Fix touch gestures for PLATFORM_DESKTOP_SDL

This commit is contained in:
ubkp 2023-12-08 00:31:12 -03:00
parent a9ba51aa72
commit 3387a856d7

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@ -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);
//----------------------------------------------------------------------------