Fix gestures for SDL

This commit is contained in:
ubkp 2023-11-01 15:33:05 -03:00
parent d77c918d51
commit 668e298c66

View File

@ -964,6 +964,12 @@ void PollInputEvents(void)
// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
// Map touch position to mouse position for convenience
// WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
// 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
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
// Register previous keys states // Register previous keys states
// NOTE: Android supports up to 260 keys // NOTE: Android supports up to 260 keys
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
@ -1077,10 +1083,60 @@ void PollInputEvents(void)
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
{ {
CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 1; CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 1;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[event.button.button - 1] == 1) && (CORE.Input.Mouse.previousButtonState[event.button.button - 1] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[event.button.button - 1] == 0) && (CORE.Input.Mouse.previousButtonState[event.button.button - 1] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
} break; } break;
case SDL_MOUSEBUTTONUP: case SDL_MOUSEBUTTONUP:
{ {
CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 0; CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 0;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[event.button.button - 1] == 1) && (CORE.Input.Mouse.previousButtonState[event.button.button - 1] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[event.button.button - 1] == 0) && (CORE.Input.Mouse.previousButtonState[event.button.button - 1] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
} break; } break;
case SDL_MOUSEWHEEL: case SDL_MOUSEWHEEL:
{ {
@ -1100,6 +1156,31 @@ void PollInputEvents(void)
CORE.Input.Mouse.currentPosition.x = (float)event.motion.x; CORE.Input.Mouse.currentPosition.x = (float)event.motion.x;
CORE.Input.Mouse.currentPosition.y = (float)event.motion.y; CORE.Input.Mouse.currentPosition.y = (float)event.motion.y;
} }
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Touch.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
} break; } break;
// Check gamepad events // Check gamepad events