Update VS2010 project to add new files; update new files so code builds on Win32/Win64
This commit is contained in:
parent
9412167e50
commit
dc0f95c447
4 changed files with 104 additions and 68 deletions
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@ -110,7 +110,7 @@ echo #define SDL_REVISION 0 >"$(ProjectDir)\..\..\include\SDL_revision.h"
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<Culture>0x0409</Culture>
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</ResourceCompile>
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<Link>
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<AdditionalDependencies>msvcrt.lib;msimg32.lib;winmm.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>msvcrt.lib;msimg32.lib;version.lib;winmm.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>$(IntDir)SDL.dll</OutputFile>
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<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -274,6 +274,9 @@ echo #define SDL_REVISION 0 >"$(ProjectDir)\..\..\include\SDL_revision.h"
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<ClInclude Include="..\..\src\events\blank_cursor.h" />
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<ClInclude Include="..\..\src\events\default_cursor.h" />
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<ClInclude Include="..\..\src\audio\windx5\directx.h" />
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<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
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<ClInclude Include="..\..\src\events\SDL_gesture_c.h" />
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<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
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<ClInclude Include="..\..\src\libm\math.h" />
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<ClInclude Include="..\..\src\libm\math_private.h" />
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<ClInclude Include="..\..\src\video\mmx.h" />
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@ -326,6 +329,7 @@ echo #define SDL_REVISION 0 >"$(ProjectDir)\..\..\include\SDL_revision.h"
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<ClInclude Include="..\..\src\timer\SDL_timer_c.h" />
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<ClInclude Include="..\..\src\video\win32\SDL_vkeys.h" />
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<ClInclude Include="..\..\src\audio\SDL_wave.h" />
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<ClInclude Include="..\..\src\video\win32\SDL_win32clipboard.h" />
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<ClInclude Include="..\..\src\video\win32\SDL_win32events.h" />
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<ClInclude Include="..\..\src\video\win32\SDL_win32gamma.h" />
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<ClInclude Include="..\..\src\video\win32\SDL_win32keyboard.h" />
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@ -340,6 +344,9 @@ echo #define SDL_REVISION 0 >"$(ProjectDir)\..\..\include\SDL_revision.h"
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<ClInclude Include="..\..\src\video\win32\wmmsg.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
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<ClCompile Include="..\..\src\events\SDL_gesture.c" />
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<ClCompile Include="..\..\src\events\SDL_touch.c" />
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<ClCompile Include="..\..\src\libm\e_log.c" />
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<ClCompile Include="..\..\src\libm\e_pow.c" />
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<ClCompile Include="..\..\src\libm\e_rem_pio2.c" />
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@ -431,6 +438,7 @@ echo #define SDL_REVISION 0 >"$(ProjectDir)\..\..\include\SDL_revision.h"
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<ClCompile Include="..\..\src\timer\SDL_timer.c" />
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<ClCompile Include="..\..\src\video\SDL_video.c" />
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<ClCompile Include="..\..\src\audio\SDL_wave.c" />
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<ClCompile Include="..\..\src\video\win32\SDL_win32clipboard.c" />
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<ClCompile Include="..\..\src\video\win32\SDL_win32events.c" />
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<ClCompile Include="..\..\src\video\win32\SDL_win32gamma.c" />
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<ClCompile Include="..\..\src\video\win32\SDL_win32keyboard.c" />
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@ -29,7 +29,7 @@
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#include "SDL_audiomem.h"
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#include "SDL_sysaudio.h"
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#define _THIS SDL_AudioDevice *this
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#define _THIS SDL_AudioDevice *_this
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static SDL_AudioDriver current_audio;
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static SDL_AudioDevice *open_devices[16];
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@ -321,8 +321,9 @@ SDL_StreamDeinit(SDL_AudioStreamer * stream)
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}
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}
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#if defined(ANDROID)
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#include <android/log.h>
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#endif
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/* The general mixing thread function */
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int SDLCALL
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@ -891,7 +892,7 @@ open_audio_device(const char *devname, int iscapture,
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device->opened = 1;
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/* Allocate a fake audio memory buffer */
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device->fake_stream = SDL_AllocAudioMem(device->spec.size);
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device->fake_stream = (Uint8 *)SDL_AllocAudioMem(device->spec.size);
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if (device->fake_stream == NULL) {
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close_audio_device(device);
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SDL_OutOfMemory();
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@ -18,6 +18,7 @@
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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/* General mouse handling code for SDL */
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@ -26,6 +27,11 @@
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#include "SDL_events_c.h"
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#include "SDL_gesture_c.h"
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#include <memory.h>
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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//TODO: Replace with malloc
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#define MAXPATHSIZE 1024
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@ -100,8 +106,8 @@ unsigned long SDL_HashDollar(SDL_FloatPoint* points) {
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unsigned long hash = 5381;
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int i;
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for(i = 0;i < DOLLARNPOINTS; i++) {
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hash = ((hash<<5) + hash) + points[i].x;
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hash = ((hash<<5) + hash) + points[i].y;
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hash = ((hash<<5) + hash) + (unsigned long)points[i].x;
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hash = ((hash<<5) + hash) + (unsigned long)points[i].y;
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}
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return hash;
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}
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@ -110,7 +116,6 @@ unsigned long SDL_HashDollar(SDL_FloatPoint* points) {
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static int SaveTemplate(SDL_DollarTemplate *templ, SDL_RWops * src) {
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if(src == NULL) return 0;
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int i;
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//No Longer storing the Hash, rehash on load
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//if(SDL_RWops.write(src,&(templ->hash),sizeof(templ->hash),1) != 1) return 0;
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@ -151,14 +156,16 @@ int SDL_SaveDollarTemplate(SDL_GestureID gestureId, SDL_RWops *src) {
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//path is an already sampled set of points
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//Returns the index of the gesture on success, or -1
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static int SDL_AddDollarGesture(SDL_GestureTouch* inTouch,SDL_FloatPoint* path) {
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SDL_DollarTemplate* dollarTemplate;
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SDL_DollarTemplate *templ;
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int i = 0;
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if(inTouch == NULL) {
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if(SDL_numGestureTouches == 0) return -1;
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int i = 0;
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for(i = 0;i < SDL_numGestureTouches; i++) {
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inTouch = &SDL_gestureTouch[i];
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SDL_DollarTemplate* dollarTemplate =
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SDL_realloc(inTouch->dollarTemplate,
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dollarTemplate =
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(SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate,
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(inTouch->numDollarTemplates + 1) *
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sizeof(SDL_DollarTemplate));
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if(!dollarTemplate) {
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@ -168,7 +175,7 @@ static int SDL_AddDollarGesture(SDL_GestureTouch* inTouch,SDL_FloatPoint* path)
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inTouch->dollarTemplate = dollarTemplate;
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SDL_DollarTemplate *templ =
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templ =
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&inTouch->dollarTemplate[inTouch->numDollarTemplates];
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memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint));
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templ->hash = SDL_HashDollar(templ->path);
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@ -177,7 +184,7 @@ static int SDL_AddDollarGesture(SDL_GestureTouch* inTouch,SDL_FloatPoint* path)
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return inTouch->numDollarTemplates - 1;
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} else {
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SDL_DollarTemplate* dollarTemplate =
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SDL_realloc(inTouch->dollarTemplate,
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( SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate,
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(inTouch->numDollarTemplates + 1) *
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sizeof(SDL_DollarTemplate));
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if(!dollarTemplate) {
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@ -187,7 +194,7 @@ static int SDL_AddDollarGesture(SDL_GestureTouch* inTouch,SDL_FloatPoint* path)
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inTouch->dollarTemplate = dollarTemplate;
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SDL_DollarTemplate *templ =
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templ =
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&inTouch->dollarTemplate[inTouch->numDollarTemplates];
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memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint));
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templ->hash = SDL_HashDollar(templ->path);
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@ -198,9 +205,9 @@ static int SDL_AddDollarGesture(SDL_GestureTouch* inTouch,SDL_FloatPoint* path)
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}
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int SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src) {
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if(src == NULL) return 0;
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int i,loaded = 0;
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SDL_GestureTouch *touch = NULL;
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if(src == NULL) return 0;
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if(touchId >= 0) {
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for(i = 0;i < SDL_numGestureTouches; i++)
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if(SDL_gestureTouch[i].id == touchId)
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@ -240,10 +247,10 @@ float dollarDifference(SDL_FloatPoint* points,SDL_FloatPoint* templ,float ang) {
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SDL_FloatPoint p;
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int i;
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for(i = 0; i < DOLLARNPOINTS; i++) {
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p.x = points[i].x * cos(ang) - points[i].y * sin(ang);
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p.y = points[i].x * sin(ang) + points[i].y * cos(ang);
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dist += sqrt((p.x-templ[i].x)*(p.x-templ[i].x)+
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(p.y-templ[i].y)*(p.y-templ[i].y));
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p.x = (float)(points[i].x * cos(ang) - points[i].y * sin(ang));
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p.y = (float)(points[i].x * sin(ang) + points[i].y * cos(ang));
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dist += (float)(sqrt((p.x-templ[i].x)*(p.x-templ[i].x)+
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(p.y-templ[i].y)*(p.y-templ[i].y)));
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}
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return dist/DOLLARNPOINTS;
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@ -253,26 +260,26 @@ float bestDollarDifference(SDL_FloatPoint* points,SDL_FloatPoint* templ) {
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//------------BEGIN DOLLAR BLACKBOX----------------//
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//-TRANSLATED DIRECTLY FROM PSUDEO-CODE AVAILABLE AT-//
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//-"http://depts.washington.edu/aimgroup/proj/dollar/"-//
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float ta = -M_PI/4;
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float tb = M_PI/4;
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float dt = M_PI/90;
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float x1 = PHI*ta + (1-PHI)*tb;
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double ta = -M_PI/4;
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double tb = M_PI/4;
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double dt = M_PI/90;
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float x1 = (float)(PHI*ta + (1-PHI)*tb);
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float f1 = dollarDifference(points,templ,x1);
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float x2 = (1-PHI)*ta + PHI*tb;
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float x2 = (float)((1-PHI)*ta + PHI*tb);
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float f2 = dollarDifference(points,templ,x2);
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while(abs(ta-tb) > dt) {
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while(fabs(ta-tb) > dt) {
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if(f1 < f2) {
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tb = x2;
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x2 = x1;
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f2 = f1;
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x1 = PHI*ta + (1-PHI)*tb;
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x1 = (float)(PHI*ta + (1-PHI)*tb);
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f1 = dollarDifference(points,templ,x1);
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}
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else {
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ta = x1;
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x1 = x2;
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f1 = f2;
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x2 = (1-PHI)*ta + PHI*tb;
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x2 = (float)((1-PHI)*ta + PHI*tb);
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f2 = dollarDifference(points,templ,x2);
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}
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}
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@ -288,6 +295,14 @@ float bestDollarDifference(SDL_FloatPoint* points,SDL_FloatPoint* templ) {
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//DollarPath contains raw points, plus (possibly) the calculated length
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int dollarNormalize(SDL_DollarPath path,SDL_FloatPoint *points) {
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int i;
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float interval;
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float dist;
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int numPoints = 0;
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SDL_FloatPoint centroid;
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float xmin,xmax,ymin,ymax;
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float ang;
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float w,h;
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//Calculate length if it hasn't already been done
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if(path.length <= 0) {
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for(i=1;i<path.numPoints;i++) {
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@ -295,22 +310,20 @@ int dollarNormalize(SDL_DollarPath path,SDL_FloatPoint *points) {
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path.p[i-1].x;
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float dy = path.p[i ].y -
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path.p[i-1].y;
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path.length += sqrt(dx*dx+dy*dy);
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path.length += (float)(sqrt(dx*dx+dy*dy));
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}
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}
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//Resample
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float interval = path.length/(DOLLARNPOINTS - 1);
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float dist = interval;
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interval = path.length/(DOLLARNPOINTS - 1);
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dist = interval;
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int numPoints = 0;
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SDL_FloatPoint centroid;
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centroid.x = 0;centroid.y = 0;
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//printf("(%f,%f)\n",path.p[path.numPoints-1].x,path.p[path.numPoints-1].y);
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for(i = 1;i < path.numPoints;i++) {
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float d = sqrt((path.p[i-1].x-path.p[i].x)*(path.p[i-1].x-path.p[i].x)+
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(path.p[i-1].y-path.p[i].y)*(path.p[i-1].y-path.p[i].y));
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float d = (float)(sqrt((path.p[i-1].x-path.p[i].x)*(path.p[i-1].x-path.p[i].x)+
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(path.p[i-1].y-path.p[i].y)*(path.p[i-1].y-path.p[i].y)));
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//printf("d = %f dist = %f/%f\n",d,dist,interval);
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while(dist + d > interval) {
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points[numPoints].x = path.p[i-1].x +
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//printf("Centroid (%f,%f)",centroid.x,centroid.y);
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//Rotate Points so point 0 is left of centroid and solve for the bounding box
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float xmin,xmax,ymin,ymax;
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xmin = centroid.x;
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xmax = centroid.x;
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ymin = centroid.y;
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ymax = centroid.y;
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float ang = atan2(centroid.y - points[0].y,
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centroid.x - points[0].x);
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ang = (float)(atan2(centroid.y - points[0].y,
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centroid.x - points[0].x));
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for(i = 0;i<numPoints;i++) {
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float px = points[i].x;
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float py = points[i].y;
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points[i].x = (px - centroid.x)*cos(ang) -
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(py - centroid.y)*sin(ang) + centroid.x;
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points[i].y = (px - centroid.x)*sin(ang) +
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(py - centroid.y)*cos(ang) + centroid.y;
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points[i].x = (float)((px - centroid.x)*cos(ang) -
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(py - centroid.y)*sin(ang) + centroid.x);
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points[i].y = (float)((px - centroid.x)*sin(ang) +
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(py - centroid.y)*cos(ang) + centroid.y);
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if(points[i].x < xmin) xmin = points[i].x;
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@ -363,8 +375,8 @@ int dollarNormalize(SDL_DollarPath path,SDL_FloatPoint *points) {
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}
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//Scale points to DOLLARSIZE, and translate to the origin
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float w = xmax-xmin;
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float h = ymax-ymin;
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w = xmax-xmin;
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h = ymax-ymin;
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for(i=0;i<numPoints;i++) {
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points[i].x = (points[i].x - centroid.x)*DOLLARSIZE/w;
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@ -380,17 +392,17 @@ float dollarRecognize(SDL_DollarPath path,int *bestTempl,SDL_GestureTouch* touch
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//SDL_PrintPath(points);
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int i;
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int bestDiff = 10000;
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float bestDiff = 10000;
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*bestTempl = -1;
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for(i = 0;i < touch->numDollarTemplates;i++) {
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int diff = bestDollarDifference(points,touch->dollarTemplate[i].path);
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float diff = bestDollarDifference(points,touch->dollarTemplate[i].path);
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if(diff < bestDiff) {bestDiff = diff; *bestTempl = i;}
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}
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return bestDiff;
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}
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int SDL_GestureAddTouch(SDL_Touch* touch) {
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SDL_GestureTouch *gestureTouch = SDL_realloc(SDL_gestureTouch,
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SDL_GestureTouch *gestureTouch = (SDL_GestureTouch *)SDL_realloc(SDL_gestureTouch,
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(SDL_numGestureTouches + 1) *
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sizeof(SDL_GestureTouch));
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@ -479,6 +491,18 @@ int SDL_SendDollarRecord(SDL_GestureTouch* touch,SDL_GestureID gestureId) {
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void SDL_GestureProcessEvent(SDL_Event* event)
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{
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float x,y;
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SDL_FloatPoint path[DOLLARNPOINTS];
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int index;
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int i;
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float pathDx, pathDy;
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SDL_FloatPoint lastP;
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SDL_FloatPoint lastCentroid;
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float lDist;
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float Dist;
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float dtheta;
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float dDist;
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if(event->type == SDL_FINGERMOTION ||
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event->type == SDL_FINGERDOWN ||
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event->type == SDL_FINGERUP) {
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@ -492,8 +516,8 @@ void SDL_GestureProcessEvent(SDL_Event* event)
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// (int)inTouch->res.x,(int)inTouch->res.y);
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float x = ((float)event->tfinger.x)/(float)inTouch->res.x;
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float y = ((float)event->tfinger.y)/(float)inTouch->res.y;
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x = ((float)event->tfinger.x)/(float)inTouch->res.x;
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y = ((float)event->tfinger.y)/(float)inTouch->res.y;
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//Finger Up
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@ -502,14 +526,11 @@ void SDL_GestureProcessEvent(SDL_Event* event)
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#ifdef ENABLE_DOLLAR
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if(inTouch->recording) {
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inTouch->recording = SDL_FALSE;
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SDL_FloatPoint path[DOLLARNPOINTS];
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inTouch->recording = SDL_FALSE;
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dollarNormalize(inTouch->dollarPath,path);
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//SDL_PrintPath(path);
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int index;
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if(recordAll) {
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index = SDL_AddDollarGesture(NULL,path);
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int i;
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for(i = 0;i < SDL_numGestureTouches; i++)
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SDL_gestureTouch[i].recording = SDL_FALSE;
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}
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@ -554,18 +575,16 @@ void SDL_GestureProcessEvent(SDL_Event* event)
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if(path->numPoints < MAXPATHSIZE) {
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path->p[path->numPoints].x = inTouch->centroid.x;
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path->p[path->numPoints].y = inTouch->centroid.y;
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float pathDx =
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pathDx =
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(path->p[path->numPoints].x-path->p[path->numPoints-1].x);
|
||||
float pathDy =
|
||||
pathDy =
|
||||
(path->p[path->numPoints].y-path->p[path->numPoints-1].y);
|
||||
path->length += sqrt(pathDx*pathDx + pathDy*pathDy);
|
||||
path->length += (float)sqrt(pathDx*pathDx + pathDy*pathDy);
|
||||
path->numPoints++;
|
||||
}
|
||||
#endif
|
||||
SDL_FloatPoint lastP;
|
||||
lastP.x = x - dx;
|
||||
lastP.y = y - dy;
|
||||
SDL_FloatPoint lastCentroid;
|
||||
lastCentroid = inTouch->centroid;
|
||||
|
||||
inTouch->centroid.x += dx/inTouch->numDownFingers;
|
||||
|
@ -577,12 +596,12 @@ void SDL_GestureProcessEvent(SDL_Event* event)
|
|||
//lv = inTouch->gestureLast[j].cv;
|
||||
lv.x = lastP.x - lastCentroid.x;
|
||||
lv.y = lastP.y - lastCentroid.y;
|
||||
float lDist = sqrt(lv.x*lv.x + lv.y*lv.y);
|
||||
lDist = (float)sqrt(lv.x*lv.x + lv.y*lv.y);
|
||||
//printf("lDist = %f\n",lDist);
|
||||
v.x = x - inTouch->centroid.x;
|
||||
v.y = y - inTouch->centroid.y;
|
||||
//inTouch->gestureLast[j].cv = v;
|
||||
float Dist = sqrt(v.x*v.x+v.y*v.y);
|
||||
Dist = (float)sqrt(v.x*v.x+v.y*v.y);
|
||||
// cos(dTheta) = (v . lv)/(|v| * |lv|)
|
||||
|
||||
//Normalize Vectors to simplify angle calculation
|
||||
|
@ -590,9 +609,9 @@ void SDL_GestureProcessEvent(SDL_Event* event)
|
|||
lv.y/=lDist;
|
||||
v.x/=Dist;
|
||||
v.y/=Dist;
|
||||
float dtheta = atan2(lv.x*v.y - lv.y*v.x,lv.x*v.x + lv.y*v.y);
|
||||
dtheta = (float)atan2(lv.x*v.y - lv.y*v.x,lv.x*v.x + lv.y*v.y);
|
||||
|
||||
float dDist = (Dist - lDist);
|
||||
dDist = (Dist - lDist);
|
||||
if(lDist == 0) {dDist = 0;dtheta = 0;} //To avoid impossible values
|
||||
|
||||
//inTouch->gestureLast[j].dDist = dDist;
|
||||
|
|
|
@ -313,6 +313,11 @@ SDL_SendFingerDown(SDL_TouchID id, SDL_FingerID fingerid, SDL_bool down,
|
|||
float xin, float yin, float pressurein)
|
||||
{
|
||||
int posted;
|
||||
Uint16 x;
|
||||
Uint16 y;
|
||||
Uint16 pressure;
|
||||
SDL_Finger *finger;
|
||||
|
||||
SDL_Touch* touch = SDL_GetTouch(id);
|
||||
|
||||
if(!touch) {
|
||||
|
@ -321,11 +326,11 @@ SDL_SendFingerDown(SDL_TouchID id, SDL_FingerID fingerid, SDL_bool down,
|
|||
|
||||
|
||||
//scale to Integer coordinates
|
||||
Uint16 x = (xin+touch->x_min)*(touch->xres)/(touch->native_xres);
|
||||
Uint16 y = (yin+touch->y_min)*(touch->yres)/(touch->native_yres);
|
||||
Uint16 pressure = (yin+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres);
|
||||
x = (Uint16)((xin+touch->x_min)*(touch->xres)/(touch->native_xres));
|
||||
y = (Uint16)((yin+touch->y_min)*(touch->yres)/(touch->native_yres));
|
||||
pressure = (Uint16)((yin+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres));
|
||||
|
||||
SDL_Finger *finger = SDL_GetFinger(touch,fingerid);
|
||||
finger = SDL_GetFinger(touch,fingerid);
|
||||
if(down) {
|
||||
if(finger == NULL) {
|
||||
SDL_Finger nf;
|
||||
|
@ -393,15 +398,18 @@ SDL_SendTouchMotion(SDL_TouchID id, SDL_FingerID fingerid, int relative,
|
|||
int posted;
|
||||
Sint16 xrel, yrel;
|
||||
float x_max = 0, y_max = 0;
|
||||
Uint16 x;
|
||||
Uint16 y;
|
||||
Uint16 pressure;
|
||||
|
||||
if (!touch) {
|
||||
return SDL_TouchNotFoundError(id);
|
||||
}
|
||||
|
||||
//scale to Integer coordinates
|
||||
Uint16 x = (xin+touch->x_min)*(touch->xres)/(touch->native_xres);
|
||||
Uint16 y = (yin+touch->y_min)*(touch->yres)/(touch->native_yres);
|
||||
Uint16 pressure = (yin+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres);
|
||||
x = (Uint16)((xin+touch->x_min)*(touch->xres)/(touch->native_xres));
|
||||
y = (Uint16)((yin+touch->y_min)*(touch->yres)/(touch->native_yres));
|
||||
pressure = (Uint16)((yin+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres));
|
||||
if(touch->flush_motion) {
|
||||
return 0;
|
||||
}
|
||||
|
@ -544,9 +552,9 @@ SDL_GetTouchName(SDL_TouchID id)
|
|||
}
|
||||
|
||||
int SDL_TouchNotFoundError(SDL_TouchID id) {
|
||||
int i;
|
||||
printf("ERROR: Cannot send touch on non-existent device with id: %li make sure SDL_AddTouch has been called\n",id);
|
||||
printf("ERROR: There are %i touches installed with Id's:\n",SDL_num_touch);
|
||||
int i;
|
||||
for(i=0;i < SDL_num_touch;i++) {
|
||||
printf("ERROR: %li\n",SDL_touchPads[i]->id);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue