refactored touchscreen code for clarity and safety, and removed hacked in rotation

This commit is contained in:
Tom 2020-04-18 07:03:59 -06:00
parent c9a624595b
commit 6b8260c1e5

View File

@ -65,7 +65,7 @@ struct input_device {
int fd;
char modifiers;
__s32 mouseDeltaX, mouseDeltaY, mouseScroll;
__s32 touchStartX, touchStartY, touchX, touchY;
__s32 touchDownX, touchDownY, touchX, touchY;
short controllerId;
int haptic_effect_id;
int buttonFlags;
@ -84,9 +84,9 @@ static const int hat_constants[3][3] = {{HAT_UP | HAT_LEFT, HAT_UP, HAT_UP | HAT
#define set_hat(flags, flag, hat, hat_flag) flags = (hat & hat_flag) == hat_flag ? flags | flag : flags & ~flag
#define NO_TOUCH -1
#define TOUCH_THRESHOLD 10
#define TOUCH_BUTTON_DELAY 100 * 1000 // microseconds
#define TOUCH_UP -1
#define TOUCH_CLICK_RADIUS 10
#define TOUCH_CLICK_DELAY 100000 // microseconds
static struct input_device* devices = NULL;
static int numDevices = 0;
@ -250,20 +250,6 @@ static bool evdev_handle_event(struct input_event *ev, struct input_device *dev)
int index = ev->code > BTN_MISC && ev->code < (BTN_MISC + KEY_MAX) ? dev->key_map[ev->code - BTN_MISC] : -1;
switch (ev->code) {
case BTN_TOUCH:
if (!ev->value) {
int deltaX = dev->touchX - dev->touchStartX;
int deltaY = dev->touchY - dev->touchStartY;
if (deltaX * deltaX + deltaY * deltaY < TOUCH_THRESHOLD * TOUCH_THRESHOLD) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
usleep(TOUCH_BUTTON_DELAY);
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
}
}
dev->touchStartX = NO_TOUCH;
dev->touchStartY = NO_TOUCH;
gamepadModified = false;
break;
case BTN_LEFT:
mouseCode = BUTTON_LEFT;
break;
@ -279,6 +265,21 @@ static bool evdev_handle_event(struct input_event *ev, struct input_device *dev)
case BTN_EXTRA:
mouseCode = BUTTON_X2;
break;
case BTN_TOUCH:
if (ev->value != 1) {
if (dev->touchDownX != TOUCH_UP && dev->touchDownY != TOUCH_UP) {
int deltaX = dev->touchX - dev->touchDownX;
int deltaY = dev->touchY - dev->touchDownY;
if (deltaX * deltaX + deltaY * deltaY < TOUCH_CLICK_RADIUS * TOUCH_CLICK_RADIUS) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
usleep(TOUCH_CLICK_DELAY);
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
}
}
dev->touchDownX = TOUCH_UP;
dev->touchDownY = TOUCH_UP;
}
break;
default:
gamepadModified = true;
if (dev->map == NULL)
@ -349,7 +350,31 @@ static bool evdev_handle_event(struct input_event *ev, struct input_device *dev)
}
break;
case EV_ABS:
if (dev->map == NULL && !dev->is_touchscreen)
if (dev->is_touchscreen) {
switch (ev->code) {
case ABS_X:
if (dev->touchDownX == TOUCH_UP) {
dev->touchDownX = ev->value;
dev->touchX = ev->value;
} else {
dev->mouseDeltaX += (ev->value - dev->touchX);
dev->touchX = ev->value;
}
break;
case ABS_Y:
if (dev->touchDownY == TOUCH_UP) {
dev->touchDownY = ev->value;
dev->touchY = ev->value;
} else {
dev->mouseDeltaY += (ev->value - dev->touchY);
dev->touchY = ev->value;
}
break;
}
break;
}
if (dev->map == NULL)
break;
gamepadModified = true;
@ -378,24 +403,7 @@ static bool evdev_handle_event(struct input_event *ev, struct input_device *dev)
set_hat(dev->buttonFlags, LEFT_FLAG, hat_state, dev->map->hat_dir_dpleft);
break;
default:
if (dev->is_touchscreen) {
if (ev->code == ABS_Y) {
if (dev->touchStartX == NO_TOUCH) {
dev->touchStartX = ev->value;
dev->touchX = ev->value;
}
dev->mouseDeltaX += (ev->value - dev->touchX);
dev->touchX = ev->value;
} else if (ev->code == ABS_X) {
if (dev->touchStartY == NO_TOUCH) {
dev->touchStartY = ev->value;
dev->touchY = ev->value;
}
dev->mouseDeltaY += -(ev->value - dev->touchY);
dev->touchY = ev->value;
}
gamepadModified = false;
} else if (index == dev->map->abs_leftx)
if (index == dev->map->abs_leftx)
dev->leftStickX = evdev_convert_value(ev, dev, &dev->xParms, dev->map->reverse_leftx);
else if (index == dev->map->abs_lefty)
dev->leftStickY = evdev_convert_value(ev, dev, &dev->yParms, !dev->map->reverse_lefty);
@ -574,8 +582,8 @@ void evdev_create(const char* device, struct mapping* mappings, bool verbose) {
devices[dev].is_keyboard = is_keyboard;
devices[dev].is_mouse = is_mouse;
devices[dev].is_touchscreen = is_touchscreen;
devices[dev].touchStartX = NO_TOUCH;
devices[dev].touchStartY = NO_TOUCH;
devices[dev].touchDownX = TOUCH_UP;
devices[dev].touchDownY = TOUCH_UP;
int nbuttons = 0;
for (int i = BTN_JOYSTICK; i < KEY_MAX; ++i) {