Move GetTouchX, GetTouchY, GetTouchPosition from rcore to web, desktop, android

This commit is contained in:
ubkp 2023-09-22 15:05:54 -03:00
parent ab1afa36e1
commit 430f6dd1e7
4 changed files with 109 additions and 43 deletions

View File

@ -2121,45 +2121,45 @@ void SetMouseCursor(int cursor)
#endif
}
// Get touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
return (int)CORE.Input.Touch.position[0].x;
#else // PLATFORM_DESKTOP, PLATFORM_DRM
return GetMouseX();
#endif
}
//// Get touch position X for touch point 0 (relative to screen size)
//int GetTouchX(void)
//{
//#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
// return (int)CORE.Input.Touch.position[0].x;
//#else // PLATFORM_DESKTOP, PLATFORM_DRM
// return GetMouseX();
//#endif
//}
// Get touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
return (int)CORE.Input.Touch.position[0].y;
#else // PLATFORM_DESKTOP, PLATFORM_DRM
return GetMouseY();
#endif
}
//// Get touch position Y for touch point 0 (relative to screen size)
//int GetTouchY(void)
//{
//#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
// return (int)CORE.Input.Touch.position[0].y;
//#else // PLATFORM_DESKTOP, PLATFORM_DRM
// return GetMouseY();
//#endif
//}
// Get touch position XY for a touch point index (relative to screen size)
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
#if defined(PLATFORM_DESKTOP)
// TODO: GLFW does not support multi-touch input just yet
// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
if (index == 0) position = GetMousePosition();
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_DRM)
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
#endif
return position;
}
//// Get touch position XY for a touch point index (relative to screen size)
//// TODO: Touch position should be scaled depending on display size and render size
//Vector2 GetTouchPosition(int index)
//{
// Vector2 position = { -1.0f, -1.0f };
//
//#if defined(PLATFORM_DESKTOP)
// // TODO: GLFW does not support multi-touch input just yet
// // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
// if (index == 0) position = GetMousePosition();
//#endif
//#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_DRM)
// if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
// else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
//#endif
//
// return position;
//}
// Get touch point identifier for given index
int GetTouchPointId(int index)

View File

@ -1677,13 +1677,35 @@ void SetMousePosition(int x, int y)
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
// Get mouse wheel movement Y
float GetMouseWheelMove(void)
{
return 0.0f;
}
// Get touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
return (int)CORE.Input.Touch.position[0].x;
}
// Get touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
return (int)CORE.Input.Touch.position[0].y;
}
// Get touch position XY for a touch point index (relative to screen size)
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
return position;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
@ -1691,7 +1713,6 @@ void SwapScreenBuffer(void)
eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
}
// Register all input events
void PollInputEvents(void)
{
@ -1745,4 +1766,4 @@ void PollInputEvents(void)
//ANativeActivity_finish(CORE.Android.app->activity);
}
}
}
}

View File

@ -1568,7 +1568,6 @@ void SetMousePosition(int x, int y)
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
}
// Get mouse wheel movement Y
float GetMouseWheelMove(void)
{
@ -1580,6 +1579,31 @@ float GetMouseWheelMove(void)
return result;
}
// Get touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
return GetMouseX();
}
// Get touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
return GetMouseY();
}
// Get touch position XY for a touch point index (relative to screen size)
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
// TODO: GLFW does not support multi-touch input just yet
// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
if (index == 0) position = GetMousePosition();
return position;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
@ -1587,7 +1611,6 @@ void SwapScreenBuffer(void)
glfwSwapBuffers(CORE.Window.handle);
}
// Register all input events
void PollInputEvents(void)
{

View File

@ -1111,6 +1111,29 @@ float GetMouseWheelMove(void)
return result;
}
// Get touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
return (int)CORE.Input.Touch.position[0].x;
}
// Get touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
return (int)CORE.Input.Touch.position[0].y;
}
// Get touch position XY for a touch point index (relative to screen size)
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
return position;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
@ -1118,7 +1141,6 @@ void SwapScreenBuffer(void)
glfwSwapBuffers(CORE.Window.handle);
}
// Register all input events
void PollInputEvents(void)
{