Merge pull request #672 from Berni8k/master

RaspberryPi Mouse and touch overhaul
This commit is contained in:
Ray 2018-10-21 09:56:26 +02:00 committed by GitHub
commit 30f2483bdb
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2 changed files with 376 additions and 172 deletions

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@ -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)
{
TraceLog(LOG_WARNING, "Mouse device could not be opened, no mouse available");
touchPosition[i].x = -1;
touchPosition[i].y = -1;
}
else
// Open the linux directory of "/dev/input"
d = opendir(DEFAULT_EVDEV_PATH);
if (d)
{
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");
}
}
// 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;
int mouseRelX = 0;
int mouseRelY = 0;
while (!windowShouldClose)
{
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
while ((dir = readdir(d)) != NULL)
{
if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set
// Check Left button pressed
if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1;
else currentMouseState[0] = 0;
// Check Right button pressed
if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1;
else currentMouseState[1] = 0;
// Check Middle button pressed
if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1;
else currentMouseState[2] = 0;
mouseRelX = (int)mouse.dx;
mouseRelY = (int)mouse.dy;
if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX);
if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY);
// 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
mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY;
mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY;
if (mousePosition.x < 0) mousePosition.x = 0;
if (mousePosition.y < 0) mousePosition.y = 0;
if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
}
//else read(mouseStream, &mouse, 1); // Try to sync up again
}
return NULL;
}
// Touch initialization (including touch thread)
static void InitTouch(void)
{
if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0)
{
TraceLog(LOG_WARNING, "Touch device could not be opened, no touchscreen available");
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
{
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");
TraceLog(LOG_WARNING, "Unable to open linux event directory %s", DEFAULT_EVDEV_PATH);
}
}
// 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 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;
}
}
// 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;
}
// Open the device
fd = open(device, O_RDONLY | O_NONBLOCK);
if(fd < 0)
{
TraceLog(LOG_WARNING, "Error creating input device thread for '%s': Can't open device (Err: %d)", device, Worker->fd);
return;
}
Worker->fd = fd;
// 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)
/////////////////////////////////// Identify the device /////////////////////////////////////////////
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);
// 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;
}
}
// 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;
}
}
// 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);
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(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 (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
}
/////////////////////////////////// Decide what to do with the device /////////////////////////////////////////////
if(Worker->isTouch || Worker->isMouse)
{
// 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
{
// We are not interested in this device
close(fd);
}
}
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.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0)
{
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);
}
// x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data
if (ev.type == EV_ABS && ev.code == 0)
{
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.type == EV_ABS && ev.code == 1)
{
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.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;
}
}
/////////////////////////////// Absolute movement parsing ////////////////////////////////////
if(ev.type == EV_ABS)
{
// 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;
}
}
}
/////////////////////////////// Button parsing ////////////////////////////////////
if(ev.type == EV_KEY)
{
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;
}
}
/////////////////////////////// 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)
{
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.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
}
}
}

View File

@ -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