view src/events/SDL_touch.c @ 5172:ededa1ccf91c

Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available. This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 03 Feb 2011 21:13:55 -0800
parents d79ff339d1f2
children b530ef003506
line wrap: on
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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(SDL_TouchID 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,SDL_FingerID 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,SDL_FingerID id)
{
    int index = SDL_GetFingerIndexId(touch,id);
    if(index < 0 || index >= touch->num_fingers)
        return NULL;
    return touch->fingers[index];
}


int
SDL_GetTouchIndexId(SDL_TouchID 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;
    size_t 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;
    
    SDL_touchPads[index]->xres = (1<<(16-1));
    SDL_touchPads[index]->yres = (1<<(16-1));
    //Do I want this here? Probably
    SDL_GestureAddTouch(SDL_touchPads[index]);

    return index;
}

void
SDL_DelTouch(SDL_TouchID 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(SDL_TouchID id)
{
    SDL_Touch *touch = SDL_GetTouch(id);

    if (!touch) {
        return 0;
    }
    return touch->focus;
}

void
SDL_SetTouchFocus(SDL_TouchID 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,SDL_FingerID 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(SDL_TouchID id, SDL_FingerID fingerid, SDL_bool down, 
                   float xin, float yin, float pressurein)
{
    int posted;
        Uint16 x;
        Uint16 y;
        Uint16 pressure;
        SDL_Finger *finger;

    SDL_Touch* touch = SDL_GetTouch(id);

    if(!touch) {
      return SDL_TouchNotFoundError(id);
    }

    
    //scale to Integer coordinates
    x = (Uint16)((xin+touch->x_min)*(touch->xres)/(touch->native_xres));
    y = (Uint16)((yin+touch->y_min)*(touch->yres)/(touch->native_yres));
    pressure = (Uint16)((yin+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres));
    
    finger = SDL_GetFinger(touch,fingerid);
    if(down) {
        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;
            if(SDL_AddFinger(touch,&nf) < 0) return 0;
            finger = SDL_GetFinger(touch,fingerid);
        }
        else if(finger->down) return 0;
        if(xin < touch->x_min || yin < touch->y_min) 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 = id;
            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;
            event.tfinger.fingerId = fingerid;
            posted = (SDL_PushEvent(&event) > 0);
        }
        if(posted) finger->down = SDL_TRUE;
        return posted;
    }
    else {
        if(finger == NULL) {
            SDL_SetError("Finger not found.");
            return 0;
        }      
        posted = 0;
        if (SDL_GetEventState(SDL_FINGERUP) == SDL_ENABLE) {
            SDL_Event event;
            event.tfinger.type = SDL_FINGERUP;
            event.tfinger.touchId =  id;
            event.tfinger.state = touch->buttonstate;
            event.tfinger.windowID = touch->focus ? touch->focus->id : 0;
            event.tfinger.fingerId = fingerid;
            //I don't trust the coordinates passed on fingerUp
            event.tfinger.x = finger->x; 
            event.tfinger.y = finger->y;
            event.tfinger.dx = 0;
            event.tfinger.dy = 0;

            if(SDL_DelFinger(touch,fingerid) < 0) return 0;
            posted = (SDL_PushEvent(&event) > 0);
        }        
        return posted;
    }
}

int
SDL_SendTouchMotion(SDL_TouchID id, SDL_FingerID fingerid, int relative, 
                    float xin, float yin, float pressurein)
{
    int index = SDL_GetTouchIndexId(id);
    SDL_Touch *touch;
    SDL_Finger *finger;
    int posted;
    Sint16 xrel, yrel;
    float x_max = 0, y_max = 0;
    Uint16 x;
    Uint16 y;
    Uint16 pressure;
    
    touch = SDL_GetTouch(id);
    if (!touch) {
      return SDL_TouchNotFoundError(id);
    }

    //scale to Integer coordinates
    x = (Uint16)((xin+touch->x_min)*(touch->xres)/(touch->native_xres));
    y = (Uint16)((yin+touch->y_min)*(touch->yres)/(touch->native_yres));
    pressure = (Uint16)((yin+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres));
    if(touch->flush_motion) {
        return 0;
    }
    
    finger = SDL_GetFinger(touch,fingerid);
    if(finger == NULL || !finger->down) {
        return SDL_SendFingerDown(id,fingerid,SDL_TRUE,xin,yin,pressurein);        
    } 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(xin < touch->x_min) x = finger->last_x; /*If movement is only in one axis,*/
            if(yin < touch->y_min) y = finger->last_y; /*The other is marked as -1*/
            if(pressurein < touch->pressure_min) pressure = finger->last_pressure;
            xrel = x - finger->last_x;
            yrel = y - finger->last_y;
            //printf("xrel,yrel (%i,%i)\n",(int)xrel,(int)yrel);
        }
        
        /* 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 = id;
            event.tfinger.fingerId = fingerid;
            event.tfinger.x = x;
            event.tfinger.y = y;
            event.tfinger.dx = xrel;
            event.tfinger.dy = yrel;            
                
            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(SDL_TouchID id, Uint8 state, Uint8 button)
{
    SDL_Touch *touch;
    int posted;
    Uint32 type;

    
    touch = SDL_GetTouch(id);
    if (!touch) {
      return SDL_TouchNotFoundError(id);
    }

    /* 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 = 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(SDL_TouchID id)
{
    SDL_Touch *touch = SDL_GetTouch(id);
    if (!touch) {
        return NULL;
    }
    return touch->name;
}

int SDL_TouchNotFoundError(SDL_TouchID id) {
  //int i;
  SDL_SetError("ERROR: Cannot send touch on non-existent device with id: %li make sure SDL_AddTouch has been called\n",id);
#if 0
  printf("ERROR: There are %i touches installed with Id's:\n",SDL_num_touch);
  for(i=0;i < SDL_num_touch;i++) {
    printf("ERROR: %li\n",SDL_touchPads[i]->id);
  }
#endif
  return 0;
}
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