From 4ddd26fe21edba8e7df65b12d721e9bed579e6e4 Mon Sep 17 00:00:00 2001 From: Vas Crabb Date: Fri, 12 Apr 2024 02:49:15 +1000 Subject: 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. --- src/osd/sdl/sdlopts.h | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'src/osd/sdl/sdlopts.h') diff --git a/src/osd/sdl/sdlopts.h b/src/osd/sdl/sdlopts.h index d754a0e8619..fe75e097407 100644 --- a/src/osd/sdl/sdlopts.h +++ b/src/osd/sdl/sdlopts.h @@ -26,6 +26,7 @@ #define SDLOPTION_KEYMAP "keymap" #define SDLOPTION_KEYMAP_FILE "keymap_file" +#define SDLOPTION_ENABLE_TOUCH "enable_touch" #define SDLOPTION_SIXAXIS "sixaxis" #if defined(USE_XINPUT) && USE_XINPUT #define SDLOPTION_LIGHTGUNINDEX "lightgun_index" @@ -82,7 +83,8 @@ public: bool keymap() const { return bool_value(SDLOPTION_KEYMAP); } const char *keymap_file() const { return value(SDLOPTION_KEYMAP_FILE); } - // joystick mapping + // input options + bool enable_touch() const { return bool_value(SDLOPTION_ENABLE_TOUCH); } bool sixaxis() const { return bool_value(SDLOPTION_SIXAXIS); } const char *video_driver() const { return value(SDLOPTION_VIDEODRIVER); } -- cgit v1.2.3-70-g09d2