diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 8cb0c1be..e1e6e4c9 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -996,7 +996,7 @@ void PollInputEvents(void) CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE - bool gestureUpdate = false; // Flag to note gestures require to update + bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones // Register previous keys states // NOTE: Android supports up to 260 keys @@ -1141,7 +1141,6 @@ void PollInputEvents(void) CORE.Input.Touch.currentTouchState[btn] = 1; touchAction = 1; - gestureUpdate = true; } break; case SDL_MOUSEBUTTONUP: { @@ -1155,7 +1154,6 @@ void PollInputEvents(void) CORE.Input.Touch.currentTouchState[btn] = 0; touchAction = 0; - gestureUpdate = true; } break; case SDL_MOUSEWHEEL: { @@ -1178,32 +1176,38 @@ void PollInputEvents(void) CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; touchAction = 2; - gestureUpdate = true; } break; // Check touch events // NOTE: These cases need to be reviewed on a real touch screen case SDL_FINGERDOWN: { - CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 1; + const int touchId = (int)event.tfinger.fingerId; + CORE.Input.Touch.currentTouchState[touchId] = 1; + CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width; + CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height; touchAction = 1; - gestureUpdate = true; + realTouch = true; } break; case SDL_FINGERUP: { - CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 0; + const int touchId = (int)event.tfinger.fingerId; + CORE.Input.Touch.currentTouchState[touchId] = 0; + CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width; + CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height; touchAction = 0; - gestureUpdate = true; + realTouch = true; } break; case SDL_FINGERMOTION: { - CORE.Input.Touch.position[event.tfinger.fingerId].x = (float)event.motion.x; - CORE.Input.Touch.position[event.tfinger.fingerId].y = (float)event.motion.y; + const int touchId = (int)event.tfinger.fingerId; + CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width; + CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height; touchAction = 2; - gestureUpdate = true; + realTouch = true; } break; // Check gamepad events @@ -1228,7 +1232,7 @@ void PollInputEvents(void) } #if defined(SUPPORT_GESTURES_SYSTEM) - if (gestureUpdate) + if (touchAction > -1) { // Process mouse events as touches to be able to use mouse-gestures GestureEvent gestureEvent = { 0 }; @@ -1243,7 +1247,7 @@ void PollInputEvents(void) gestureEvent.pointCount = 1; // Register touch points position, only one point registered - if (touchAction == 2) gestureEvent.position[0] = CORE.Input.Touch.position[0]; + if (touchAction == 2 || realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0]; else gestureEvent.position[0] = GetMousePosition(); // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height @@ -1252,6 +1256,8 @@ void PollInputEvents(void) // Gesture data is sent to gestures-system for processing ProcessGestureEvent(gestureEvent); + + touchAction = -1; } #endif } @@ -1404,6 +1410,11 @@ int InitPlatform(void) //if (platform.gamepadgamepad == NULL) TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); } + // Disable mouse events being interpreted as touch events + // NOTE: This is wanted because there are SDL_FINGER* events available which provide unique data + // Due to the way PollInputEvents() and rgestures.h are currently implemented, setting this won't break SUPPORT_MOUSE_GESTURES + SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0"); + SDL_EventState(SDL_DROPFILE, SDL_ENABLE); //----------------------------------------------------------------------------