Mercurial > sdl-ios-xcode
view src/events/SDL_touch.c @ 4659:063b9455bd1a
Added some files I had previosuly missed
author | Jim Grandpre <jim.tla@gmail.com> |
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date | Sun, 11 Jul 2010 01:15:39 -0400 |
parents | eed063a0bf5b |
children | 0ecdbabdd7e7 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* General touch handling code for SDL */ #include "SDL_events.h" #include "SDL_events_c.h" #include "../video/SDL_sysvideo.h" #include <stdio.h> static int SDL_num_touch = 0; static SDL_Touch **SDL_touchPads = NULL; /* Public functions */ int SDL_TouchInit(void) { return (0); } SDL_Touch * SDL_GetTouch(int id) { int index = SDL_GetTouchIndexId(id); if (index < 0 || index >= SDL_num_touch) { return NULL; } return SDL_touchPads[index]; } SDL_Touch * SDL_GetTouchIndex(int index) { if (index < 0 || index >= SDL_num_touch) { return NULL; } return SDL_touchPads[index]; } int SDL_GetFingerIndexId(SDL_Touch* touch,int fingerid) { int i; for(i = 0;i < touch->num_fingers;i++) if(touch->fingers[i]->id == fingerid) return i; return -1; } SDL_Finger * SDL_GetFinger(SDL_Touch* touch,int id) { int index = SDL_GetFingerIndexId(touch,id); if(index < 0 || index >= touch->num_fingers) return NULL; return touch->fingers[index]; } int SDL_GetTouchIndexId(int id) { int index; SDL_Touch *touch; for (index = 0; index < SDL_num_touch; ++index) { touch = SDL_touchPads[index]; if (touch->id == id) { return index; } } return -1; } int SDL_AddTouch(const SDL_Touch * touch, char *name) { SDL_Touch **touchPads; int index,length; if (SDL_GetTouchIndexId(touch->id) != -1) { SDL_SetError("Touch ID already in use"); } /* Add the touch to the list of touch */ touchPads = (SDL_Touch **) SDL_realloc(SDL_touchPads, (SDL_num_touch + 1) * sizeof(*touch)); if (!touchPads) { SDL_OutOfMemory(); return -1; } SDL_touchPads = touchPads; index = SDL_num_touch++; SDL_touchPads[index] = (SDL_Touch *) SDL_malloc(sizeof(*SDL_touchPads[index])); if (!SDL_touchPads[index]) { SDL_OutOfMemory(); return -1; } *SDL_touchPads[index] = *touch; /* we're setting the touch properties */ length = 0; length = SDL_strlen(name); SDL_touchPads[index]->focus = 0; SDL_touchPads[index]->name = SDL_malloc((length + 2) * sizeof(char)); SDL_strlcpy(SDL_touchPads[index]->name, name, length + 1); SDL_touchPads[index]->num_fingers = 0; SDL_touchPads[index]->max_fingers = 1; SDL_touchPads[index]->fingers = (SDL_Finger **) SDL_malloc(sizeof(SDL_Finger*)); SDL_touchPads[index]->fingers[0] = NULL; SDL_touchPads[index]->buttonstate = 0; SDL_touchPads[index]->relative_mode = SDL_FALSE; SDL_touchPads[index]->flush_motion = SDL_FALSE; //Do I want this here? Probably SDL_GestureAddTouch(SDL_touchPads[index]); return index; } void SDL_DelTouch(int id) { int index = SDL_GetTouchIndexId(id); SDL_Touch *touch = SDL_GetTouch(id); if (!touch) { return; } SDL_free(touch->name); if (touch->FreeTouch) { touch->FreeTouch(touch); } SDL_free(touch); SDL_num_touch--; SDL_touchPads[index] = SDL_touchPads[SDL_num_touch]; } void SDL_TouchQuit(void) { int i; for (i = SDL_num_touch-1; i > 0 ; --i) { SDL_DelTouch(i); } SDL_num_touch = 0; if (SDL_touchPads) { SDL_free(SDL_touchPads); SDL_touchPads = NULL; } } int SDL_GetNumTouch(void) { return SDL_num_touch; } SDL_Window * SDL_GetTouchFocusWindow(int id) { SDL_Touch *touch = SDL_GetTouch(id); if (!touch) { return 0; } return touch->focus; } void SDL_SetTouchFocus(int id, SDL_Window * window) { int index = SDL_GetTouchIndexId(id); SDL_Touch *touch = SDL_GetTouch(id); int i; SDL_bool focus; if (!touch || (touch->focus == window)) { return; } /* See if the current window has lost focus */ if (touch->focus) { focus = SDL_FALSE; for (i = 0; i < SDL_num_touch; ++i) { SDL_Touch *check; if (i != index) { check = SDL_touchPads[i]; if (check && check->focus == touch->focus) { focus = SDL_TRUE; break; } } } if (!focus) { SDL_SendWindowEvent(touch->focus, SDL_WINDOWEVENT_LEAVE, 0, 0); } } touch->focus = window; if (touch->focus) { focus = SDL_FALSE; for (i = 0; i < SDL_num_touch; ++i) { SDL_Touch *check; if (i != index) { check = SDL_touchPads[i]; if (check && check->focus == touch->focus) { focus = SDL_TRUE; break; } } } if (!focus) { SDL_SendWindowEvent(touch->focus, SDL_WINDOWEVENT_ENTER, 0, 0); } } } int SDL_AddFinger(SDL_Touch* touch,SDL_Finger* finger) { int index; SDL_Finger **fingers; //printf("Adding Finger...\n"); if (SDL_GetFingerIndexId(touch,finger->id) != -1) { SDL_SetError("Finger ID already in use"); } /* Add the touch to the list of touch */ if(touch->num_fingers >= touch->max_fingers){ //printf("Making room for it!\n"); fingers = (SDL_Finger **) SDL_realloc(touch->fingers, (touch->num_fingers + 1) * sizeof(SDL_Finger *)); touch->max_fingers = touch->num_fingers+1; if (!fingers) { SDL_OutOfMemory(); return -1; } else { touch->max_fingers = touch->num_fingers+1; touch->fingers = fingers; } } index = touch->num_fingers; //printf("Max_Fingers: %i Index: %i\n",touch->max_fingers,index); touch->fingers[index] = (SDL_Finger *) SDL_malloc(sizeof(SDL_Finger)); if (!touch->fingers[index]) { SDL_OutOfMemory(); return -1; } *(touch->fingers[index]) = *finger; touch->num_fingers++; return index; } int SDL_DelFinger(SDL_Touch* touch,int fingerid) { int index = SDL_GetFingerIndexId(touch,fingerid); SDL_Finger* finger = SDL_GetFinger(touch,fingerid); if (!finger) { return -1; } SDL_free(finger); touch->num_fingers--; touch->fingers[index] = touch->fingers[touch->num_fingers]; return 0; } int SDL_SendFingerDown(int id, int fingerid, SDL_bool down, int x, int y, int pressure) { int posted; SDL_Touch* touch = SDL_GetTouch(id); if(down) { SDL_Finger *finger = SDL_GetFinger(touch,fingerid); if(finger == NULL) { SDL_Finger nf; nf.id = fingerid; nf.x = x; nf.y = y; nf.pressure = pressure; nf.xdelta = 0; nf.ydelta = 0; nf.last_x = x; nf.last_y = y; nf.last_pressure = pressure; nf.down = SDL_FALSE; SDL_AddFinger(touch,&nf); finger = &nf; } else if(finger->down) return 0; if(x < 0 || y < 0) return 0; //should defer if only a partial input posted = 0; if (SDL_GetEventState(SDL_FINGERDOWN) == SDL_ENABLE) { SDL_Event event; event.tfinger.type = SDL_FINGERDOWN; event.tfinger.touchId = (Uint8) id; event.tfinger.x = x; event.tfinger.y = y; event.tfinger.state = touch->buttonstate; event.tfinger.windowID = touch->focus ? touch->focus->id : 0; event.tfinger.fingerId = fingerid; posted = (SDL_PushEvent(&event) > 0); } if(posted) finger->down = SDL_TRUE; return posted; } else { if(SDL_DelFinger(touch,fingerid) < 0) return 0; posted = 0; if (SDL_GetEventState(SDL_FINGERUP) == SDL_ENABLE) { SDL_Event event; event.tfinger.type = SDL_FINGERUP; event.tfinger.touchId = (Uint8) id; event.tfinger.state = touch->buttonstate; event.tfinger.windowID = touch->focus ? touch->focus->id : 0; event.tfinger.fingerId = fingerid; posted = (SDL_PushEvent(&event) > 0); } return posted; } } int SDL_SendTouchMotion(int id, int fingerid, int relative, int x, int y, int pressure) { int index = SDL_GetTouchIndexId(id); SDL_Touch *touch = SDL_GetTouch(id); SDL_Finger *finger = SDL_GetFinger(touch,fingerid); int posted; int xrel; int yrel; int x_max = 0, y_max = 0; if (!touch || touch->flush_motion) { return 0; } if(finger == NULL || !finger->down) { return SDL_SendFingerDown(id,fingerid,SDL_TRUE,x,y,pressure); } else { /* the relative motion is calculated regarding the last position */ if (relative) { xrel = x; yrel = y; x = (finger->last_x + x); y = (finger->last_y + y); } else { if(x < 0) x = finger->last_x; /*If movement is only in one axis,*/ if(y < 0) y = finger->last_y; /*The other is marked as -1*/ if(pressure < 0) pressure = finger->last_pressure; xrel = x - finger->last_x; yrel = y - finger->last_y; } /* Drop events that don't change state */ if (!xrel && !yrel) { #if 0 printf("Touch event didn't change state - dropped!\n"); #endif return 0; } /* Update internal touch coordinates */ finger->x = x; finger->y = y; /*Should scale to window? Normalize? Maintain Aspect?*/ //SDL_GetWindowSize(touch->focus, &x_max, &y_max); /* make sure that the pointers find themselves inside the windows */ /* only check if touch->xmax is set ! */ /* if (x_max && touch->x > x_max) { touch->x = x_max; } else if (touch->x < 0) { touch->x = 0; } if (y_max && touch->y > y_max) { touch->y = y_max; } else if (touch->y < 0) { touch->y = 0; } */ finger->xdelta = xrel; finger->ydelta = yrel; finger->pressure = pressure; /* Post the event, if desired */ posted = 0; if (SDL_GetEventState(SDL_FINGERMOTION) == SDL_ENABLE) { SDL_Event event; event.tfinger.type = SDL_FINGERMOTION; event.tfinger.touchId = (Uint8) id; event.tfinger.fingerId = (Uint8) fingerid; event.tfinger.x = x; event.tfinger.y = y; event.tfinger.pressure = pressure; event.tfinger.state = touch->buttonstate; event.tfinger.windowID = touch->focus ? touch->focus->id : 0; posted = (SDL_PushEvent(&event) > 0); } finger->last_x = finger->x; finger->last_y = finger->y; finger->last_pressure = finger->pressure; return posted; } } int SDL_SendTouchButton(int id, Uint8 state, Uint8 button) { SDL_Touch *touch = SDL_GetTouch(id); int posted; Uint32 type; if (!touch) { return 0; } /* Figure out which event to perform */ switch (state) { case SDL_PRESSED: if (touch->buttonstate & SDL_BUTTON(button)) { /* Ignore this event, no state change */ return 0; } type = SDL_TOUCHBUTTONDOWN; touch->buttonstate |= SDL_BUTTON(button); break; case SDL_RELEASED: if (!(touch->buttonstate & SDL_BUTTON(button))) { /* Ignore this event, no state change */ return 0; } type = SDL_TOUCHBUTTONUP; touch->buttonstate &= ~SDL_BUTTON(button); break; default: /* Invalid state -- bail */ return 0; } /* Post the event, if desired */ posted = 0; if (SDL_GetEventState(type) == SDL_ENABLE) { SDL_Event event; event.type = type; event.tbutton.touchId = (Uint8) touch->id; event.tbutton.state = state; event.tbutton.button = button; event.tbutton.windowID = touch->focus ? touch->focus->id : 0; posted = (SDL_PushEvent(&event) > 0); } return posted; } char * SDL_GetTouchName(int id) { SDL_Touch *touch = SDL_GetTouch(id); if (!touch) { return NULL; } return touch->name; } /* vi: set ts=4 sw=4 expandtab: */