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#include "platform/vita/touch.h"
#include <cmath>
#include <cstdint>
#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 <typename T>
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, &current);
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<int>(event->tfinger.x * visible_width) + x_borderwidth;
y = static_cast<int>(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 (<MAX_TAP_TIME ms) tap is interpreted as right/left mouse click depending on # fingers already down
// but only if the finger hasn't moved since it was pressed down by more than MAX_TAP_MOTION_DISTANCE pixels
float xrel = ((event->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<float>(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<int>(event->tfinger.x * visible_width) + x_borderwidth;
y = static_cast<int>(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<int>(event->tfinger.x * visible_width) + x_borderwidth;
y = static_cast<int>(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<int>(Mouse.x + (event->tfinger.dx * SpeedFactor * devilution::GetOutputSurface()->w));
y = static_cast<int>(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::sgOptions.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