Send touch events from the client
On SDL touch events, send control messages to the server.
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5 changed files with 52 additions and 0 deletions
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@ -207,6 +207,34 @@ convert_mouse_motion(const SDL_MouseMotionEvent *from, struct size screen_size,
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return true;
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}
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static bool
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convert_touch_action(SDL_EventType from, enum android_motionevent_action *to) {
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switch (from) {
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MAP(SDL_FINGERMOTION, AMOTION_EVENT_ACTION_MOVE);
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MAP(SDL_FINGERDOWN, AMOTION_EVENT_ACTION_DOWN);
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MAP(SDL_FINGERUP, AMOTION_EVENT_ACTION_UP);
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FAIL;
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}
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}
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bool
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convert_touch(const SDL_TouchFingerEvent *from, struct size screen_size,
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struct control_msg *to) {
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to->type = CONTROL_MSG_TYPE_INJECT_TOUCH_EVENT;
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if (!convert_touch_action(from->type, &to->inject_touch_event.action)) {
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return false;
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}
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to->inject_touch_event.pointer_id = from->fingerId;
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to->inject_touch_event.position.screen_size = screen_size;
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// SDL touch event coordinates are normalized in the range [0; 1]
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to->inject_touch_event.position.point.x = from->x * screen_size.width;
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to->inject_touch_event.position.point.y = from->y * screen_size.height;
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to->inject_touch_event.pressure = from->pressure;
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return true;
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}
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bool
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convert_mouse_wheel(const SDL_MouseWheelEvent *from, struct position position,
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struct control_msg *to) {
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@ -30,6 +30,10 @@ bool
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convert_mouse_motion(const SDL_MouseMotionEvent *from, struct size screen_size,
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struct control_msg *to);
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bool
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convert_touch(const SDL_TouchFingerEvent *from, struct size screen_size,
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struct control_msg *to);
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// on Android, a scroll event requires the current mouse position
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bool
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convert_mouse_wheel(const SDL_MouseWheelEvent *from, struct position position,
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@ -397,6 +397,17 @@ input_manager_process_mouse_motion(struct input_manager *input_manager,
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}
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}
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void
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input_manager_process_touch(struct input_manager *input_manager,
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const SDL_TouchFingerEvent *event) {
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struct control_msg msg;
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if (convert_touch(event, input_manager->screen->frame_size, &msg)) {
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if (!controller_push_msg(input_manager->controller, &msg)) {
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LOGW("Could not request 'inject touch event'");
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}
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}
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}
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static bool
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is_outside_device_screen(struct input_manager *input_manager, int x, int y)
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{
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@ -29,6 +29,10 @@ void
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input_manager_process_mouse_motion(struct input_manager *input_manager,
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const SDL_MouseMotionEvent *event);
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void
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input_manager_process_touch(struct input_manager *input_manager,
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const SDL_TouchFingerEvent *event);
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void
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input_manager_process_mouse_button(struct input_manager *input_manager,
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const SDL_MouseButtonEvent *event,
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@ -181,6 +181,11 @@ handle_event(SDL_Event *event, bool control) {
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input_manager_process_mouse_button(&input_manager, &event->button,
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control);
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break;
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case SDL_FINGERMOTION:
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case SDL_FINGERDOWN:
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case SDL_FINGERUP:
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input_manager_process_touch(&input_manager, &event->tfinger);
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break;
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case SDL_DROPFILE: {
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if (!control) {
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break;
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