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comma: real multi-touch (#7)

pull/5008/head
Maxime Desroches 1 month ago
committed by GitHub
parent
commit
e0823aace6
No known key found for this signature in database GPG Key ID: B5690EEEBB952194
1 changed files with 55 additions and 61 deletions
  1. +55
    -61
      src/platforms/rcore_comma.c

+ 55
- 61
src/platforms/rcore_comma.c View File

@ -70,13 +70,12 @@
struct finger {
TouchAction action;
TouchAction gesture_action;
int x;
int y;
};
struct touch {
struct finger fingers[mi">1];
struct finger fingers[n">MAX_TOUCH_POINTS];
int fd;
int canonical;
};
@ -312,20 +311,24 @@ static int init_touch(const char *dev_path, const char *origin_path) {
return -1;
}
platform.touch.fingers[0].x = -1;
platform.touch.fingers[0].y = -1;
platform.touch.fingers[0].action = TOUCH_ACTION_UP;
platform.touch.fingers[0].gesture_action = TOUCH_ACTION_UP;
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
platform.touch.fingers[i].x = -1;
platform.touch.fingers[i].y = -1;
platform.touch.fingers[i].action = TOUCH_ACTION_UP;
CORE.Input.Touch.currentTouchState[0] = 0;
CORE.Input.Touch.previousTouchState[0] = 0;
}
for (int i = 0; i < MAX_MOUSE_BUTTONS; ++i) {
CORE.Input.Mouse.currentButtonState[i] = 0;
CORE.Input.Mouse.previousButtonState[i] = 0;
}
CORE.Input.Touch.currentTouchState[0] = 0;
CORE.Input.Mouse.currentPosition.x = -1;
CORE.Input.Mouse.currentPosition.y = -1;
CORE.Input.Mouse.currentButtonState[0] = 0;
CORE.Input.Touch.previousTouchState[0] = 0;
CORE.Input.Mouse.previousPosition.x = -1;
CORE.Input.Mouse.previousPosition.y = -1;
CORE.Input.Mouse.previousButtonState[0] = 0;
return 0;
}
@ -614,69 +617,60 @@ void PollInputEvents(void) {
// slot i is for events of finger i
static int slot = 0;
// must be called every frames
UpdateGestures();
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
}
for (int i = 0; i < MAX_MOUSE_BUTTONS; ++i) {
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
}
CORE.Input.Touch.previousTouchState[0] = CORE.Input.Touch.currentTouchState[0];
CORE.Input.Mouse.previousButtonState[0] = CORE.Input.Mouse.currentButtonState[0];
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Touch.pointCount = 0;
struct input_event event = {0};
while (read(platform.touch.fd, &event, sizeof(struct input_event)) == sizeof(struct input_event)) {
if (event.type == SYN_REPORT && slot == 0) { // sync event for main finger
CORE.Input.Touch.pointCount = 1;
if (platform.touch.fingers[slot].action == TOUCH_ACTION_DOWN) {
// detect new touch on screen
platform.touch.fingers[slot].gesture_action = platform.touch.fingers[slot].gesture_action == TOUCH_ACTION_UP ? TOUCH_ACTION_DOWN : TOUCH_ACTION_MOVE;
CORE.Input.Touch.position[slot].x = platform.touch.fingers[slot].x;
CORE.Input.Touch.position[slot].y = platform.touch.fingers[slot].y;
CORE.Input.Touch.currentTouchState[slot] = 1;
// map touch state on mouse for conveniance
CORE.Input.Mouse.currentPosition.x = platform.touch.fingers[slot].x;
CORE.Input.Mouse.currentPosition.y = platform.touch.fingers[slot].y;
CORE.Input.Mouse.currentButtonState[slot] = 1;
} else if (platform.touch.fingers[slot].action == TOUCH_ACTION_UP) {
// finger off the screen
platform.touch.fingers[slot].gesture_action = TOUCH_ACTION_UP;
CORE.Input.Touch.position[slot].x = -1;
CORE.Input.Touch.position[slot].y = -1;
CORE.Input.Touch.currentTouchState[slot] = 0;
CORE.Input.Mouse.currentButtonState[slot] = 0;
CORE.Input.Touch.previousTouchState[slot] = 1;
CORE.Input.Mouse.previousButtonState[slot] = 1;
if (event.type == SYN_REPORT) { // synchronization frame. Expose completed events back to the library
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
if (platform.touch.fingers[i].action == TOUCH_ACTION_DOWN) {
CORE.Input.Touch.position[i].x = platform.touch.fingers[i].x;
CORE.Input.Touch.position[i].y = platform.touch.fingers[i].y;
CORE.Input.Touch.currentTouchState[i] = 1;
// map main finger on mouse for conveniance. raylib already does that
// for pressed state, but not pos
if (i == 0) {
CORE.Input.Mouse.currentPosition.x = platform.touch.fingers[i].x;
CORE.Input.Mouse.currentPosition.y = platform.touch.fingers[i].y;
}
} else if (platform.touch.fingers[i].action == TOUCH_ACTION_UP) {
CORE.Input.Touch.position[i].x = -1;
CORE.Input.Touch.position[i].y = -1;
CORE.Input.Touch.currentTouchState[i] = 0;
}
}
// interpret gestures (scroll, pinch, drag, ...)
GestureEvent gestureEvent = {0};
gestureEvent.touchAction = platform.touch.fingers[slot].gesture_action;
gestureEvent.pointCount = CORE.Input.Touch.pointCount;
gestureEvent.pointId[slot] = slot;
gestureEvent.position[slot] = CORE.Input.Touch.position[slot];
ProcessGestureEvent(gestureEvent);
}
} else if (event.type == EV_ABS) { // raw events. Process these untill we get a sync frame
if (event.type == EV_ABS) {
if (event.code == ABS_MT_SLOT) { // new finger on the screen
if (event.code == ABS_MT_SLOT) { // switch finger
slot = event.value;
}
if (slot == 0) { // only handle events for main finger
if (event.code == ABS_MT_TRACKING_ID) {
platform.touch.fingers[slot].action = event.value == -1 ? TOUCH_ACTION_UP : TOUCH_ACTION_DOWN;
} else if (event.code == ABS_MT_POSITION_X) {
platform.touch.fingers[slot].y = (1 - platform.touch.canonical) * (CORE.Window.screen.height - event.value) + (platform.touch.canonical * event.value);
} else if (event.code == ABS_MT_POSITION_Y) {
platform.touch.fingers[slot].x = platform.touch.canonical * (CORE.Window.screen.width - event.value) + ((1 - platform.touch.canonical) * event.value);
}
} else if (event.code == ABS_MT_TRACKING_ID) { // finger on screen or not
platform.touch.fingers[slot].action = event.value == -1 ? TOUCH_ACTION_UP : TOUCH_ACTION_DOWN;
} else if (event.code == ABS_MT_POSITION_X) {
platform.touch.fingers[slot].y = (1 - platform.touch.canonical) * (CORE.Window.screen.height - event.value) + (platform.touch.canonical * event.value);
} else if (event.code == ABS_MT_POSITION_Y) {
platform.touch.fingers[slot].x = platform.touch.canonical * (CORE.Window.screen.width - event.value) + ((1 - platform.touch.canonical) * event.value);
}
}
}
// count how many fingers are left on the screen after processing all events
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
CORE.Input.Touch.pointCount += platform.touch.fingers[i].action != TOUCH_ACTION_UP;
}
}
//----------------------------------------------------------------------------------

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