Add mutitouch support for touch screens

This commit is contained in:
german 2021-01-02 22:04:50 -06:00
parent d8df9a16bd
commit 8495e1bd83
10 changed files with 138 additions and 86 deletions

View file

@ -21,21 +21,17 @@ public:
std::mutex mutex;
bool touch_pressed = false; ///< True if touchpad area is currently pressed, otherwise false
float touch_x = 0.0f; ///< Touchpad X-position
float touch_y = 0.0f; ///< Touchpad Y-position
Input::TouchStatus status;
private:
class Device : public Input::TouchDevice {
public:
explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
Input::TouchStatus GetStatus() const override {
Input::TouchStatus touch_status = {};
Input::TouchStatus touch_status{};
if (auto state = touch_state.lock()) {
std::lock_guard guard{state->mutex};
touch_status[0] =
std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
touch_status = state->status;
}
return touch_status;
}
@ -81,36 +77,44 @@ std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsi
return std::make_tuple(new_x, new_y);
}
void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y)) {
return;
}
if (id >= touch_state->status.size()) {
return;
}
std::lock_guard guard{touch_state->mutex};
touch_state->touch_x =
const float x =
static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
static_cast<float>(framebuffer_layout.screen.right - framebuffer_layout.screen.left);
touch_state->touch_y =
const float y =
static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
static_cast<float>(framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
touch_state->touch_pressed = true;
touch_state->status[id] = std::make_tuple(x, y, true);
}
void EmuWindow::TouchReleased() {
void EmuWindow::TouchReleased(std::size_t id) {
if (id >= touch_state->status.size()) {
return;
}
std::lock_guard guard{touch_state->mutex};
touch_state->touch_pressed = false;
touch_state->touch_x = 0;
touch_state->touch_y = 0;
touch_state->status[id] = std::make_tuple(0.0f, 0.0f, false);
}
void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!touch_state->touch_pressed)
void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id) {
if (id >= touch_state->status.size()) {
return;
}
if (!std::get<2>(touch_state->status[id]))
return;
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
TouchPressed(framebuffer_x, framebuffer_y);
TouchPressed(framebuffer_x, framebuffer_y, id);
}
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {

View file

@ -117,18 +117,22 @@ public:
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
* @param framebuffer_x Framebuffer x-coordinate that was pressed
* @param framebuffer_y Framebuffer y-coordinate that was pressed
* @param id Touch event id
*/
void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id);
/// Signal that a touch released event has occurred (e.g. mouse click released)
void TouchReleased();
/** Signal that a touch released event has occurred (e.g. mouse click released)
*@param id Touch event id
*/
void TouchReleased(std::size_t id);
/**
* Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
* @param framebuffer_x Framebuffer x-coordinate
* @param framebuffer_y Framebuffer y-coordinate
* @param id Touch event id
*/
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y, std::size_t id);
/**
* Returns currently active configuration.