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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Linux/Android touch implementation for inputsystem
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//
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//===========================================================================//
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/* For force feedback testing. */
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#include "inputsystem.h"
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#include "tier1/convar.h"
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#include "tier0/icommandline.h"
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#include "SDL.h"
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#include "SDL_touch.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Handle the events coming from the Touch SDL subsystem.
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//-----------------------------------------------------------------------------
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int TouchSDLWatcher( void *userInfo, SDL_Event *event )
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{
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CInputSystem *pInputSystem = (CInputSystem *)userInfo;
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if( !event || !pInputSystem ) return 1;
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switch ( event->type ) {
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case SDL_FINGERDOWN:
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pInputSystem->FingerEvent( IE_FingerDown, event->tfinger.fingerId, event->tfinger.x, event->tfinger.y, event->tfinger.dx, event->tfinger.dy );
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break;
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case SDL_FINGERUP:
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pInputSystem->FingerEvent( IE_FingerUp, event->tfinger.fingerId, event->tfinger.x, event->tfinger.y, event->tfinger.dx, event->tfinger.dy );
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break;
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case SDL_FINGERMOTION:
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pInputSystem->FingerEvent( IE_FingerMotion ,event->tfinger.fingerId, event->tfinger.x, event->tfinger.y, event->tfinger.dx, event->tfinger.dy );
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break;
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}
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Initialize all joysticks
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//-----------------------------------------------------------------------------
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void CInputSystem::InitializeTouch( void )
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{
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if ( m_bTouchInitialized )
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ShutdownTouch();
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// abort startup if user requests no touch
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if ( CommandLine()->FindParm("-notouch") ) return;
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memset( m_touchAccumX, 0, sizeof(m_touchAccumX) );
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memset( m_touchAccumY, 0, sizeof(m_touchAccumY) );
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m_bJoystickInitialized = true;
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SDL_AddEventWatch(TouchSDLWatcher, this);
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}
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void CInputSystem::ShutdownTouch()
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{
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if ( !m_bTouchInitialized )
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return;
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SDL_DelEventWatch( TouchSDLWatcher, this );
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m_bTouchInitialized = false;
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}
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bool CInputSystem::GetTouchAccumulators( int fingerId, float &dx, float &dy )
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{
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dx = m_touchAccumX[fingerId];
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dy = m_touchAccumY[fingerId];
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m_touchAccumX[fingerId] = m_touchAccumY[fingerId] = 0.f;
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return true;
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}
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void CInputSystem::FingerEvent(int eventType, int fingerId, float x, float y, float dx, float dy)
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{
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if( fingerId >= TOUCH_FINGER_MAX_COUNT )
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return;
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if( eventType == IE_FingerUp )
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{
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m_touchAccumX[fingerId] = 0.f;
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m_touchAccumY[fingerId] = 0.f;
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}
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else
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{
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m_touchAccumX[fingerId] += dx;
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m_touchAccumY[fingerId] += dy;
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}
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int _x,_y;
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memcpy( &_x, &x, sizeof(float) );
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memcpy( &_y, &y, sizeof(float) );
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PostEvent(eventType, m_nLastSampleTick, fingerId, _x, _y);
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}
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