comma: real multi-touch (#7)
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@ -70,13 +70,12 @@
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struct finger {
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TouchAction action;
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TouchAction gesture_action;
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int x;
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int y;
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};
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struct touch {
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struct finger fingers[1];
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struct finger fingers[MAX_TOUCH_POINTS];
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int fd;
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int canonical;
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};
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@ -312,20 +311,24 @@ static int init_touch(const char *dev_path, const char *origin_path) {
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return -1;
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}
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platform.touch.fingers[0].x = -1;
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platform.touch.fingers[0].y = -1;
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platform.touch.fingers[0].action = TOUCH_ACTION_UP;
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platform.touch.fingers[0].gesture_action = TOUCH_ACTION_UP;
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
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platform.touch.fingers[i].x = -1;
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platform.touch.fingers[i].y = -1;
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platform.touch.fingers[i].action = TOUCH_ACTION_UP;
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CORE.Input.Touch.currentTouchState[0] = 0;
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CORE.Input.Touch.previousTouchState[0] = 0;
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}
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for (int i = 0; i < MAX_MOUSE_BUTTONS; ++i) {
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CORE.Input.Mouse.currentButtonState[i] = 0;
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CORE.Input.Mouse.previousButtonState[i] = 0;
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}
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CORE.Input.Mouse.currentPosition.x = -1;
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CORE.Input.Mouse.currentPosition.y = -1;
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CORE.Input.Mouse.currentButtonState[0] = 0;
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CORE.Input.Touch.previousTouchState[0] = 0;
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CORE.Input.Mouse.previousPosition.x = -1;
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CORE.Input.Mouse.previousPosition.y = -1;
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CORE.Input.Mouse.previousButtonState[0] = 0;
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return 0;
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}
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@ -614,60 +617,47 @@ void PollInputEvents(void) {
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// slot i is for events of finger i
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static int slot = 0;
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// must be called every frames
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UpdateGestures();
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
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CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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}
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for (int i = 0; i < MAX_MOUSE_BUTTONS; ++i) {
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CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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}
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CORE.Input.Touch.previousTouchState[0] = CORE.Input.Touch.currentTouchState[0];
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CORE.Input.Mouse.previousButtonState[0] = CORE.Input.Mouse.currentButtonState[0];
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CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
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CORE.Input.Touch.pointCount = 0;
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struct input_event event = {0};
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while (read(platform.touch.fd, &event, sizeof(struct input_event)) == sizeof(struct input_event)) {
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if (event.type == SYN_REPORT && slot == 0) { // sync event for main finger
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if (event.type == SYN_REPORT) { // synchronization frame. Expose completed events back to the library
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CORE.Input.Touch.pointCount = 1;
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
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if (platform.touch.fingers[i].action == TOUCH_ACTION_DOWN) {
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if (platform.touch.fingers[slot].action == TOUCH_ACTION_DOWN) {
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// detect new touch on screen
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platform.touch.fingers[slot].gesture_action = platform.touch.fingers[slot].gesture_action == TOUCH_ACTION_UP ? TOUCH_ACTION_DOWN : TOUCH_ACTION_MOVE;
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CORE.Input.Touch.position[i].x = platform.touch.fingers[i].x;
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CORE.Input.Touch.position[i].y = platform.touch.fingers[i].y;
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CORE.Input.Touch.currentTouchState[i] = 1;
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CORE.Input.Touch.position[slot].x = platform.touch.fingers[slot].x;
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CORE.Input.Touch.position[slot].y = platform.touch.fingers[slot].y;
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CORE.Input.Touch.currentTouchState[slot] = 1;
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// map touch state on mouse for conveniance
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CORE.Input.Mouse.currentPosition.x = platform.touch.fingers[slot].x;
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CORE.Input.Mouse.currentPosition.y = platform.touch.fingers[slot].y;
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CORE.Input.Mouse.currentButtonState[slot] = 1;
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} else if (platform.touch.fingers[slot].action == TOUCH_ACTION_UP) {
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// finger off the screen
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platform.touch.fingers[slot].gesture_action = TOUCH_ACTION_UP;
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CORE.Input.Touch.position[slot].x = -1;
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CORE.Input.Touch.position[slot].y = -1;
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CORE.Input.Touch.currentTouchState[slot] = 0;
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CORE.Input.Mouse.currentButtonState[slot] = 0;
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CORE.Input.Touch.previousTouchState[slot] = 1;
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CORE.Input.Mouse.previousButtonState[slot] = 1;
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// map main finger on mouse for conveniance. raylib already does that
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// for pressed state, but not pos
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if (i == 0) {
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CORE.Input.Mouse.currentPosition.x = platform.touch.fingers[i].x;
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CORE.Input.Mouse.currentPosition.y = platform.touch.fingers[i].y;
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}
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// interpret gestures (scroll, pinch, drag, ...)
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GestureEvent gestureEvent = {0};
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gestureEvent.touchAction = platform.touch.fingers[slot].gesture_action;
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gestureEvent.pointCount = CORE.Input.Touch.pointCount;
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gestureEvent.pointId[slot] = slot;
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gestureEvent.position[slot] = CORE.Input.Touch.position[slot];
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ProcessGestureEvent(gestureEvent);
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} else if (platform.touch.fingers[i].action == TOUCH_ACTION_UP) {
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CORE.Input.Touch.position[i].x = -1;
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CORE.Input.Touch.position[i].y = -1;
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CORE.Input.Touch.currentTouchState[i] = 0;
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}
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}
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if (event.type == EV_ABS) {
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if (event.code == ABS_MT_SLOT) { // new finger on the screen
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} else if (event.type == EV_ABS) { // raw events. Process these untill we get a sync frame
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if (event.code == ABS_MT_SLOT) { // switch finger
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slot = event.value;
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}
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if (slot == 0) { // only handle events for main finger
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if (event.code == ABS_MT_TRACKING_ID) {
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} else if (event.code == ABS_MT_TRACKING_ID) { // finger on screen or not
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platform.touch.fingers[slot].action = event.value == -1 ? TOUCH_ACTION_UP : TOUCH_ACTION_DOWN;
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} else if (event.code == ABS_MT_POSITION_X) {
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platform.touch.fingers[slot].y = (1 - platform.touch.canonical) * (CORE.Window.screen.height - event.value) + (platform.touch.canonical * event.value);
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@ -676,6 +666,10 @@ void PollInputEvents(void) {
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}
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}
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}
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// count how many fingers are left on the screen after processing all events
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i) {
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CORE.Input.Touch.pointCount += platform.touch.fingers[i].action != TOUCH_ACTION_UP;
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}
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}
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