/* * InputSourceTouch.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "InputSourceTouch.h" #include "InputHandler.h" #include "../../lib/CConfigHandler.h" #include "../CMT.h" #include "../gui/CGuiHandler.h" #include "../gui/EventDispatcher.h" #include "../gui/MouseButton.h" #include #include #include InputSourceTouch::InputSourceTouch() : multifinger(false) , isPointerRelativeMode(settings["general"]["userRelativePointer"].Bool()) { if(isPointerRelativeMode) { SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0"); SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0"); } } void InputSourceTouch::handleEventFingerMotion(const SDL_TouchFingerEvent & tfinger) { if(isPointerRelativeMode) { GH.input().fakeMoveCursor(tfinger.dx, tfinger.dy); } } void InputSourceTouch::handleEventFingerDown(const SDL_TouchFingerEvent & tfinger) { auto fingerCount = SDL_GetNumTouchFingers(tfinger.touchId); multifinger = fingerCount > 1; if(isPointerRelativeMode) { if(tfinger.x > 0.5) { bool isRightClick = tfinger.y < 0.5; fakeMouseButtonEventRelativeMode(true, isRightClick); } } #ifndef VCMI_IOS else if(fingerCount == 2) { Point position = convertTouchToMouse(tfinger); GH.events().dispatchMouseMoved(position); GH.events().dispatchMouseButtonPressed(MouseButton::RIGHT, position); } #endif //VCMI_IOS } void InputSourceTouch::handleEventFingerUp(const SDL_TouchFingerEvent & tfinger) { #ifndef VCMI_IOS auto fingerCount = SDL_GetNumTouchFingers(tfinger.touchId); #endif //VCMI_IOS if(isPointerRelativeMode) { if(tfinger.x > 0.5) { bool isRightClick = tfinger.y < 0.5; fakeMouseButtonEventRelativeMode(false, isRightClick); } } #ifndef VCMI_IOS else if(multifinger) { Point position = convertTouchToMouse(tfinger); GH.events().dispatchMouseMoved(position); GH.events().dispatchMouseButtonReleased(MouseButton::RIGHT, position); multifinger = fingerCount != 0; } #endif //VCMI_IOS } Point InputSourceTouch::convertTouchToMouse(const SDL_TouchFingerEvent & tfinger) { return Point(tfinger.x * GH.screenDimensions().x, tfinger.y * GH.screenDimensions().y); } void InputSourceTouch::fakeMouseButtonEventRelativeMode(bool down, bool right) { SDL_Event event; SDL_MouseButtonEvent sme = {SDL_MOUSEBUTTONDOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0}; if(!down) { sme.type = SDL_MOUSEBUTTONUP; } sme.button = right ? SDL_BUTTON_RIGHT : SDL_BUTTON_LEFT; sme.x = GH.getCursorPosition().x; sme.y = GH.getCursorPosition().y; float xScale, yScale; int w, h, rLogicalWidth, rLogicalHeight; SDL_GetWindowSize(mainWindow, &w, &h); SDL_RenderGetLogicalSize(mainRenderer, &rLogicalWidth, &rLogicalHeight); SDL_RenderGetScale(mainRenderer, &xScale, &yScale); SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); moveCursorToPosition(Point((int)(sme.x * xScale) + (w - rLogicalWidth * xScale) / 2, (int)(sme.y * yScale + (h - rLogicalHeight * yScale) / 2))); SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE); event.button = sme; SDL_PushEvent(&event); } void InputSourceTouch::moveCursorToPosition(const Point & position) { SDL_WarpMouseInWindow(mainWindow, position.x, position.y); }