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@@ -996,7 +996,7 @@ void PollInputEvents(void)
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CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
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int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
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- bool gestureUpdate = false; // Flag to note gestures require to update
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+ bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones
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// Register previous keys states
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// NOTE: Android supports up to 260 keys
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@@ -1141,7 +1141,6 @@ void PollInputEvents(void)
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CORE.Input.Touch.currentTouchState[btn] = 1;
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touchAction = 1;
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- gestureUpdate = true;
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} break;
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case SDL_MOUSEBUTTONUP:
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{
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@@ -1155,7 +1154,6 @@ void PollInputEvents(void)
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CORE.Input.Touch.currentTouchState[btn] = 0;
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touchAction = 0;
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- gestureUpdate = true;
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} break;
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case SDL_MOUSEWHEEL:
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{
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@@ -1178,32 +1176,38 @@ void PollInputEvents(void)
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CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
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touchAction = 2;
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- gestureUpdate = true;
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} break;
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// Check touch events
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// NOTE: These cases need to be reviewed on a real touch screen
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case SDL_FINGERDOWN:
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{
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- CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 1;
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+ const int touchId = (int)event.tfinger.fingerId;
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+ CORE.Input.Touch.currentTouchState[touchId] = 1;
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+ CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
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+ CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
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touchAction = 1;
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- gestureUpdate = true;
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+ realTouch = true;
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} break;
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case SDL_FINGERUP:
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{
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- CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 0;
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+ const int touchId = (int)event.tfinger.fingerId;
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+ CORE.Input.Touch.currentTouchState[touchId] = 0;
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+ CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
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+ CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
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touchAction = 0;
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- gestureUpdate = true;
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+ realTouch = true;
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} break;
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case SDL_FINGERMOTION:
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{
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- CORE.Input.Touch.position[event.tfinger.fingerId].x = (float)event.motion.x;
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- CORE.Input.Touch.position[event.tfinger.fingerId].y = (float)event.motion.y;
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+ const int touchId = (int)event.tfinger.fingerId;
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+ CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
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+ CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
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touchAction = 2;
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- gestureUpdate = true;
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+ realTouch = true;
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} break;
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// Check gamepad events
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@@ -1228,7 +1232,7 @@ void PollInputEvents(void)
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}
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#if defined(SUPPORT_GESTURES_SYSTEM)
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- if (gestureUpdate)
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+ if (touchAction > -1)
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{
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// Process mouse events as touches to be able to use mouse-gestures
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GestureEvent gestureEvent = { 0 };
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@@ -1243,7 +1247,7 @@ void PollInputEvents(void)
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gestureEvent.pointCount = 1;
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// Register touch points position, only one point registered
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- if (touchAction == 2) gestureEvent.position[0] = CORE.Input.Touch.position[0];
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+ if (touchAction == 2 || realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0];
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else gestureEvent.position[0] = GetMousePosition();
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// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
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@@ -1252,6 +1256,8 @@ void PollInputEvents(void)
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// Gesture data is sent to gestures-system for processing
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ProcessGestureEvent(gestureEvent);
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+
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+ touchAction = -1;
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}
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#endif
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}
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@@ -1404,6 +1410,11 @@ int InitPlatform(void)
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//if (platform.gamepadgamepad == NULL) TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
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}
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+ // Disable mouse events being interpreted as touch events
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+ // NOTE: This is wanted because there are SDL_FINGER* events available which provide unique data
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+ // Due to the way PollInputEvents() and rgestures.h are currently implemented, setting this won't break SUPPORT_MOUSE_GESTURES
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+ SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
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+
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SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
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//----------------------------------------------------------------------------
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