aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/core.c492
-rw-r--r--src/raylib.h2
2 files changed, 349 insertions, 145 deletions
diff --git a/src/core.c b/src/core.c
index 91022b11..cb6c7e41 100644
--- a/src/core.c
+++ b/src/core.c
@@ -189,6 +189,7 @@
#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
#include <pthread.h> // POSIX threads management (mouse input)
+ #include <dirent.h> // POSIX directory browsing
#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
@@ -223,9 +224,8 @@
#if defined(PLATFORM_RPI)
// Old device inputs system
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
- #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input
- #define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input virtual device (created by ts_uinput)
#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
+ #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
// New device input events (evdev) (must be detected)
//#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
@@ -329,11 +329,22 @@ static int currentMouseWheelY = 0; // Registers current mouse wheel
#if defined(PLATFORM_RPI)
static int mouseStream = -1; // Mouse device file descriptor
-static bool mouseReady = false; // Flag to know if mouse is ready
-static pthread_t mouseThreadId; // Mouse reading thread id
-static int touchStream = -1; // Touch device file descriptor
-static bool touchReady = false; // Flag to know if touch interface is ready
-static pthread_t touchThreadId; // Touch reading thread id
+static char currentMouseStateEvdev[3] = { 0 }; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
+typedef struct {
+ pthread_t threadId; // Event reading thread id
+ int fd; // File descriptor to the device it is assigned to
+ float sensitivity; // Sensitivitzy multiplier for relative mouse movements
+ Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
+ int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
+ bool isMouse; // True if device supports relative X Y movements
+ bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
+ bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
+ bool isKeyboard; // True if device has letter keycodes
+ bool isGamepad; // True if device has gamepad buttons
+}InputEventWorker;
+
+static InputEventWorker eventWorkers[10]; // List of worker threads for every monitored "/dev/input/event<N>"
+
#endif
#if defined(PLATFORM_WEB)
static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click
@@ -447,9 +458,8 @@ static void InitKeyboard(void); // Init raw keyboard sys
static void ProcessKeyboard(void); // Process keyboard events
static void RestoreKeyboard(void); // Restore keyboard system
static void InitMouse(void); // Mouse initialization (including mouse thread)
-static void *MouseThread(void *arg); // Mouse reading thread
-static void InitTouch(void); // Touch device initialization (including touch thread)
-static void *TouchThread(void *arg); // Touch device reading thread
+static void EventThreadSpawn(char* device); // Indetifies a input device and spawns a thread to handle it if needed
+static void *EventThread(void *arg); // Input device event reading thread
static void InitGamepad(void); // Init raw gamepad input
static void *GamepadThread(void *arg); // Mouse reading thread
#endif
@@ -566,7 +576,6 @@ void InitWindow(int width, int height, const char *title)
#if defined(PLATFORM_RPI)
// Init raw input system
InitMouse(); // Mouse init
- InitTouch(); // Touch init
InitKeyboard(); // Keyboard init
InitGamepad(); // Gamepad init
#endif
@@ -661,8 +670,13 @@ void CloseWindow(void)
windowShouldClose = true; // Added to force threads to exit when the close window is called
- pthread_join(mouseThreadId, NULL);
- pthread_join(touchThreadId, NULL);
+ for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
+ {
+ if(eventWorkers[i].threadId == 0)
+ {
+ pthread_join(eventWorkers[i].threadId, NULL);
+ }
+ }
pthread_join(gamepadThreadId, NULL);
#endif
@@ -1984,7 +1998,7 @@ bool IsMouseButtonPressed(int button)
#else
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
#endif
-
+
return pressed;
}
@@ -2128,7 +2142,9 @@ Vector2 GetTouchPosition(int index)
position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
}
-#else // PLATFORM_DESKTOP, PLATFORM_RPI
+#elif defined(PLATFORM_RPI)
+ position = touchPosition[index];
+#else // PLATFORM_DESKTOP
if (index == 0) position = GetMousePosition();
#endif
@@ -2895,6 +2911,21 @@ static void PollInputEvents(void)
gamepadAxisCount = 0;
#endif
+#if defined(PLATFORM_RPI)
+ // Register previous keys states
+ for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
+
+ // Register previous mouse states
+ previousMouseWheelY = currentMouseWheelY;
+ currentMouseWheelY = 0;
+ for (int i = 0; i < 3; i++)
+ {
+ previousMouseState[i] = currentMouseState[i];
+ currentMouseState[i] = currentMouseStateEvdev[i];
+ }
+
+#endif
+
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
@@ -3829,182 +3860,351 @@ static void RestoreKeyboard(void)
// Mouse initialization (including mouse thread)
static void InitMouse(void)
{
- // NOTE: We can use /dev/input/mice to read from all available mice
- if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0)
+ char Path[256];
+ DIR *d;
+ struct dirent *dir;
+
+ // Reset variables
+ for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
+ {
+ touchPosition[i].x = -1;
+ touchPosition[i].y = -1;
+ }
+
+ // Open the linux directory of "/dev/input"
+ d = opendir(DEFAULT_EVDEV_PATH);
+ if (d)
{
- TraceLog(LOG_WARNING, "Mouse device could not be opened, no mouse available");
+ while ((dir = readdir(d)) != NULL)
+ {
+ if(strncmp("event", dir->d_name, strlen("event")) == 0) // Search for devices named "event*"
+ {
+ sprintf(Path, "%s%s", DEFAULT_EVDEV_PATH, dir->d_name);
+ EventThreadSpawn(Path); // Identify the device and spawn a thread for it
+ }
+ }
+ closedir(d);
}
else
{
- mouseReady = true;
-
- int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
-
- if (error != 0) TraceLog(LOG_WARNING, "Error creating mouse input event thread");
- else TraceLog(LOG_INFO, "Mouse device initialized successfully");
+ TraceLog(LOG_WARNING, "Unable to open linux event directory %s", DEFAULT_EVDEV_PATH);
}
}
-// Mouse reading thread
-// NOTE: We need a separate thread to avoid loosing mouse events,
-// if too much time passes between reads, queue gets full and new events override older ones...
-static void *MouseThread(void *arg)
-{
- const unsigned char XSIGN = (1 << 4);
- const unsigned char YSIGN = (1 << 5);
-
- typedef struct {
- char buttons;
- char dx, dy;
- } MouseEvent;
-
- MouseEvent mouse;
+static void EventThreadSpawn(char* device)
+{
+ #define BITS_PER_LONG (sizeof(long) * 8)
+ #define NBITS(x) ((((x)-1)/BITS_PER_LONG)+1)
+ #define OFF(x) ((x)%BITS_PER_LONG)
+ #define BIT(x) (1UL<<OFF(x))
+ #define LONG(x) ((x)/BITS_PER_LONG)
+ #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
+ struct input_absinfo absinfo;
+ unsigned long ev_bits[NBITS(EV_MAX)];
+ unsigned long abs_bits[NBITS(ABS_MAX)];
+ unsigned long rel_bits[NBITS(REL_MAX)];
+ unsigned long key_bits[NBITS(KEY_MAX)];
+ bool hasAbs = false;
+ bool hasRel = false;
+ bool hasAbsMulti = false;
+ int FreeWorkerId = -1;
+ int fd = -1;
+ InputEventWorker* Worker;
+
+ /////////////////////////////////// Open the device and allocate worker /////////////////////////////////////////////
+
+ // Find a free spot in the workers array
+ for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
+ {
+ if(eventWorkers[i].threadId == 0)
+ {
+ FreeWorkerId = i;
+ break;
+ }
+ }
- int mouseRelX = 0;
- int mouseRelY = 0;
+ // Select the free worker from array
+ if(FreeWorkerId >= 0)
+ {
+ Worker = &(eventWorkers[FreeWorkerId]); // Grab a pointer to the worker
+ memset(Worker, 0, sizeof(InputEventWorker)); // Clear the worker
+ }
+ else
+ {
+ TraceLog(LOG_WARNING, "Error creating input device thread for '%s': Out of worker slots", device);
+ return;
+ }
- while (!windowShouldClose)
+ // Open the device
+ fd = open(device, O_RDONLY | O_NONBLOCK);
+ if(fd < 0)
{
- if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
- {
- if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set
+ TraceLog(LOG_WARNING, "Error creating input device thread for '%s': Can't open device (Err: %d)", device, Worker->fd);
+ return;
+ }
+ Worker->fd = fd;
- // Check Left button pressed
- if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1;
- else currentMouseState[0] = 0;
+ // At this point we have a connection to the device,
+ // but we don't yet know what the device is (Could be
+ // many things, even as simple as a power button)
- // Check Right button pressed
- if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1;
- else currentMouseState[1] = 0;
+ /////////////////////////////////// Identify the device /////////////////////////////////////////////
- // Check Middle button pressed
- if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1;
- else currentMouseState[2] = 0;
+ ioctl(fd, EVIOCGBIT(0, sizeof(ev_bits)), ev_bits); // Read a bitfield of the avalable device properties
+
+ // Check for absolute input devices
+ if (TEST_BIT(ev_bits, EV_ABS))
+ {
+ ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(abs_bits)),abs_bits);
- mouseRelX = (int)mouse.dx;
- mouseRelY = (int)mouse.dy;
+ // Check for absolute movement support (usualy touchscreens, but also joysticks)
+ if (TEST_BIT(abs_bits, ABS_X) && TEST_BIT(abs_bits, ABS_Y))
+ {
+ hasAbs = true;
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ Worker->absRange.x = absinfo.minimum;
+ Worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ Worker->absRange.y = absinfo.minimum;
+ Worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+
+ // Check for multiple absolute movement support (usualy multitouch touchscreens)
+ if (TEST_BIT(abs_bits, ABS_MT_POSITION_X) && TEST_BIT(abs_bits, ABS_MT_POSITION_Y))
+ {
+ hasAbsMulti = true;
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ Worker->absRange.x = absinfo.minimum;
+ Worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ Worker->absRange.y = absinfo.minimum;
+ Worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+ }
- if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX);
- if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY);
+ // Check for relative movement support (usualy mouse)
+ if (TEST_BIT(ev_bits, EV_REL))
+ {
+ ioctl(fd, EVIOCGBIT(EV_REL, sizeof(rel_bits)),rel_bits);
+ if (TEST_BIT(rel_bits, REL_X) && TEST_BIT(rel_bits, REL_Y))
+ {
+ hasRel = true;
+ }
+ }
- // NOTE: Mouse movement is normalized to not be screen resolution dependant
- // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width)
- // Result after normalization is multiplied by MOUSE_SENSITIVITY factor
+ // Check for button support to determine the device type(usualy on all input devices)
+ if (TEST_BIT(ev_bits, EV_KEY))
+ {
+ ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(key_bits)),key_bits);
- mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY;
- mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY;
+ if(hasAbs || hasAbsMulti)
+ {
+ if(TEST_BIT(key_bits, BTN_TOUCH))
+ Worker->isTouch = true; // This is a touchscreen
+ if(TEST_BIT(key_bits, BTN_TOOL_FINGER))
+ Worker->isTouch = true; // This is a drawing tablet
+ if(TEST_BIT(key_bits, BTN_TOOL_PEN))
+ Worker->isTouch = true; // This is a drawing tablet
+ if(TEST_BIT(key_bits, BTN_STYLUS))
+ Worker->isTouch = true; // This is a drawing tablet
+ if(Worker->isTouch || hasAbsMulti)
+ Worker->isMultitouch = true; // This is a multitouch capable device
+ }
- if (mousePosition.x < 0) mousePosition.x = 0;
- if (mousePosition.y < 0) mousePosition.y = 0;
+ if(hasRel)
+ {
+ if (TEST_BIT(key_bits, BTN_LEFT))
+ Worker->isMouse = true; // This is a mouse
+ if (TEST_BIT(key_bits, BTN_RIGHT))
+ Worker->isMouse = true; // This is a mouse
+ }
- if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
- if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
- }
- //else read(mouseStream, &mouse, 1); // Try to sync up again
+ if (TEST_BIT(key_bits, BTN_A))
+ Worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(key_bits, BTN_TRIGGER))
+ Worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(key_bits, BTN_START))
+ Worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(key_bits, BTN_TL))
+ Worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(key_bits, BTN_TL))
+ Worker->isGamepad = true; // This is a gamepad
+
+ if (TEST_BIT(key_bits, KEY_SPACE))
+ Worker->isKeyboard = true; // This is a keyboard
}
- return NULL;
-}
-// Touch initialization (including touch thread)
-static void InitTouch(void)
-{
- if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0)
+ /////////////////////////////////// Decide what to do with the device /////////////////////////////////////////////
+ if(Worker->isTouch || Worker->isMouse)
{
- TraceLog(LOG_WARNING, "Touch device could not be opened, no touchscreen available");
+ // Looks like a interesting device
+ TraceLog(LOG_INFO, "Opening input device '%s' (%s%s%s%s%s)", device,
+ Worker->isMouse ? "mouse " : "",
+ Worker->isMultitouch ? "multitouch " : "",
+ Worker->isTouch ? "touchscreen " : "",
+ Worker->isGamepad ? "gamepad " : "",
+ Worker->isKeyboard ? "keyboard " : ""
+ );
+ // Create a thread for this device
+ int error = pthread_create(&Worker->threadId, NULL, &EventThread, (void*)Worker);
+ if(error != 0)
+ {
+ TraceLog(LOG_WARNING, "Error creating input device thread for '%s': Can't create thread (Err: %d)", device, error);
+ Worker->threadId = 0;
+ close(fd);
+ }
}
else
{
- touchReady = true;
-
- int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL);
-
- if (error != 0) TraceLog(LOG_WARNING, "Error creating touch input event thread");
- else TraceLog(LOG_INFO, "Touch device initialized successfully");
+ // We are not interested in this device
+ close(fd);
}
}
-// Touch reading thread.
-// This reads from a Virtual Input Event /dev/input/event4 which is
-// created by the ts_uinput daemon. This takes, filters and scales
-// raw input from the Touchscreen (which appears in /dev/input/event3)
-// based on the Calibration data referenced by tslib.
-static void *TouchThread(void *arg)
+static void *EventThread(void *arg)
{
struct input_event ev;
GestureEvent gestureEvent;
+ InputEventWorker* Worker = (InputEventWorker*)arg;
+ bool GestureNeedsUpdate = false;
while (!windowShouldClose)
{
- if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev))
+ if (read(Worker->fd, &ev, sizeof(ev)) == (int)sizeof(ev))
{
- // if pressure > 0 then simulate left mouse button click
- if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1)
+ /////////////////////////////// Relative movement parsing ////////////////////////////////////
+ if(ev.type == EV_REL)
{
- currentMouseState[0] = 0;
- gestureEvent.touchAction = TOUCH_UP;
- gestureEvent.pointCount = 1;
- gestureEvent.pointerId[0] = 0;
- gestureEvent.pointerId[1] = 1;
- gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[0].x /= (float)GetScreenWidth();
- gestureEvent.position[0].y /= (float)GetScreenHeight();
- gestureEvent.position[1].x /= (float)GetScreenWidth();
- gestureEvent.position[1].y /= (float)GetScreenHeight();
- ProcessGestureEvent(gestureEvent);
+ if(ev.code == REL_X)
+ {
+ mousePosition.x += ev.value;
+ touchPosition[0].x = mousePosition.x;
+ gestureEvent.touchAction = TOUCH_MOVE;
+ GestureNeedsUpdate = true;
+ }
+
+ if(ev.code == REL_Y)
+ {
+ mousePosition.y += ev.value;
+ touchPosition[0].y = mousePosition.y;
+ gestureEvent.touchAction = TOUCH_MOVE;
+ GestureNeedsUpdate = true;
+ }
+
+ if(ev.code == REL_WHEEL)
+ {
+ currentMouseWheelY += ev.value;
+ }
}
- if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0)
+
+ /////////////////////////////// Absolute movement parsing ////////////////////////////////////
+ if(ev.type == EV_ABS)
{
- currentMouseState[0] = 1;
- gestureEvent.touchAction = TOUCH_DOWN;
- gestureEvent.pointCount = 1;
- gestureEvent.pointerId[0] = 0;
- gestureEvent.pointerId[1] = 1;
- gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[0].x /= (float)GetScreenWidth();
- gestureEvent.position[0].y /= (float)GetScreenHeight();
- gestureEvent.position[1].x /= (float)GetScreenWidth();
- gestureEvent.position[1].y /= (float)GetScreenHeight();
- ProcessGestureEvent(gestureEvent);
+ // Basic movement
+ if(ev.code == ABS_X)
+ {
+ mousePosition.x = (ev.value - Worker->absRange.x) * screenWidth / Worker->absRange.width; //Scale acording to absRange
+ gestureEvent.touchAction = TOUCH_MOVE;
+ GestureNeedsUpdate = true;
+ }
+
+ if(ev.code == ABS_Y)
+ {
+ mousePosition.y = (ev.value - Worker->absRange.y) * screenHeight / Worker->absRange.height; //Scale acording to absRange
+ gestureEvent.touchAction = TOUCH_MOVE;
+ GestureNeedsUpdate = true;
+ }
+
+ //Multitouch movement
+ if(ev.code == ABS_MT_SLOT)
+ {
+ Worker->touchSlot = ev.value; //Remeber the slot number for the folowing events
+ }
+
+ if(ev.code == ABS_MT_POSITION_X)
+ {
+ if(Worker->touchSlot < MAX_TOUCH_POINTS)
+ touchPosition[Worker->touchSlot].x = (ev.value - Worker->absRange.x) * screenWidth / Worker->absRange.width; //Scale acording to absRange
+ }
+
+ if(ev.code == ABS_MT_POSITION_Y)
+ {
+ if(Worker->touchSlot < MAX_TOUCH_POINTS)
+ touchPosition[Worker->touchSlot].y = (ev.value - Worker->absRange.y) * screenHeight / Worker->absRange.height; //Scale acording to absRange
+ }
+
+ if(ev.code == ABS_MT_TRACKING_ID)
+ {
+ if( (ev.value < 0) && (Worker->touchSlot < MAX_TOUCH_POINTS) )
+ {
+ //Touch has ended for this point
+ touchPosition[Worker->touchSlot].x = -1;
+ touchPosition[Worker->touchSlot].y = -1;
+ }
+ }
}
- // x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data
- if (ev.type == EV_ABS && ev.code == 0)
+
+ /////////////////////////////// Button parsing ////////////////////////////////////
+ if(ev.type == EV_KEY)
{
- mousePosition.x = ev.value;
- if (mousePosition.x < 0) mousePosition.x = 0;
- if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
- gestureEvent.touchAction = TOUCH_MOVE;
- gestureEvent.pointCount = 1;
- gestureEvent.pointerId[0] = 0;
- gestureEvent.pointerId[1] = 1;
- gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[0].x /= (float)GetScreenWidth();
- gestureEvent.position[0].y /= (float)GetScreenHeight();
- gestureEvent.position[1].x /= (float)GetScreenWidth();
- gestureEvent.position[1].y /= (float)GetScreenHeight();
- ProcessGestureEvent(gestureEvent);
+ if((ev.code == BTN_TOUCH) || (ev.code == BTN_LEFT))
+ {
+ currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = ev.value;
+ if(ev.value > 0)
+ gestureEvent.touchAction = TOUCH_DOWN;
+ else
+ gestureEvent.touchAction = TOUCH_UP;
+ GestureNeedsUpdate = true;
+ }
+
+ if(ev.code == BTN_RIGHT)
+ {
+ currentMouseStateEvdev[MOUSE_RIGHT_BUTTON] = ev.value;
+ }
+
+ if(ev.code == BTN_MIDDLE)
+ {
+ currentMouseStateEvdev[MOUSE_MIDDLE_BUTTON] = ev.value;
+ }
+
}
- if (ev.type == EV_ABS && ev.code == 1)
+
+ /////////////////////////////// Screen confinement ////////////////////////////////////
+ if(mousePosition.x < 0)
+ mousePosition.x = 0;
+ if(mousePosition.x > screenWidth / mouseScale)
+ mousePosition.x = screenWidth / mouseScale;
+
+ if(mousePosition.y < 0)
+ mousePosition.y = 0;
+ if(mousePosition.y > screenHeight / mouseScale)
+ mousePosition.y = screenHeight / mouseScale;
+
+ /////////////////////////////// Gesture update ////////////////////////////////////
+ if(GestureNeedsUpdate)
{
- mousePosition.y = ev.value;
- if (mousePosition.y < 0) mousePosition.y = 0;
- if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
- gestureEvent.touchAction = TOUCH_MOVE;
- gestureEvent.pointCount = 1;
+ gestureEvent.pointCount = 0;
+ if(touchPosition[0].x >= 0) gestureEvent.pointCount++;
+ if(touchPosition[1].x >= 0) gestureEvent.pointCount++;
+ if(touchPosition[2].x >= 0) gestureEvent.pointCount++;
+ if(touchPosition[3].x >= 0) gestureEvent.pointCount++;
gestureEvent.pointerId[0] = 0;
gestureEvent.pointerId[1] = 1;
- gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
- gestureEvent.position[0].x /= (float)GetScreenWidth();
- gestureEvent.position[0].y /= (float)GetScreenHeight();
- gestureEvent.position[1].x /= (float)GetScreenWidth();
- gestureEvent.position[1].y /= (float)GetScreenHeight();
+ gestureEvent.pointerId[2] = 2;
+ gestureEvent.pointerId[3] = 3;
+ gestureEvent.position[0] = touchPosition[0];
+ gestureEvent.position[1] = touchPosition[1];
+ gestureEvent.position[2] = touchPosition[2];
+ gestureEvent.position[3] = touchPosition[3];
ProcessGestureEvent(gestureEvent);
}
-
+ }
+ else
+ {
+ usleep(5000); //Sleep for 5ms to avoid hogging CPU time
}
}
return NULL;
@@ -4090,6 +4290,10 @@ static void *GamepadThread(void *arg)
}
}
}
+ else
+ {
+ usleep(1000); //Sleep for 1ms to avoid hogging CPU time
+ }
}
}
diff --git a/src/raylib.h b/src/raylib.h
index aa5bd16f..8256b745 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -223,7 +223,7 @@
#define MOUSE_MIDDLE_BUTTON 2
// Touch points registered
-#define MAX_TOUCH_POINTS 2
+#define MAX_TOUCH_POINTS 10
// Gamepad Number
#define GAMEPAD_PLAYER1 0