コード例 #1
0
ファイル: SDL_androidtouch.c プロジェクト: jfiguinha/Regards
void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int action, float x, float y, float p)
{
    SDL_TouchID touchDeviceId = 0;
    SDL_FingerID fingerId = 0;
    int window_x, window_y;
    static SDL_FingerID pointerFingerID = 0;

    if (!Android_Window) {
        return;
    }

    touchDeviceId = (SDL_TouchID)touch_device_id_in;
    if (SDL_AddTouch(touchDeviceId, "") < 0) {
        SDL_Log("error: can't add touch %s, %d", __FILE__, __LINE__);
    }

    fingerId = (SDL_FingerID)pointer_finger_id_in;
    switch (action) {
        case ACTION_DOWN:
            /* Primary pointer down */
            if (!separate_mouse_and_touch) {
                Android_GetWindowCoordinates(x, y, &window_x, &window_y);
                /* send moved event */
                SDL_SendMouseMotion(Android_Window, SDL_TOUCH_MOUSEID, 0, window_x, window_y);
                /* send mouse down event */
                SDL_SendMouseButton(Android_Window, SDL_TOUCH_MOUSEID, SDL_PRESSED, SDL_BUTTON_LEFT);
            }
            pointerFingerID = fingerId;
        case ACTION_POINTER_DOWN:
            /* Non primary pointer down */
            SDL_SendTouch(touchDeviceId, fingerId, SDL_TRUE, x, y, p);
            break;

        case ACTION_MOVE:
            if (!pointerFingerID) {
                if (!separate_mouse_and_touch) {
                    Android_GetWindowCoordinates(x, y, &window_x, &window_y);
                    /* send moved event */
                    SDL_SendMouseMotion(Android_Window, SDL_TOUCH_MOUSEID, 0, window_x, window_y);
                }
            }
            SDL_SendTouchMotion(touchDeviceId, fingerId, x, y, p);
            break;

        case ACTION_UP:
            /* Primary pointer up */
            if (!separate_mouse_and_touch) {
                /* send mouse up */
                SDL_SendMouseButton(Android_Window, SDL_TOUCH_MOUSEID, SDL_RELEASED, SDL_BUTTON_LEFT);
            }
            pointerFingerID = (SDL_FingerID) 0;
        case ACTION_POINTER_UP:
            /* Non primary pointer up */
            SDL_SendTouch(touchDeviceId, fingerId, SDL_FALSE, x, y, p);
            break;

        default:
            break;
    }
}
コード例 #2
0
ファイル: SDL_androidtouch.c プロジェクト: iaco79/IrrGameDemo
void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int action, float x, float y, float p) 
{
    SDL_TouchID touchDeviceId = 0;
    SDL_FingerID fingerId = 0;
    int window_x, window_y;

    if (!Android_Window) {
        return;
    }

    touchDeviceId = (SDL_TouchID)touch_device_id_in;
    if (!SDL_GetTouch(touchDeviceId)) {
        if (SDL_AddTouch(touchDeviceId, "") < 0) {
             SDL_Log("error: can't add touch %s, %d", __FILE__, __LINE__);
        }
    }

    fingerId = (SDL_FingerID)pointer_finger_id_in;
    switch (action) {
        case ACTION_DOWN:
        case ACTION_POINTER_1_DOWN:
            if (!leftFingerDown) {
                Android_GetWindowCoordinates(x, y, &window_x, &window_y);

                /* send moved event */
                SDL_SendMouseMotion(NULL, SDL_TOUCH_MOUSEID, 0, window_x, window_y);

                /* send mouse down event */
                SDL_SendMouseButton(NULL, SDL_TOUCH_MOUSEID, SDL_PRESSED, SDL_BUTTON_LEFT);

                leftFingerDown = fingerId;
            }
            SDL_SendTouch(touchDeviceId, fingerId, SDL_TRUE, x, y, p);
            break;
        case ACTION_MOVE:
            if (!leftFingerDown) {
                Android_GetWindowCoordinates(x, y, &window_x, &window_y);

                /* send moved event */
                SDL_SendMouseMotion(NULL, SDL_TOUCH_MOUSEID, 0, window_x, window_y);
            }
            SDL_SendTouchMotion(touchDeviceId, fingerId, x, y, p);
            break;
        case ACTION_UP:
        case ACTION_POINTER_1_UP:
            if (fingerId == leftFingerDown) {
                /* send mouse up */
                SDL_SendMouseButton(NULL, SDL_TOUCH_MOUSEID, SDL_RELEASED, SDL_BUTTON_LEFT);
                leftFingerDown = 0;
            }
            SDL_SendTouch(touchDeviceId, fingerId, SDL_FALSE, x, y, p);
            break;
        default:
            break;
    } 
}
コード例 #3
0
ファイル: SDL_waylandtouch.c プロジェクト: ludamad/lanarts
static void
touch_handle_touch(void *data,
        struct qt_touch_extension *qt_touch_extension,
        uint32_t time,
        uint32_t id,
        uint32_t state,
        int32_t x,
        int32_t y,
        int32_t normalized_x,
        int32_t normalized_y,
        int32_t width,
        int32_t height,
        uint32_t pressure,
        int32_t velocity_x,
        int32_t velocity_y,
        uint32_t flags,
        struct wl_array *rawdata)
{
    /**
     * Event is assembled in QtWayland in TouchExtensionGlobal::postTouchEvent
     * (src/compositor/wayland_wrapper/qwltouch.cpp)
     **/

    float FIXED_TO_FLOAT = 1. / 10000.;
    float xf = FIXED_TO_FLOAT * x;
    float yf = FIXED_TO_FLOAT * y;

    float PRESSURE_TO_FLOAT = 1. / 255.;
    float pressuref = PRESSURE_TO_FLOAT * pressure;

    uint32_t touchState = state & 0xFFFF;
    /*
    Other fields that are sent by the server (qwltouch.cpp),
    but not used at the moment can be decoded in this way:

    uint32_t sentPointCount = state >> 16;
    uint32_t touchFlags = flags & 0xFFFF;
    uint32_t capabilities = flags >> 16;
    */

    SDL_TouchID deviceId = 1;
	if (SDL_AddTouch(deviceId, "qt_touch_extension") < 0) {
		 SDL_Log("error: can't add touch %s, %d", __FILE__, __LINE__);
	}

    switch (touchState) {
        case QtWaylandTouchPointPressed:
        case QtWaylandTouchPointReleased:
            SDL_SendTouch(deviceId, (SDL_FingerID)id,
                    (touchState == QtWaylandTouchPointPressed) ? SDL_TRUE : SDL_FALSE,
                    xf, yf, pressuref);
            break;
        case QtWaylandTouchPointMoved:
            SDL_SendTouchMotion(deviceId, (SDL_FingerID)id, xf, yf, pressuref);
            break;
        default:
            /* Should not happen */
            break;
    }
}
コード例 #4
0
ファイル: SDL_touch.c プロジェクト: wanliLiu/BarSwipe
int
SDL_SendTouchMotion(SDL_TouchID id, SDL_FingerID fingerid,
                    float x, float y, float pressure)
{
    SDL_Touch *touch;
    SDL_Finger *finger;
    int posted;
    float xrel, yrel, prel;

    touch = SDL_GetTouch(id);
    if (!touch) {
        return -1;
    }

    finger = SDL_GetFinger(touch,fingerid);
    if (!finger) {
        return SDL_SendTouch(id, fingerid, SDL_TRUE, x, y, pressure);
    }

    xrel = x - finger->x;
    yrel = y - finger->y;
    prel = pressure - finger->pressure;

    /* Drop events that don't change state */
    if (!xrel && !yrel && !prel) {
#if 0
        printf("Touch event didn't change state - dropped!\n");
#endif
        return 0;
    }

    /* Update internal touch coordinates */
    finger->x = x;
    finger->y = y;
    finger->pressure = pressure;

    /* Post the event, if desired */
    posted = 0;
    if (SDL_GetEventState(SDL_FINGERMOTION) == SDL_ENABLE) {
        SDL_Event event;
        event.tfinger.type = SDL_FINGERMOTION;
        event.tfinger.touchId = id;
        event.tfinger.fingerId = fingerid;
        event.tfinger.x = x;
        event.tfinger.y = y;
        event.tfinger.dx = xrel;
        event.tfinger.dy = yrel;
        event.tfinger.pressure = pressure;
        posted = (SDL_PushEvent(&event) > 0);
    }
    return posted;
}
コード例 #5
0
ファイル: SDL_mirevents.c プロジェクト: inolen/redream
static void
HandleTouchPress(int device_id, int source_id, SDL_bool down, float x, float y, float pressure)
{
    SDL_SendTouch(device_id, source_id, down, x, y, pressure);
}
コード例 #6
0
ファイル: SDL_evdev.c プロジェクト: abakobo/monkey2
void 
SDL_EVDEV_Poll(void)
{
    struct input_event events[32];
    int i, j, len;
    SDL_evdevlist_item *item;
    SDL_Scancode scan_code;
    int mouse_button;
    SDL_Mouse *mouse;
    float norm_x, norm_y;

    if (!_this) {
        return;
    }

#if SDL_USE_LIBUDEV
    SDL_UDEV_Poll();
#endif

    mouse = SDL_GetMouse();

    for (item = _this->first; item != NULL; item = item->next) {
        while ((len = read(item->fd, events, (sizeof events))) > 0) {
            len /= sizeof(events[0]);
            for (i = 0; i < len; ++i) {
                /* special handling for touchscreen, that should eventually be
                   used for all devices */
                if (item->out_of_sync && item->is_touchscreen &&
                    events[i].type == EV_SYN && events[i].code != SYN_REPORT) {
                    break;
                }
                
                switch (events[i].type) {
                case EV_KEY:
                    if (events[i].code >= BTN_MOUSE && events[i].code < BTN_MOUSE + SDL_arraysize(EVDEV_MouseButtons)) {
                        mouse_button = events[i].code - BTN_MOUSE;
                        if (events[i].value == 0) {
                            SDL_SendMouseButton(mouse->focus, mouse->mouseID, SDL_RELEASED, EVDEV_MouseButtons[mouse_button]);
                        } else if (events[i].value == 1) {
                            SDL_SendMouseButton(mouse->focus, mouse->mouseID, SDL_PRESSED, EVDEV_MouseButtons[mouse_button]);
                        }
                        break;
                    }

                    /* Probably keyboard */
                    scan_code = SDL_EVDEV_translate_keycode(events[i].code);
                    if (scan_code != SDL_SCANCODE_UNKNOWN) {
                        if (events[i].value == 0) {
                            SDL_SendKeyboardKey(SDL_RELEASED, scan_code);
                        } else if (events[i].value == 1 || events[i].value == 2 /* key repeated */) {
                            SDL_SendKeyboardKey(SDL_PRESSED, scan_code);
#ifdef SDL_INPUT_LINUXKD
                            SDL_EVDEV_do_text_input(events[i].code);
#endif /* SDL_INPUT_LINUXKD */
                        }
                    }
                    break;
                case EV_ABS:
                    switch(events[i].code) {
                    case ABS_MT_SLOT:
                        if (!item->is_touchscreen) /* FIXME: temp hack */
                            break;
                        item->touchscreen_data->current_slot = events[i].value;
                        break;
                    case ABS_MT_TRACKING_ID:
                        if (!item->is_touchscreen) /* FIXME: temp hack */
                            break;
                        if (events[i].value >= 0) {
                            item->touchscreen_data->slots[item->touchscreen_data->current_slot].tracking_id = events[i].value;
                            item->touchscreen_data->slots[item->touchscreen_data->current_slot].delta = EVDEV_TOUCH_SLOTDELTA_DOWN;
                        } else {
                            item->touchscreen_data->slots[item->touchscreen_data->current_slot].delta = EVDEV_TOUCH_SLOTDELTA_UP;
                        }
                        break;
                    case ABS_MT_POSITION_X:
                        if (!item->is_touchscreen) /* FIXME: temp hack */
                            break;
                        item->touchscreen_data->slots[item->touchscreen_data->current_slot].x = events[i].value;
                        if (item->touchscreen_data->slots[item->touchscreen_data->current_slot].delta == EVDEV_TOUCH_SLOTDELTA_NONE) {
                            item->touchscreen_data->slots[item->touchscreen_data->current_slot].delta = EVDEV_TOUCH_SLOTDELTA_MOVE;
                        }
                        break;
                    case ABS_MT_POSITION_Y:
                        if (!item->is_touchscreen) /* FIXME: temp hack */
                            break;
                        item->touchscreen_data->slots[item->touchscreen_data->current_slot].y = events[i].value;
                        if (item->touchscreen_data->slots[item->touchscreen_data->current_slot].delta == EVDEV_TOUCH_SLOTDELTA_NONE) {
                            item->touchscreen_data->slots[item->touchscreen_data->current_slot].delta = EVDEV_TOUCH_SLOTDELTA_MOVE;
                        }
                        break;
                    case ABS_X:
                        if (item->is_touchscreen) /* FIXME: temp hack */
                            break;
                        SDL_SendMouseMotion(mouse->focus, mouse->mouseID, SDL_FALSE, events[i].value, mouse->y);
                        break;
                    case ABS_Y:
                        if (item->is_touchscreen) /* FIXME: temp hack */
                            break;
                        SDL_SendMouseMotion(mouse->focus, mouse->mouseID, SDL_FALSE, mouse->x, events[i].value);
                        break;
                    default:
                        break;
                    }
                    break;
                case EV_REL:
                    switch(events[i].code) {
                    case REL_X:
                        SDL_SendMouseMotion(mouse->focus, mouse->mouseID, SDL_TRUE, events[i].value, 0);
                        break;
                    case REL_Y:
                        SDL_SendMouseMotion(mouse->focus, mouse->mouseID, SDL_TRUE, 0, events[i].value);
                        break;
                    case REL_WHEEL:
                        SDL_SendMouseWheel(mouse->focus, mouse->mouseID, 0, events[i].value, SDL_MOUSEWHEEL_NORMAL);
                        break;
                    case REL_HWHEEL:
                        SDL_SendMouseWheel(mouse->focus, mouse->mouseID, events[i].value, 0, SDL_MOUSEWHEEL_NORMAL);
                        break;
                    default:
                        break;
                    }
                    break;
                case EV_SYN:
                    switch (events[i].code) {
                    case SYN_REPORT:
                        if (!item->is_touchscreen) /* FIXME: temp hack */
                            break;
                            
                        for(j = 0; j < item->touchscreen_data->max_slots; j++) {
                            norm_x = (float)(item->touchscreen_data->slots[j].x - item->touchscreen_data->min_x) /
                                (float)item->touchscreen_data->range_x;
                            norm_y = (float)(item->touchscreen_data->slots[j].y - item->touchscreen_data->min_y) /
                                (float)item->touchscreen_data->range_y;
                        
                            switch(item->touchscreen_data->slots[j].delta) {
                            case EVDEV_TOUCH_SLOTDELTA_DOWN:
                                SDL_SendTouch(item->fd, item->touchscreen_data->slots[j].tracking_id, SDL_TRUE, norm_x, norm_y, 1.0f);
                                item->touchscreen_data->slots[j].delta = EVDEV_TOUCH_SLOTDELTA_NONE;
                                break;
                            case EVDEV_TOUCH_SLOTDELTA_UP:
                                SDL_SendTouch(item->fd, item->touchscreen_data->slots[j].tracking_id, SDL_FALSE, norm_x, norm_y, 1.0f);
                                item->touchscreen_data->slots[j].tracking_id = -1;
                                item->touchscreen_data->slots[j].delta = EVDEV_TOUCH_SLOTDELTA_NONE;
                                break;
                            case EVDEV_TOUCH_SLOTDELTA_MOVE:
                                SDL_SendTouchMotion(item->fd, item->touchscreen_data->slots[j].tracking_id, norm_x, norm_y, 1.0f);
                                item->touchscreen_data->slots[j].delta = EVDEV_TOUCH_SLOTDELTA_NONE;
                                break;
                            default:
                                break;
                            }
                        }
                        
                        if (item->out_of_sync)
                            item->out_of_sync = 0;
                        break;
                    case SYN_DROPPED:
                        if (item->is_touchscreen)
                            item->out_of_sync = 1;
                        SDL_EVDEV_sync_device(item);
                        break;
                    default:
                        break;
                    }
                    break;
                }
            }
        }    
    }
}
コード例 #7
0
ファイル: SDL_mouse.c プロジェクト: spurious/SDL-mirror
static int
SDL_PrivateSendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button, int clicks)
{
    SDL_Mouse *mouse = SDL_GetMouse();
    int posted;
    Uint32 type;
    Uint32 buttonstate = mouse->buttonstate;

    /* SDL_HINT_MOUSE_TOUCH_EVENTS: controlling whether mouse events should generate synthetic touch events */
    if (mouse->mouse_touch_events) {
        if (mouseID != SDL_TOUCH_MOUSEID && button == SDL_BUTTON_LEFT) {
            if (state == SDL_PRESSED) {
                track_mouse_down = SDL_TRUE;
            } else {
                track_mouse_down = SDL_FALSE;
            }
            if (window) {
                float fx = (float)mouse->x / (float)window->w;
                float fy = (float)mouse->y / (float)window->h;
                SDL_SendTouch(SDL_MOUSE_TOUCHID, 0, track_mouse_down, fx, fy, 1.0f);
            }
        }
    }

    /* Figure out which event to perform */
    switch (state) {
    case SDL_PRESSED:
        type = SDL_MOUSEBUTTONDOWN;
        buttonstate |= SDL_BUTTON(button);
        break;
    case SDL_RELEASED:
        type = SDL_MOUSEBUTTONUP;
        buttonstate &= ~SDL_BUTTON(button);
        break;
    default:
        /* Invalid state -- bail */
        return 0;
    }

    /* We do this after calculating buttonstate so button presses gain focus */
    if (window && state == SDL_PRESSED) {
        SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate);
    }

    if (buttonstate == mouse->buttonstate) {
        /* Ignore this event, no state change */
        return 0;
    }
    mouse->buttonstate = buttonstate;

    if (clicks < 0) {
        SDL_MouseClickState *clickstate = GetMouseClickState(mouse, button);
        if (clickstate) {
            if (state == SDL_PRESSED) {
                Uint32 now = SDL_GetTicks();

                if (SDL_TICKS_PASSED(now, clickstate->last_timestamp + mouse->double_click_time) ||
                    SDL_abs(mouse->x - clickstate->last_x) > mouse->double_click_radius ||
                    SDL_abs(mouse->y - clickstate->last_y) > mouse->double_click_radius) {
                    clickstate->click_count = 0;
                }
                clickstate->last_timestamp = now;
                clickstate->last_x = mouse->x;
                clickstate->last_y = mouse->y;
                if (clickstate->click_count < 255) {
                    ++clickstate->click_count;
                }
            }
            clicks = clickstate->click_count;
        } else {
            clicks = 1;
        }
    }

    /* Post the event, if desired */
    posted = 0;
    if (SDL_GetEventState(type) == SDL_ENABLE) {
        SDL_Event event;
        event.type = type;
        event.button.windowID = mouse->focus ? mouse->focus->id : 0;
        event.button.which = mouseID;
        event.button.state = state;
        event.button.button = button;
        event.button.clicks = (Uint8) SDL_min(clicks, 255);
        event.button.x = mouse->x;
        event.button.y = mouse->y;
        posted = (SDL_PushEvent(&event) > 0);
    }

    /* We do this after dispatching event so button releases can lose focus */
    if (window && state == SDL_RELEASED) {
        SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate);
    }

    return posted;
}