forked from Cpasjuste/uae4all2
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switch_touch.c
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switch_touch.c
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//
// Created by rsn8887 on 05/18/18.
#if defined(__vita__)
#include <psp2/kernel/processmgr.h>
#define displayWidth 960.0
#define displayHeight 544.0
#endif
#if defined(__SWITCH__)
#define SCE_TOUCH_PORT_MAX_NUM 1
#define displayWidth 1280.0
#define displayHeight 720.0
#endif
#include "switch_touch.h"
#include "math.h"
typedef int bool;
#include "vkbd.h"
static void initTouch();
static void preprocessEvents(SDL_Event *event);
static void preprocessFingerDown(SDL_Event *event);
static void preprocessFingerUp(SDL_Event *event);
static void preprocessFingerMotion(SDL_Event *event);
static int psp2RearTouch = 0; // always disable rear_touch for now
extern int lastmx;
extern int lastmy;
static int touch_initialized = 0;
unsigned int _simulatedClickStartTime[SCE_TOUCH_PORT_MAX_NUM][2]; // initiation time of last simulated left or right click (zero if no click)
static int hiresdx = 0;
static int hiresdy = 0;
enum {
MAX_NUM_FINGERS = 3, // number of fingers to track per panel
MAX_TAP_TIME = 250, // taps longer than this will not result in mouse click events
MAX_TAP_MOTION_DISTANCE = 10, // max distance finger motion in Vita screen pixels to be considered a tap
SIMULATED_CLICK_DURATION = 50, // time in ms how long simulated mouse clicks should be
}; // track three fingers per panel
typedef struct {
int id; // -1: no touch
Uint32 timeLastDown;
int lastX; // last known screen coordinates
int lastY; // last known screen coordinates
float lastDownX; // SDL touch coordinates when last pressed down
float lastDownY; // SDL touch coordinates when last pressed down
} Touch;
Touch _finger[SCE_TOUCH_PORT_MAX_NUM][MAX_NUM_FINGERS]; // keep track of finger status
typedef enum DraggingType {
DRAG_NONE = 0,
DRAG_TWO_FINGER,
DRAG_THREE_FINGER,
} DraggingType;
DraggingType _multiFingerDragging[SCE_TOUCH_PORT_MAX_NUM]; // keep track whether we are currently drag-and-dropping
typedef int bool;
#define false 0;
#define true 1;
static void initTouch() {
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;
}
_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;
}
}
}
void SWITCH_HandleTouch(SDL_Event *event) {
if (!touch_initialized) {
initTouch();
touch_initialized = 1;
}
preprocessEvents(event);
}
static void preprocessEvents(SDL_Event *event) {
#if defined(__vita__)
// prevent suspend (scummvm games contain a lot of cutscenes..)
sceKernelPowerTick(SCE_KERNEL_POWER_TICK_DISABLE_AUTO_SUSPEND);
sceKernelPowerTick(SCE_KERNEL_POWER_TICK_DISABLE_OLED_OFF);
#endif
// 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
// left button drag and drop: dual finger drag
// right button drag and drop: triple 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;
if (port < SCE_TOUCH_PORT_MAX_NUM && port >= 0) {
if (port == 0 || psp2RearTouch) {
switch (event->type) {
case SDL_FINGERDOWN:
preprocessFingerDown(event);
break;
case SDL_FINGERUP:
preprocessFingerUp(event);
break;
case SDL_FINGERMOTION:
preprocessFingerMotion(event);
break;
}
}
}
}
}
static void 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;
if (vkbd_mode) {
if (port == 0) {
vkbd_touch_x = event->tfinger.x;
vkbd_touch_y = event->tfinger.y;
}
return;
}
int x = lastmx;
int y = lastmy;
// 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;
}
}
}
static void 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;
if (vkbd_mode) {
if (port == 0) {
vkbd_touch_x = -1;
vkbd_touch_y = -1;
vkbd_move &= ~VKBD_BUTTON;
}
return;
}
// 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 = lastmx;
int y = lastmy;
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 * displayWidth) - (_finger[port][i].lastDownX * displayWidth));
float yrel = ((event->tfinger.y * displayHeight) - (_finger[port][i].lastDownY * displayHeight));
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;
}
event->type = SDL_MOUSEBUTTONDOWN;
event->button.button = simulatedButton;
event->button.state = SDL_PRESSED;
event->button.x = x;
event->button.y = y;
}
}
}
} else if (numFingersDown == 1) {
// when dragging, and the last finger is lifted, the drag is over
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.state = SDL_RELEASED;
event->button.x = x;
event->button.y = y;
_multiFingerDragging[port] = DRAG_NONE;
}
}
}
}
static void preprocessFingerMotion(SDL_Event *event) {
if (vkbd_mode)
return;
// 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 = lastmx;
int y = lastmy;
int xrel = (int)(event->tfinger.dx * displayWidth);
int yrel = (int)(event->tfinger.dy * displayHeight);
x = lastmx + (int)(event->tfinger.dx * displayWidth);
y = lastmy + (int)(event->tfinger.dy * displayHeight);
// 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) {
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;
}
int mouseDownX = lastmx;
int mouseDownY = lastmy;
SDL_Event ev;
ev.type = SDL_MOUSEBUTTONDOWN;
ev.button.button = simulatedButton;
ev.button.state = SDL_PRESSED;
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) {
const int slowdown = 16;
hiresdx += (int)(event->tfinger.dx * displayWidth * slowdown);
hiresdy += (int)(event->tfinger.dy * displayHeight * slowdown);
int xrel = hiresdx / slowdown;
int yrel = hiresdy / slowdown;
if (xrel || yrel) {
int x = lastmx + xrel;
int y = lastmy + yrel;
event->type = SDL_MOUSEMOTION;
event->motion.x = x;
event->motion.y = y;
event->motion.xrel = xrel;
event->motion.yrel = yrel;
hiresdx %= slowdown;
hiresdy %= slowdown;
}
}
}
}
void SWITCH_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.state = SDL_RELEASED;
ev.button.x = lastmx;
ev.button.y = lastmy;
SDL_PushEvent(&ev);
_simulatedClickStartTime[port][i] = 0;
}
}
}
}
}