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#include "platform/vita/touch.h"
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#include <cmath>
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#include <cstdint>
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#include "options.h"
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#include "utils/display.h"
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#include "utils/ui_fwd.h"
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namespace devilution {
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namespace {
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#define TOUCH_PORT_MAX_NUM 1
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#define NO_TOUCH (-1) // finger id setting if finger is not touching the screen
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int visible_width;
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int visible_height;
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int x_borderwidth;
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int y_borderwidth;
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template <typename T>
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inline T clip(T v, T amin, T amax)
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{
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if (v < amin)
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return amin;
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if (v > amax)
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return amax;
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return v;
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}
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void SetMouseMotionEvent(SDL_Event *event, int32_t x, int32_t y, int32_t xrel, int32_t yrel)
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{
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event->type = SDL_MOUSEMOTION;
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event->motion.x = x;
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event->motion.y = y;
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event->motion.xrel = xrel;
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event->motion.yrel = yrel;
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event->motion.which = SDL_TOUCH_MOUSEID;
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}
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bool touch_initialized = false;
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unsigned int simulated_click_start_time[TOUCH_PORT_MAX_NUM][2]; // initiation time of last simulated left or right click (zero if no click)
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bool direct_touch = true; // pointer jumps to finger
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Point Mouse; // always reflects current mouse position
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uint32_t IgnoreEvent = SDL_USEREVENT; // custom event type to signal events that should be ignored
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enum {
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// clang-format off
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MaxNumFingers = 3, // number of fingers to track per panel
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MaxTapTime = 250, // taps longer than this will not result in mouse click events
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MaxTapMotionDistance = 10, // max distance finger motion in Vita screen pixels to be considered a tap
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SimulatedClickDuration = 50, // time in ms how long simulated mouse clicks should be
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// clang-format on
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};
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struct Touch {
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int id; // -1: not touching
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uint32_t timeLastDown;
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int lastX; // last known screen coordinates
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int lastY; // last known screen coordinates
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float lastDownX; // SDL touch coordinates when last pressed down
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float lastDownY; // SDL touch coordinates when last pressed down
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};
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Touch finger[TOUCH_PORT_MAX_NUM][MaxNumFingers]; // keep track of finger status
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enum DraggingType : uint8_t {
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DragNone,
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DragTwoFinger,
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DragThreeFinger,
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};
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DraggingType multi_finger_dragging[TOUCH_PORT_MAX_NUM]; // keep track whether we are currently drag-and-dropping
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void InitTouch()
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{
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for (int port = 0; port < TOUCH_PORT_MAX_NUM; port++) {
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for (int i = 0; i < MaxNumFingers; i++) {
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finger[port][i].id = NO_TOUCH;
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}
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multi_finger_dragging[port] = DragNone;
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}
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for (auto &port : simulated_click_start_time) {
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for (unsigned int &time : port) {
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time = 0;
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}
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}
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode(0, ¤t);
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visible_height = current.h;
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visible_width = (current.h * devilution::gnScreenWidth) / devilution::gnScreenHeight;
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x_borderwidth = (current.w - visible_width) / 2;
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y_borderwidth = (current.h - visible_height) / 2;
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IgnoreEvent = SDL_RegisterEvents(1);
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}
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void SetMouseButtonEvent(SDL_Event &event, uint32_t type, uint8_t button, Point position)
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{
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event.type = type;
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event.button.button = button;
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if (type == SDL_MOUSEBUTTONDOWN) {
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event.button.state = SDL_PRESSED;
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} else {
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event.button.state = SDL_RELEASED;
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}
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event.button.x = position.x;
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event.button.y = position.y;
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}
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void PreprocessFingerDown(SDL_Event *event)
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{
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// front (0) or back (1) panel
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SDL_TouchID port = event->tfinger.touchId;
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// id (for multitouch)
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SDL_FingerID id = event->tfinger.fingerId;
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int x = Mouse.x;
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int y = Mouse.y;
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if (direct_touch) {
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x = static_cast<int>(event->tfinger.x * visible_width) + x_borderwidth;
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y = static_cast<int>(event->tfinger.y * visible_height) + y_borderwidth;
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devilution::OutputToLogical(&x, &y);
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}
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// make sure each finger is not reported down multiple times
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for (int i = 0; i < MaxNumFingers; i++) {
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if (finger[port][i].id != id) {
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continue;
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}
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finger[port][i].id = NO_TOUCH;
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}
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// we need the timestamps to decide later if the user performed a short tap (click)
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// or a long tap (drag)
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// we also need the last coordinates for each finger to keep track of dragging
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for (int i = 0; i < MaxNumFingers; i++) {
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if (finger[port][i].id != NO_TOUCH) {
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continue;
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}
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finger[port][i].id = id;
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finger[port][i].timeLastDown = event->tfinger.timestamp;
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finger[port][i].lastDownX = event->tfinger.x;
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finger[port][i].lastDownY = event->tfinger.y;
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finger[port][i].lastX = x;
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finger[port][i].lastY = y;
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break;
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}
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}
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void PreprocessBackFingerDown(SDL_Event *event)
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{
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// front (0) or back (1) panel
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SDL_TouchID port = event->tfinger.touchId;
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if (port != 1)
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return;
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event->type = SDL_CONTROLLERAXISMOTION;
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event->caxis.value = 32767;
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event->caxis.which = 0;
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if (event->tfinger.x <= 0.5) {
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;
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event->caxis.axis = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
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} else {
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event->caxis.axis = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
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}
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}
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void PreprocessBackFingerUp(SDL_Event *event)
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{
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// front (0) or back (1) panel
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SDL_TouchID port = event->tfinger.touchId;
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if (port != 1)
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return;
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event->type = SDL_CONTROLLERAXISMOTION;
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event->caxis.value = 0;
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event->caxis.which = 0;
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if (event->tfinger.x <= 0.5) {
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event->caxis.axis = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
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} else {
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event->caxis.axis = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
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}
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}
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void PreprocessFingerUp(SDL_Event *event)
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{
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// front (0) or back (1) panel
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SDL_TouchID port = event->tfinger.touchId;
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// id (for multitouch)
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SDL_FingerID id = event->tfinger.fingerId;
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// find out how many fingers were down before this event
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int numFingersDown = 0;
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for (int i = 0; i < MaxNumFingers; i++) {
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if (finger[port][i].id >= 0) {
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numFingersDown++;
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}
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}
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int x = Mouse.x;
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int y = Mouse.y;
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for (int i = 0; i < MaxNumFingers; i++) {
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if (finger[port][i].id != id) {
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continue;
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}
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finger[port][i].id = NO_TOUCH;
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if (multi_finger_dragging[port] == DragNone) {
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if ((event->tfinger.timestamp - finger[port][i].timeLastDown) > MaxTapTime) {
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continue;
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}
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// short (<MAX_TAP_TIME ms) tap is interpreted as right/left mouse click depending on # fingers already down
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// but only if the finger hasn't moved since it was pressed down by more than MAX_TAP_MOTION_DISTANCE pixels
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float xrel = ((event->tfinger.x * devilution::GetOutputSurface()->w) - (finger[port][i].lastDownX * devilution::GetOutputSurface()->w));
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float yrel = ((event->tfinger.y * devilution::GetOutputSurface()->h) - (finger[port][i].lastDownY * devilution::GetOutputSurface()->h));
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auto maxRSquared = static_cast<float>(MaxTapMotionDistance * MaxTapMotionDistance);
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if ((xrel * xrel + yrel * yrel) >= maxRSquared) {
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continue;
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}
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if (numFingersDown != 2 && numFingersDown != 1) {
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continue;
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}
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Uint8 simulatedButton = 0;
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if (numFingersDown == 2) {
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simulatedButton = SDL_BUTTON_RIGHT;
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// need to raise the button later
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simulated_click_start_time[port][1] = event->tfinger.timestamp;
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} else if (numFingersDown == 1) {
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simulatedButton = SDL_BUTTON_LEFT;
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// need to raise the button later
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simulated_click_start_time[port][0] = event->tfinger.timestamp;
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if (direct_touch) {
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x = static_cast<int>(event->tfinger.x * visible_width) + x_borderwidth;
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y = static_cast<int>(event->tfinger.y * visible_height) + y_borderwidth;
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devilution::OutputToLogical(&x, &y);
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}
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}
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SetMouseButtonEvent(*event, SDL_MOUSEBUTTONDOWN, simulatedButton, { x, y });
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event->button.which = SDL_TOUCH_MOUSEID;
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} else if (numFingersDown == 1) {
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// when dragging, and the last finger is lifted, the drag is over
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Uint8 simulatedButton = 0;
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if (multi_finger_dragging[port] == DragThreeFinger) {
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simulatedButton = SDL_BUTTON_RIGHT;
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} else {
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simulatedButton = SDL_BUTTON_LEFT;
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}
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SetMouseButtonEvent(*event, SDL_MOUSEBUTTONUP, simulatedButton, { x, y });
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event->button.which = SDL_TOUCH_MOUSEID;
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multi_finger_dragging[port] = DragNone;
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}
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}
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}
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void PreprocessFingerMotion(SDL_Event *event)
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{
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// front (0) or back (1) panel
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SDL_TouchID port = event->tfinger.touchId;
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// id (for multitouch)
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SDL_FingerID id = event->tfinger.fingerId;
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// find out how many fingers were down before this event
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int numFingersDown = 0;
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for (int i = 0; i < MaxNumFingers; i++) {
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if (finger[port][i].id >= 0) {
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numFingersDown++;
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}
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}
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if (numFingersDown == 0) {
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return;
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}
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if (numFingersDown >= 1) {
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int x = Mouse.x;
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int y = Mouse.y;
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if (direct_touch) {
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x = static_cast<int>(event->tfinger.x * visible_width) + x_borderwidth;
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y = static_cast<int>(event->tfinger.y * visible_height) + y_borderwidth;
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devilution::OutputToLogical(&x, &y);
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} else {
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// for relative mode, use the pointer speed setting
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constexpr float SpeedFactor = 1.25F;
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// convert touch events to relative mouse pointer events
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// Whenever an SDL_event involving the mouse is processed,
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x = static_cast<int>(Mouse.x + (event->tfinger.dx * SpeedFactor * devilution::GetOutputSurface()->w));
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y = static_cast<int>(Mouse.y + (event->tfinger.dy * SpeedFactor * devilution::GetOutputSurface()->h));
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}
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x = clip(x, 0, devilution::GetOutputSurface()->w);
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y = clip(y, 0, devilution::GetOutputSurface()->h);
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int xrel = x - Mouse.x;
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int yrel = y - Mouse.y;
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// update the current finger's coordinates so we can track it later
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for (int i = 0; i < MaxNumFingers; i++) {
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if (finger[port][i].id != id)
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continue;
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finger[port][i].lastX = x;
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finger[port][i].lastY = y;
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}
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// If we are starting a multi-finger drag, start holding down the mouse button
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if (numFingersDown >= 2 && multi_finger_dragging[port] == DragNone) {
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// only start a multi-finger drag if at least two fingers have been down long enough
|
|
|
|
|
int numFingersDownlong = 0;
|
|
|
|
|
for (int i = 0; i < MaxNumFingers; i++) {
|
|
|
|
|
if (finger[port][i].id == NO_TOUCH) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
if (event->tfinger.timestamp - finger[port][i].timeLastDown > MaxTapTime) {
|
|
|
|
|
numFingersDownlong++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (numFingersDownlong >= 2) {
|
|
|
|
|
Point mouseDown = Mouse;
|
|
|
|
|
if (direct_touch) {
|
|
|
|
|
for (int i = 0; i < MaxNumFingers; i++) {
|
|
|
|
|
if (finger[port][i].id == id) {
|
|
|
|
|
uint32_t earliestTime = finger[port][i].timeLastDown;
|
|
|
|
|
for (int j = 0; j < MaxNumFingers; j++) {
|
|
|
|
|
if (finger[port][j].id >= 0 && (i != j)) {
|
|
|
|
|
if (finger[port][j].timeLastDown < earliestTime) {
|
|
|
|
|
mouseDown.x = finger[port][j].lastX;
|
|
|
|
|
mouseDown.y = finger[port][j].lastY;
|
|
|
|
|
earliestTime = finger[port][j].timeLastDown;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Uint8 simulatedButton = 0;
|
|
|
|
|
if (numFingersDownlong == 2) {
|
|
|
|
|
simulatedButton = SDL_BUTTON_LEFT;
|
|
|
|
|
multi_finger_dragging[port] = DragTwoFinger;
|
|
|
|
|
} else {
|
|
|
|
|
simulatedButton = SDL_BUTTON_RIGHT;
|
|
|
|
|
multi_finger_dragging[port] = DragThreeFinger;
|
|
|
|
|
}
|
|
|
|
|
SDL_Event ev;
|
|
|
|
|
SetMouseButtonEvent(ev, SDL_MOUSEBUTTONDOWN, simulatedButton, mouseDown);
|
|
|
|
|
ev.button.which = SDL_TOUCH_MOUSEID;
|
|
|
|
|
SDL_PushEvent(&ev);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (xrel == 0 && yrel == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// check if this is the "oldest" finger down (or the only finger down)
|
|
|
|
|
// otherwise it will not affect mouse motion
|
|
|
|
|
bool updatePointer = true;
|
|
|
|
|
if (numFingersDown > 1) {
|
|
|
|
|
for (int i = 0; i < MaxNumFingers; i++) {
|
|
|
|
|
if (finger[port][i].id != id) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
for (int j = 0; j < MaxNumFingers; j++) {
|
|
|
|
|
if (finger[port][j].id == NO_TOUCH || (j == i)) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
if (finger[port][j].timeLastDown < finger[port][i].timeLastDown) {
|
|
|
|
|
updatePointer = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!updatePointer) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
SetMouseMotionEvent(event, x, y, xrel, yrel);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PreprocessEvents(SDL_Event *event)
|
|
|
|
|
{
|
|
|
|
|
// Supported touch gestures:
|
|
|
|
|
// left mouse click: single finger short tap
|
|
|
|
|
// right mouse click: second finger short tap while first finger is still down
|
|
|
|
|
// pointer motion: single finger drag
|
|
|
|
|
// left button drag and drop: dual finger drag
|
|
|
|
|
// right button drag and drop: triple finger drag
|
|
|
|
|
if (event->type != SDL_FINGERDOWN && event->type != SDL_FINGERUP && event->type != SDL_FINGERMOTION) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// front (0) or back (1) panel
|
|
|
|
|
SDL_TouchID port = event->tfinger.touchId;
|
|
|
|
|
if (port != 0) {
|
|
|
|
|
if (devilution::GetOptions().Controller.bRearTouch) {
|
|
|
|
|
switch (event->type) {
|
|
|
|
|
case SDL_FINGERDOWN:
|
|
|
|
|
PreprocessBackFingerDown(event);
|
|
|
|
|
break;
|
|
|
|
|
case SDL_FINGERUP:
|
|
|
|
|
PreprocessBackFingerUp(event);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (event->type) {
|
|
|
|
|
case SDL_FINGERDOWN:
|
|
|
|
|
PreprocessFingerDown(event);
|
|
|
|
|
break;
|
|
|
|
|
case SDL_FINGERUP:
|
|
|
|
|
PreprocessFingerUp(event);
|
|
|
|
|
break;
|
|
|
|
|
case SDL_FINGERMOTION:
|
|
|
|
|
PreprocessFingerMotion(event);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void HandleTouchEvent(SDL_Event *event, Point mousePosition)
|
|
|
|
|
{
|
|
|
|
|
Mouse = mousePosition;
|
|
|
|
|
|
|
|
|
|
if (!touch_initialized) {
|
|
|
|
|
InitTouch();
|
|
|
|
|
touch_initialized = true;
|
|
|
|
|
}
|
|
|
|
|
PreprocessEvents(event);
|
|
|
|
|
if (event->type == SDL_FINGERDOWN || event->type == SDL_FINGERUP || event->type == SDL_FINGERMOTION) {
|
|
|
|
|
event->type = IgnoreEvent;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FinishSimulatedMouseClicks(Point mousePosition)
|
|
|
|
|
{
|
|
|
|
|
Mouse = mousePosition;
|
|
|
|
|
|
|
|
|
|
for (auto &port : simulated_click_start_time) {
|
|
|
|
|
for (int i = 0; i < 2; i++) {
|
|
|
|
|
if (port[i] == 0) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Uint32 currentTime = SDL_GetTicks();
|
|
|
|
|
if (currentTime - port[i] < SimulatedClickDuration) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int simulatedButton;
|
|
|
|
|
if (i == 0) {
|
|
|
|
|
simulatedButton = SDL_BUTTON_LEFT;
|
|
|
|
|
} else {
|
|
|
|
|
simulatedButton = SDL_BUTTON_RIGHT;
|
|
|
|
|
}
|
|
|
|
|
SDL_Event ev;
|
|
|
|
|
SetMouseButtonEvent(ev, SDL_MOUSEBUTTONUP, simulatedButton, Mouse);
|
|
|
|
|
ev.button.which = SDL_TOUCH_MOUSEID;
|
|
|
|
|
SDL_PushEvent(&ev);
|
|
|
|
|
|
|
|
|
|
port[i] = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|