mirror of
https://github.com/isledecomp/isle-portable.git
synced 2025-09-23 12:03:56 -04:00
Add new touch control scheme ("gamepad") (#587)
* Add new touch control scheme * Add export * Fix enum naming
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7c91a14875
commit
42bac60ec5
@ -172,6 +172,7 @@ IsleApp::IsleApp()
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m_maxAllowedExtras = m_islandQuality <= 1 ? 10 : 20;
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m_transitionType = MxTransitionManager::e_mosaic;
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m_cursorSensitivity = 4;
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m_touchScheme = LegoInputManager::e_gamepad;
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}
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// FUNCTION: ISLE 0x4011a0
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@ -650,7 +651,12 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
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float y = SDL_clamp(event->tfinger.y, 0, 1) * g_targetHeight;
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if (InputManager()) {
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InputManager()->QueueEvent(c_notificationMouseMove, LegoEventNotificationParam::c_lButtonState, x, y, 0);
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MxU8 modifier = LegoEventNotificationParam::c_lButtonState;
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if (InputManager()->HandleTouchEvent(event, g_isle->GetTouchScheme())) {
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modifier |= LegoEventNotificationParam::c_motionHandled;
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}
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InputManager()->QueueEvent(c_notificationMouseMove, modifier, x, y, 0);
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}
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g_lastMouseX = x;
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@ -691,6 +697,7 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
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float y = SDL_clamp(event->tfinger.y, 0, 1) * g_targetHeight;
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if (InputManager()) {
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InputManager()->HandleTouchEvent(event, g_isle->GetTouchScheme());
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InputManager()->QueueEvent(c_notificationButtonDown, LegoEventNotificationParam::c_lButtonState, x, y, 0);
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}
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@ -738,6 +745,7 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
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float y = SDL_clamp(event->tfinger.y, 0, 1) * g_targetHeight;
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if (InputManager()) {
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InputManager()->HandleTouchEvent(event, g_isle->GetTouchScheme());
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InputManager()->QueueEvent(c_notificationButtonUp, 0, x, y, 0);
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}
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break;
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@ -1033,6 +1041,7 @@ bool IsleApp::LoadConfig()
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iniparser_set(dict, "isle:Max LOD", buf);
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iniparser_set(dict, "isle:Max Allowed Extras", SDL_itoa(m_maxAllowedExtras, buf, 10));
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iniparser_set(dict, "isle:Transition Type", SDL_itoa(m_transitionType, buf, 10));
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iniparser_set(dict, "isle:Touch Scheme", SDL_itoa(m_touchScheme, buf, 10));
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#ifdef EXTENSIONS
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iniparser_set(dict, "extensions", NULL);
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@ -1103,6 +1112,7 @@ bool IsleApp::LoadConfig()
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m_maxAllowedExtras = iniparser_getint(dict, "isle:Max Allowed Extras", m_maxAllowedExtras);
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m_transitionType =
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(MxTransitionManager::TransitionType) iniparser_getint(dict, "isle:Transition Type", m_transitionType);
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m_touchScheme = (LegoInputManager::TouchScheme) iniparser_getint(dict, "isle:Touch Scheme", m_touchScheme);
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const char* deviceId = iniparser_getstring(dict, "isle:3D Device ID", NULL);
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if (deviceId != NULL) {
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@ -3,6 +3,7 @@
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#include "cursor.h"
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#include "lego1_export.h"
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#include "legoinputmanager.h"
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#include "legoutils.h"
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#include "mxtransitionmanager.h"
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#include "mxtypes.h"
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@ -53,6 +54,7 @@ public:
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MxS32 GetDrawCursor() { return m_drawCursor; }
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MxS32 GetGameStarted() { return m_gameStarted; }
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MxFloat GetCursorSensitivity() { return m_cursorSensitivity; }
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LegoInputManager::TouchScheme GetTouchScheme() { return m_touchScheme; }
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void SetWindowActive(MxS32 p_windowActive) { m_windowActive = p_windowActive; }
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void SetGameStarted(MxS32 p_gameStarted) { m_gameStarted = p_gameStarted; }
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@ -102,6 +104,7 @@ private:
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MxFloat m_maxLod;
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MxU32 m_maxAllowedExtras;
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MxTransitionManager::TransitionType m_transitionType;
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LegoInputManager::TouchScheme m_touchScheme;
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};
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extern IsleApp* g_isle;
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@ -18,6 +18,7 @@ public:
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c_rButtonState = 2,
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c_modKey1 = 4,
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c_modKey2 = 8,
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c_motionHandled = 16,
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};
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// FUNCTION: LEGO1 0x10028690
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@ -18,6 +18,8 @@
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#include <windows.h>
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#endif
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#include <map>
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class LegoCameraController;
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class LegoControlManager;
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class LegoWorld;
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@ -89,6 +91,12 @@ public:
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c_upOrDown = c_up | c_down
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};
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enum TouchScheme {
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e_mouse = 0,
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e_arrowKeys,
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e_gamepad,
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};
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LegoInputManager();
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~LegoInputManager() override;
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@ -144,6 +152,7 @@ public:
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void GetKeyboardState();
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MxResult GetNavigationKeyStates(MxU32& p_keyFlags);
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MxResult GetNavigationTouchStates(MxU32& p_keyFlags);
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LEGO1_EXPORT MxBool HandleTouchEvent(SDL_Event* p_event, TouchScheme p_touchScheme);
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// SYNTHETIC: LEGO1 0x1005b8d0
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// LegoInputManager::`scalar deleting destructor'
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@ -171,6 +180,10 @@ private:
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MxBool m_useJoystick; // 0x334
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MxBool m_unk0x335; // 0x335
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MxBool m_unk0x336; // 0x336
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std::map<SDL_FingerID, SDL_FPoint> m_touchOrigins;
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std::map<SDL_FingerID, MxU32> m_touchFlags;
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std::map<SDL_FingerID, Uint64> m_touchLastMotion;
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};
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// TEMPLATE: LEGO1 0x10028850
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@ -41,6 +41,10 @@ MxResult LegoCameraController::Create()
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// FUNCTION: BETA10 0x10067852
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MxLong LegoCameraController::Notify(MxParam& p_param)
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{
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if (((LegoEventNotificationParam&) p_param).GetModifier() & LegoEventNotificationParam::c_motionHandled) {
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return SUCCESS;
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}
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switch (((MxNotificationParam&) p_param).GetNotification()) {
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case c_notificationDragEnd: {
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if (((((LegoEventNotificationParam&) p_param).GetModifier()) & LegoEventNotificationParam::c_lButtonState) ==
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@ -528,42 +528,91 @@ void LegoInputManager::EnableInputProcessing()
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MxResult LegoInputManager::GetNavigationTouchStates(MxU32& p_keyStates)
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{
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int count;
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SDL_TouchID* touchDevices = SDL_GetTouchDevices(&count);
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for (auto& [fingerID, touchFlags] : m_touchFlags) {
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p_keyStates |= touchFlags;
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if (touchDevices) {
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auto applyFingerNavigation = [&p_keyStates](SDL_TouchID p_touchId) {
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int count;
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SDL_Finger** fingers = SDL_GetTouchFingers(p_touchId, &count);
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if (fingers) {
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for (int i = 0; i < count; i++) {
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if (fingers[i]->y > 3.0 / 4.0) {
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if (fingers[i]->x < 1.0 / 3.0) {
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p_keyStates |= c_left;
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// We need to clear these as they are not meant to be persistent in e_gamepad mode.
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if (m_touchOrigins.count(fingerID) && SDL_GetTicks() - m_touchLastMotion[fingerID] > 5) {
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touchFlags &= ~c_left;
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touchFlags &= ~c_right;
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}
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else if (fingers[i]->x > 2.0 / 3.0) {
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p_keyStates |= c_right;
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}
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else {
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p_keyStates |= c_down;
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}
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}
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else {
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p_keyStates |= c_up;
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}
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}
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SDL_free(fingers);
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}
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};
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for (int i = 0; i < count; i++) {
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applyFingerNavigation(touchDevices[i]);
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}
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SDL_free(touchDevices);
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}
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return SUCCESS;
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}
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MxBool LegoInputManager::HandleTouchEvent(SDL_Event* p_event, TouchScheme p_touchScheme)
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{
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const SDL_TouchFingerEvent& event = p_event->tfinger;
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switch (p_touchScheme) {
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case e_mouse:
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// Handled in LegoCameraController
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return FALSE;
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case e_arrowKeys:
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switch (p_event->type) {
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case SDL_EVENT_FINGER_UP:
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m_touchFlags.erase(event.fingerID);
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break;
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case SDL_EVENT_FINGER_DOWN:
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case SDL_EVENT_FINGER_MOTION:
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m_touchFlags[event.fingerID] = 0;
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if (event.y > 3.0 / 4.0) {
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if (event.x < 1.0 / 3.0) {
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m_touchFlags[event.fingerID] |= c_left;
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}
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else if (event.x > 2.0 / 3.0) {
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m_touchFlags[event.fingerID] |= c_right;
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}
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else {
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m_touchFlags[event.fingerID] |= c_down;
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}
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}
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else {
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m_touchFlags[event.fingerID] |= c_up;
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}
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break;
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}
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break;
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case e_gamepad:
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switch (p_event->type) {
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case SDL_EVENT_FINGER_DOWN:
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m_touchOrigins[event.fingerID] = {event.x, event.y};
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break;
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case SDL_EVENT_FINGER_UP:
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m_touchOrigins.erase(event.fingerID);
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m_touchFlags.erase(event.fingerID);
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break;
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case SDL_EVENT_FINGER_MOTION:
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if (m_touchOrigins.count(event.fingerID)) {
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m_touchFlags[event.fingerID] = 0;
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m_touchLastMotion[event.fingerID] = SDL_GetTicks();
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const float deltaY = event.y - m_touchOrigins[event.fingerID].y;
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const float activationThreshold = 0.05f;
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if (SDL_fabsf(deltaY) > activationThreshold) {
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if (deltaY > 0) {
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m_touchFlags[event.fingerID] |= c_down;
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}
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else if (deltaY < 0) {
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m_touchFlags[event.fingerID] |= c_up;
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}
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}
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const float deltaX = event.dx;
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if (deltaX > 0) {
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m_touchFlags[event.fingerID] |= c_right;
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}
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else if (deltaX < 0) {
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m_touchFlags[event.fingerID] |= c_left;
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}
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}
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break;
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}
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break;
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}
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return TRUE;
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}
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