Fix build with 64-bit time on 32-bit platforms

This commit is contained in:
Cameron Gutman
2025-11-28 16:51:18 -06:00
parent 5f7f0ec75b
commit b80cfce2ce

View File

@@ -439,14 +439,18 @@ static bool evdev_handle_event(struct input_event *ev, struct input_device *dev)
break;
case BTN_TOUCH:
if (ev->value == 1) {
dev->touchDownTime = ev->time;
dev->touchDownTime.tv_sec = ev->input_event_sec;
dev->touchDownTime.tv_usec = ev->input_event_usec;
} else {
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) {
struct timeval eventTime;
eventTime.tv_sec = ev->input_event_sec;
eventTime.tv_usec = ev->input_event_usec;
struct timeval elapsedTime;
timersub(&ev->time, &dev->touchDownTime, &elapsedTime);
timersub(&eventTime, &dev->touchDownTime, &elapsedTime);
int holdTimeMs = elapsedTime.tv_sec * 1000 + elapsedTime.tv_usec / 1000;
int button = holdTimeMs >= TOUCH_RCLICK_TIME ? BUTTON_RIGHT : BUTTON_LEFT;
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, button);
@@ -512,13 +516,17 @@ static bool evdev_handle_event(struct input_event *ev, struct input_device *dev)
} else if (gamepadCode != 0) {
if (ev->value) {
dev->buttonFlags |= gamepadCode;
dev->btnDownTime = ev->time;
dev->btnDownTime.tv_sec = ev->input_event_sec;
dev->btnDownTime.tv_usec = ev->input_event_usec;
} else
dev->buttonFlags &= ~gamepadCode;
if (mouseEmulationEnabled && gamepadCode == PLAY_FLAG && ev->value == 0) {
struct timeval eventTime;
eventTime.tv_sec = ev->input_event_sec;
eventTime.tv_usec = ev->input_event_usec;
struct timeval elapsedTime;
timersub(&ev->time, &dev->btnDownTime, &elapsedTime);
timersub(&eventTime, &dev->btnDownTime, &elapsedTime);
int holdTimeMs = elapsedTime.tv_sec * 1000 + elapsedTime.tv_usec / 1000;
if (holdTimeMs >= MOUSE_EMULATION_LONG_PRESS_TIME) {
if (dev->mouseEmulation) {