Add mutitouch support for touch screens
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10 changed files with 138 additions and 86 deletions
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@ -21,21 +21,17 @@ public:
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std::mutex mutex;
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bool touch_pressed = false; ///< True if touchpad area is currently pressed, otherwise false
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float touch_x = 0.0f; ///< Touchpad X-position
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float touch_y = 0.0f; ///< Touchpad Y-position
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Input::TouchStatus status;
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private:
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class Device : public Input::TouchDevice {
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public:
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explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
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Input::TouchStatus GetStatus() const override {
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Input::TouchStatus touch_status = {};
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Input::TouchStatus touch_status{};
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if (auto state = touch_state.lock()) {
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std::lock_guard guard{state->mutex};
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touch_status[0] =
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std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
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touch_status = state->status;
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}
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return touch_status;
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}
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@ -81,36 +77,44 @@ std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsi
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return std::make_tuple(new_x, new_y);
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}
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void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y)) {
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return;
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}
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if (id >= touch_state->status.size()) {
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return;
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}
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std::lock_guard guard{touch_state->mutex};
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touch_state->touch_x =
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const float x =
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static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
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static_cast<float>(framebuffer_layout.screen.right - framebuffer_layout.screen.left);
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touch_state->touch_y =
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const float y =
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static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
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static_cast<float>(framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
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touch_state->touch_pressed = true;
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touch_state->status[id] = std::make_tuple(x, y, true);
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}
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void EmuWindow::TouchReleased() {
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void EmuWindow::TouchReleased(std::size_t id) {
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if (id >= touch_state->status.size()) {
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return;
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}
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std::lock_guard guard{touch_state->mutex};
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touch_state->touch_pressed = false;
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touch_state->touch_x = 0;
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touch_state->touch_y = 0;
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touch_state->status[id] = std::make_tuple(0.0f, 0.0f, false);
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}
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void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!touch_state->touch_pressed)
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void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id) {
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if (id >= touch_state->status.size()) {
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return;
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}
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if (!std::get<2>(touch_state->status[id]))
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return;
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
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TouchPressed(framebuffer_x, framebuffer_y);
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TouchPressed(framebuffer_x, framebuffer_y, id);
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}
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
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@ -117,18 +117,22 @@ public:
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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* @param framebuffer_x Framebuffer x-coordinate that was pressed
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* @param framebuffer_y Framebuffer y-coordinate that was pressed
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* @param id Touch event id
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*/
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void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
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void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id);
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/// Signal that a touch released event has occurred (e.g. mouse click released)
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void TouchReleased();
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/** Signal that a touch released event has occurred (e.g. mouse click released)
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*@param id Touch event id
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*/
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void TouchReleased(std::size_t id);
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/**
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* Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
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* @param framebuffer_x Framebuffer x-coordinate
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* @param framebuffer_y Framebuffer y-coordinate
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* @param id Touch event id
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*/
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id);
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/**
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* Returns currently active configuration.
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