From 3387a856d70acb7bb6baabe4d11f787f84678f7a Mon Sep 17 00:00:00 2001 From: ubkp <118854183+ubkp@users.noreply.github.com> Date: Fri, 8 Dec 2023 00:31:12 -0300 Subject: [PATCH] Fix touch gestures for PLATFORM_DESKTOP_SDL --- src/platforms/rcore_desktop_sdl.c | 26 +++++++++++++++++++++----- 1 file changed, 21 insertions(+), 5 deletions(-) diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 8cb0c1be8..17d324255 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -997,6 +997,7 @@ void PollInputEvents(void) 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 @@ -1185,25 +1186,34 @@ void PollInputEvents(void) // NOTE: These cases need to be reviewed on a real touch screen case SDL_FINGERDOWN: { - CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 1; + CORE.Input.Touch.currentTouchState[(int)event.tfinger.fingerId] = 1; + + CORE.Input.Touch.position[(int)event.tfinger.fingerId].x = event.tfinger.x * CORE.Window.screen.width; + CORE.Input.Touch.position[(int)event.tfinger.fingerId].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; + CORE.Input.Touch.currentTouchState[(int)event.tfinger.fingerId] = 0; + + CORE.Input.Touch.position[(int)event.tfinger.fingerId].x = event.tfinger.x * CORE.Window.screen.width; + CORE.Input.Touch.position[(int)event.tfinger.fingerId].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; + CORE.Input.Touch.position[(int)event.tfinger.fingerId].x = event.tfinger.x * CORE.Window.screen.width; + CORE.Input.Touch.position[(int)event.tfinger.fingerId].y = event.tfinger.y * CORE.Window.screen.height; touchAction = 2; gestureUpdate = true; + realTouch = true; } break; // Check gamepad events @@ -1243,7 +1253,8 @@ 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 (realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0]; + else if (touchAction == 2) 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 @@ -1404,6 +1415,11 @@ 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 rgestures.h is currently implemented, setting this doesn't break SUPPORT_MOUSE_GESTURES + SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0"); + SDL_EventState(SDL_DROPFILE, SDL_ENABLE); //----------------------------------------------------------------------------