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author | 2024-04-12 02:49:15 +1000 | |
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committer | 2024-04-12 02:49:15 +1000 | |
commit | 4ddd26fe21edba8e7df65b12d721e9bed579e6e4 (patch) | |
tree | e1452c7d52a51fcefdf83a686f585c53ce10f5c0 /src/osd/sdl/window.h | |
parent | 78ef444ea6b639336b174e8e47d782a016ae6ae7 (diff) |
Initial touch input support:
* Feed mouse/pen/touch pointer events through UI input manager with Win32 and SDL.
* Started migrating UI code to use new API and reworking mouse/touch interaction.
* emu/render.cpp: Support pressing multiple clickable layout items simultaneously.
* emu/render.cpp: Allow UI elements to be drawn in any window.
* emu/rendlay.cpp, luaengine_render.cpp: Added layout view events for pointer input.
* ui/ui.cpp: Allow the UI handler to control pointer display.
* ui/analogipt.cpp: Added mouse/touch and more keys for navigating field state list.
* ui/menu.cpp: Use vertical swipe to scroll and horizontal swipe to adjust.
* ui/menu.cpp: Draw after processing input - greatly improves responsiveness.
* ui/menu.cpp: Ignore keyboard/gamepad input during pointer actions.
* ui/selmenu.cpp: Made left/right info pane arrows repeat when held.
* ui/selmenu.cpp: Use middle click to move keyboard focus.
* ui/selmenu.cpp: Let filter list scroll if it's too tall, and use a bit of horizontal padding.
* ui/selmenu.cpp: Improved divider sizing.
* ui/state.cpp: Don't allow clicks to pass through the confirm deletion prompt to the menu.
* ui/simpleselgame.cpp: Fixed error message display and graphics/sound status not showing.
* ui/simpleselgame.cpp: Allow tap/click to dismiss error message.
* ui/utils.cpp: Show UI for choice filters when there are no choices - it's less confusing.
* modules/input/input_sdl.cpp: Made scaling for mouse scroll better match RawInput and DirectInput.
* modules/input/input_rawinput.cpp: Added support for horizontal scroll axis.
* modules/input/input_win32.cpp: Added support for scroll axes and more buttons to mouse/lightgun.
* modules/debugger/debugimgui.cpp: Don't fight over events with the UI manager - it breaks menus.
* osd/windows/window.cpp: Translate mouse position to window cooridinates for scroll wheel events.
* osd/sdl/window.cpp: Supply last mouse position for scroll wheel events if possible.
* scripts/build/complay.py: Made zero input mask an error - it was only being used to block clicks.
Diffstat (limited to 'src/osd/sdl/window.h')
-rw-r--r-- | src/osd/sdl/window.h | 73 |
1 files changed, 51 insertions, 22 deletions
diff --git a/src/osd/sdl/window.h b/src/osd/sdl/window.h index 77477176b51..49fe452192f 100644 --- a/src/osd/sdl/window.h +++ b/src/osd/sdl/window.h @@ -14,22 +14,20 @@ #include "modules/osdwindow.h" #include "osdsync.h" +#include <SDL2/SDL.h> + +#include <chrono> #include <cstdint> #include <memory> +#include <vector> //============================================================ // TYPE DEFINITIONS //============================================================ -struct SDL_Window; - class render_target; -// forward of SDL_DisplayMode not possible (typedef struct) - define wrapper - -class SDL_DM_Wrapper; - typedef uintptr_t HashT; #define OSDWORK_CALLBACK(name) void *name(void *param, int threadid) @@ -65,26 +63,34 @@ public: int xy_to_render_target(int x, int y, int *xt, int *yt); -private: - // window handle and info - int m_startmaximized; + void mouse_entered(unsigned device); + void mouse_left(unsigned device); + void mouse_down(unsigned device, int x, int y, unsigned button); + void mouse_up(unsigned device, int x, int y, unsigned button); + void mouse_moved(unsigned device, int x, int y); + void mouse_wheel(unsigned device, int y); + void finger_down(SDL_FingerID finger, unsigned device, int x, int y); + void finger_up(SDL_FingerID finger, unsigned device, int x, int y); + void finger_moved(SDL_FingerID finger, unsigned device, int x, int y); - // dimensions - osd_dim m_minimum_dim; - osd_dim m_windowed_dim; +private: + struct sdl_pointer_info : public pointer_info + { + static constexpr bool compare(sdl_pointer_info const &info, SDL_FingerID finger) { return info.finger < finger; } - // rendering info - osd_event m_rendered_event; + sdl_pointer_info(sdl_pointer_info const &) = default; + sdl_pointer_info(sdl_pointer_info &&) = default; + sdl_pointer_info &operator=(sdl_pointer_info const &) = default; + sdl_pointer_info &operator=(sdl_pointer_info &&) = default; - // Original display_mode - std::unique_ptr<SDL_DM_Wrapper> m_original_mode; + sdl_pointer_info(SDL_FingerID, unsigned i, unsigned d); - int m_extra_flags; + SDL_FingerID finger; + }; // returns 0 on success, else 1 int complete_create(); -private: int wnd_extra_width(); int wnd_extra_height(); osd_rect constrain_to_aspect_ratio(const osd_rect &rect, int adjustment); @@ -94,12 +100,35 @@ private: osd_dim pick_best_mode(); void set_fullscreen(int afullscreen) { m_fullscreen = afullscreen; } - // monitor info - bool m_mouse_captured; - bool m_mouse_hidden; - void measure_fps(int update); + std::vector<sdl_pointer_info>::iterator map_pointer(SDL_FingerID finger, unsigned device); + + // window handle and info + int m_startmaximized; + + // dimensions + osd_dim m_minimum_dim; + osd_dim m_windowed_dim; + + // rendering info + osd_event m_rendered_event; + + // Original display_mode + SDL_DisplayMode m_original_mode; + + int m_extra_flags; + + // monitor info + bool m_mouse_captured; + bool m_mouse_hidden; + + // info on currently active pointers - 64 pointers ought to be enough for anyone + uint64_t m_pointer_mask; + unsigned m_next_pointer; + bool m_mouse_inside; + std::vector<pointer_dev_info> m_ptrdev_info; + std::vector<sdl_pointer_info> m_active_pointers; }; #endif // MAME_OSD_SDL_WINDOW_H |