *arg); // Mouse reading thread +static void InitTouch(void); // Touch device initialization (including touch thread) +static void *TouchThread(void *arg); // Touch device reading thread static void InitGamepad(void); // Init raw gamepad input static void *GamepadThread(void *arg); // Mouse reading thread #endif @@ -333,6 +340,7 @@ void InitWindow(int width, int height, const char *title) #if defined(PLATFORM_RPI) // Init raw input system InitMouse(); // Mouse init + InitTouch(); // Touch init InitKeyboard(); // Keyboard init InitGamepad(); // Gamepad init #endif @@ -474,6 +482,7 @@ void CloseWindow(void) windowShouldClose = true; // Added to force threads to exit when the close window is called pthread_join(mouseThreadId, NULL); + pthread_join(touchThreadId, NULL); pthread_join(gamepadThreadId, NULL); #endif @@ -2875,6 +2884,55 @@ static void *MouseThread(void *arg) return NULL; } +// Touch initialization (including touch thread) +static void InitTouch(void) +{ + if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0) + { + TraceLog(WARNING, "Touch device could not be opened, no touchscreen available"); + } + else + { + touchReady = true; + + int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL); + + if (error != 0) TraceLog(WARNING, "Error creating touch input event thread"); + else TraceLog(INFO, "Touch device initialized successfully"); + } +} + +// Touch reading thread. +// This reads from a Virtual Input Event /dev/input/event4 which is +// created by the ts_uinput daemon. This takes, filters and scales +// raw input from the Touchscreen (which appears in /dev/input/event3) +// based on the Calibration data referenced by tslib. +static void *TouchThread(void *arg) +{ + struct input_event ev; + + while (!windowShouldClose) + { + if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev)) + { + + // if pressure > 0 then simulate left mouse button click + if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0) currentMouseState[0] = 0; + if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0) currentMouseState[0] = 1; + // x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data + if (ev.type == EV_ABS && ev.code == 0) mousePosition.x = ev.value; + if (ev.type == EV_ABS && ev.code == 1) mousePosition.y = ev.value; + + if (mousePosition.x < 0) mousePosition.x = 0; + if (mousePosition.y < 0) mousePosition.y = 0; + + if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; + if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; + } + } + return NULL; +} + // Init gamepad system static void InitGamepad(void) {