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