Fix SDL multitouch tracking (#3810)
The fingerId from SDL was used as an index into the CORE.Input.Touch arrays, but it's an opaque / arbitrary int64, way bigger than MAX_TOUCH_POINTS, so the first non-simulated touch event would segfault.
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@ -971,6 +971,23 @@ void SetMouseCursor(int cursor)
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CORE.Input.Mouse.cursor = cursor;
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}
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static void UpdateSDLTouchPoints(SDL_TouchFingerEvent event)
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{
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CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId);
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for (int i=0; i<CORE.Input.Touch.pointCount; i++)
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{
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SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i);
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CORE.Input.Touch.pointId[i] = finger->id;
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CORE.Input.Touch.position[i].x = finger->x * CORE.Window.screen.width;
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CORE.Input.Touch.position[i].y = finger->y * CORE.Window.screen.height;
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CORE.Input.Touch.currentTouchState[i] = 1;
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}
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for (int i=CORE.Input.Touch.pointCount; i<MAX_TOUCH_POINTS; i++)
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CORE.Input.Touch.currentTouchState[i] = 0;
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}
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// Register all input events
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void PollInputEvents(void)
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{
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@ -1009,15 +1026,7 @@ void PollInputEvents(void)
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// Register previous touch states
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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// Reset touch positions
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// TODO: It resets on target platform the mouse position and not filled again until a move-event,
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// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
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//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
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// Map touch position to mouse position for convenience
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// WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
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int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
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@ -1207,34 +1216,21 @@ void PollInputEvents(void)
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touchAction = 2;
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} break;
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// Check touch events
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// NOTE: These cases need to be reviewed on a real touch screen
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case SDL_FINGERDOWN:
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{
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const int touchId = (int)event.tfinger.fingerId;
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CORE.Input.Touch.currentTouchState[touchId] = 1;
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CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
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CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
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UpdateSDLTouchPoints(event.tfinger);
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touchAction = 1;
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realTouch = true;
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} break;
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case SDL_FINGERUP:
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{
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const int touchId = (int)event.tfinger.fingerId;
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CORE.Input.Touch.currentTouchState[touchId] = 0;
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CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
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CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
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UpdateSDLTouchPoints(event.tfinger);
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touchAction = 0;
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realTouch = true;
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} break;
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case SDL_FINGERMOTION:
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{
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const int touchId = (int)event.tfinger.fingerId;
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CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
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CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
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UpdateSDLTouchPoints(event.tfinger);
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touchAction = 2;
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realTouch = true;
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} break;
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