scummvm/backends/events/switchsdl/switchsdl-events.cpp

408 lines
13 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#if defined(NINTENDO_SWITCH)
#include <math.h>
#include "backends/platform/sdl/switch/switch.h"
#include "backends/events/switchsdl/switchsdl-events.h"
#include "backends/timer/sdl/sdl-timer.h"
#include "backends/platform/sdl/sdl.h"
#include "engines/engine.h"
#include "common/util.h"
#include "common/events.h"
#include "common/config-manager.h"
SwitchEventSource::SwitchEventSource() {
for (int port = 0; port < SCE_TOUCH_PORT_MAX_NUM; port++) {
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
_finger[port][i].id = -1;
_finger[port][i].timeLastDown = 0;
_finger[port][i].lastX = 0;
_finger[port][i].lastY = 0;
_finger[port][i].lastDownX = 0;
_finger[port][i].lastDownY = 0;
}
_multiFingerDragging[port] = DRAG_NONE;
}
for (int port = 0; port < SCE_TOUCH_PORT_MAX_NUM; port++) {
for (int i = 0; i < 2; i++) {
_simulatedClickStartTime[port][i] = 0;
}
}
}
bool SwitchEventSource::pollEvent(Common::Event &event) {
((DefaultTimerManager *) g_system->getTimerManager())->handler();
finishSimulatedMouseClicks();
return SdlEventSource::pollEvent(event);
}
void SwitchEventSource::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
if (event->type == SDL_FINGERDOWN || event->type == SDL_FINGERUP || event->type == SDL_FINGERMOTION) {
// front (0) or back (1) panel
SDL_TouchID port = event->tfinger.touchId;
//debug(0, "touch: %li\n", port);
if (port < SCE_TOUCH_PORT_MAX_NUM && port >= 0) {
// touchpad_mouse_mode off: use only front panel for direct touch control of pointer
// touchpad_mouse_mode on: also enable rear touch with indirect touch control
// where the finger can be somewhere else than the pointer and still move it
if (port == 0 || ConfMan.getBool("touchpad_mouse_mode")) {
switch (event->type) {
case SDL_FINGERDOWN:
//debug(0, "down[%li]: %i %i", event->tfinger.fingerId, (int) event->tfinger.x, (int) event->tfinger.y);
preprocessFingerDown(event);
break;
case SDL_FINGERUP:
//debug(0, "up[%li]: %i %i", event->tfinger.fingerId, (int) event->tfinger.x, (int) event->tfinger.y);
preprocessFingerUp(event);
break;
case SDL_FINGERMOTION:
//debug(0, "mov[%li]: %i %i", event->tfinger.fingerId, (int) event->tfinger.x, (int) event->tfinger.y);
preprocessFingerMotion(event);
break;
}
}
}
}
}
void SwitchEventSource::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 = _mouseX;
int y = _mouseY;
if (port == 0 && !ConfMan.getBool("touchpad_mouse_mode")) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
// make sure each finger is not reported down multiple times
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == id) {
_finger[port][i].id = -1;
}
}
// 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 < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == -1) {
_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 SwitchEventSource::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 < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id >= 0) {
numFingersDown++;
}
}
int x = _mouseX;
int y = _mouseY;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == id) {
_finger[port][i].id = -1;
if (!_multiFingerDragging[port]) {
if ((event->tfinger.timestamp - _finger[port][i].timeLastDown) <= MAX_TAP_TIME) {
// 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 * (float) TOUCHSCREEN_WIDTH) - (_finger[port][i].lastDownX * (float) TOUCHSCREEN_WIDTH));
float yrel = ((event->tfinger.y * (float) TOUCHSCREEN_HEIGHT) - (_finger[port][i].lastDownY * (float) TOUCHSCREEN_HEIGHT));
float maxRSquared = (float) (MAX_TAP_MOTION_DISTANCE * MAX_TAP_MOTION_DISTANCE);
if ((xrel * xrel + yrel * yrel) < maxRSquared) {
if (numFingersDown == 2 || numFingersDown == 1) {
uint8 simulatedButton = 0;
if (numFingersDown == 2) {
simulatedButton = SDL_BUTTON_RIGHT;
// need to raise the button later
_simulatedClickStartTime[port][1] = event->tfinger.timestamp;
} else if (numFingersDown == 1) {
simulatedButton = SDL_BUTTON_LEFT;
// need to raise the button later
_simulatedClickStartTime[port][0] = event->tfinger.timestamp;
if (port == 0 && !ConfMan.getBool("touchpad_mouse_mode")) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
}
event->type = SDL_MOUSEBUTTONDOWN;
event->button.button = simulatedButton;
event->button.x = x;
event->button.y = y;
}
}
}
} else if (numFingersDown == 1) {
// when dragging, and the last finger is lifted, the drag is over
if (port == 0 && !ConfMan.getBool("touchpad_mouse_mode")) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
uint8 simulatedButton = 0;
if (_multiFingerDragging[port] == DRAG_THREE_FINGER)
simulatedButton = SDL_BUTTON_RIGHT;
else {
simulatedButton = SDL_BUTTON_LEFT;
}
event->type = SDL_MOUSEBUTTONUP;
event->button.button = simulatedButton;
event->button.x = x;
event->button.y = y;
_multiFingerDragging[port] = DRAG_NONE;
}
}
}
}
void SwitchEventSource::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 < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id >= 0) {
numFingersDown++;
}
}
if (numFingersDown >= 1) {
int x = _mouseX;
int y = _mouseY;
int xMax = _graphicsManager->getWindowWidth() - 1;
int yMax = _graphicsManager->getWindowHeight() - 1;
if (port == 0 && !ConfMan.getBool("touchpad_mouse_mode")) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
} else {
// for relative mode, use the pointer speed setting
float speedFactor = 1.0;
switch (ConfMan.getInt("kbdmouse_speed")) {
case 0:
speedFactor = 0.25;
break;
case 1:
speedFactor = 0.5;
break;
case 2:
speedFactor = 0.75;
break;
case 3:
speedFactor = 1.0;
break;
case 4:
speedFactor = 1.25;
break;
case 5:
speedFactor = 1.5;
break;
case 6:
speedFactor = 1.75;
break;
case 7:
speedFactor = 2.0;
break;
default:
speedFactor = 1.0;
}
// convert touch events to relative mouse pointer events
// Whenever an SDL_event involving the mouse is processed,
// _mouseX/Y are truncated from subpixel precision to regular pixel precision.
// Therefore, there's no need here to deal with subpixel precision in _mouseX/Y.
x = (_mouseX + (event->tfinger.dx * 1.25 * speedFactor * xMax));
y = (_mouseY + (event->tfinger.dy * 1.25 * speedFactor * yMax));
}
x = CLIP(x, 0, xMax);
y = CLIP(y, 0, yMax);
// update the current finger's coordinates so we can track it later
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == id) {
_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) {
if (!_multiFingerDragging[port]) {
// only start a multi-finger drag if at least two fingers have been down long enough
int numFingersDownLong = 0;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id >= 0) {
if (event->tfinger.timestamp - _finger[port][i].timeLastDown > MAX_TAP_TIME) {
numFingersDownLong++;
}
}
}
if (numFingersDownLong >= 2) {
// starting drag, so push mouse down at current location (back)
// or location of "oldest" finger (front)
int mouseDownX = _mouseX;
int mouseDownY = _mouseY;
if (port == 0 && !ConfMan.getBool("touchpad_mouse_mode")) {
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == id) {
uint32 earliestTime = _finger[port][i].timeLastDown;
for (int j = 0; j < MAX_NUM_FINGERS; j++) {
if (_finger[port][j].id >= 0 && (i != j) ) {
if (_finger[port][j].timeLastDown < earliestTime) {
mouseDownX = _finger[port][j].lastX;
mouseDownY = _finger[port][j].lastY;
earliestTime = _finger[port][j].timeLastDown;
}
}
}
break;
}
}
}
uint8 simulatedButton = 0;
if (numFingersDownLong == 2) {
simulatedButton = SDL_BUTTON_LEFT;
_multiFingerDragging[port] = DRAG_TWO_FINGER;
} else {
simulatedButton = SDL_BUTTON_RIGHT;
_multiFingerDragging[port] = DRAG_THREE_FINGER;
}
SDL_Event ev;
ev.type = SDL_MOUSEBUTTONDOWN;
ev.button.button = simulatedButton;
ev.button.x = mouseDownX;
ev.button.y = mouseDownY;
SDL_PushEvent(&ev);
}
}
}
//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 < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == id) {
for (int j = 0; j < MAX_NUM_FINGERS; j++) {
if (_finger[port][j].id >= 0 && (i != j) ) {
if (_finger[port][j].timeLastDown < _finger[port][i].timeLastDown) {
updatePointer = false;
}
}
}
}
}
}
if (updatePointer) {
event->type = SDL_MOUSEMOTION;
event->motion.x = x;
event->motion.y = y;
}
}
}
void SwitchEventSource::convertTouchXYToGameXY(float touchX, float touchY, int *gameX, int *gameY) {
int screenH = _graphicsManager->getWindowHeight();
int screenW = _graphicsManager->getWindowWidth();
const int dispW = TOUCHSCREEN_WIDTH;
const int dispH = TOUCHSCREEN_HEIGHT;
int x, y, w, h;
float sx, sy;
float ratio = (float)screenW / (float)screenH;
h = dispH;
w = h * ratio;
x = (dispW - w) / 2;
y = (dispH - h) / 2;
sy = (float)h / (float)screenH;
sx = (float)w / (float)screenW;
// Find touch coordinates in terms of screen pixels
float dispTouchX = (touchX * (float)dispW);
float dispTouchY = (touchY * (float)dispH);
*gameX = CLIP((int)((dispTouchX - x) / sx), 0, screenW);
*gameY = CLIP((int)((dispTouchY - y) / sy), 0, screenH);
}
void SwitchEventSource::finishSimulatedMouseClicks() {
for (int port = 0; port < SCE_TOUCH_PORT_MAX_NUM; port++) {
for (int i = 0; i < 2; i++) {
if (_simulatedClickStartTime[port][i] != 0) {
uint32 currentTime = SDL_GetTicks();
if (currentTime - _simulatedClickStartTime[port][i] >= SIMULATED_CLICK_DURATION) {
int simulatedButton;
if (i == 0) {
simulatedButton = SDL_BUTTON_LEFT;
} else {
simulatedButton = SDL_BUTTON_RIGHT;
}
SDL_Event ev;
ev.type = SDL_MOUSEBUTTONUP;
ev.button.button = simulatedButton;
ev.button.x = _mouseX;
ev.button.y = _mouseY;
SDL_PushEvent(&ev);
_simulatedClickStartTime[port][i] = 0;
}
}
}
}
}
#endif