N3DS: Use SDL_Touch instead of the Joystick touch.

main
Pierre Wendling 2022-09-18 13:38:26 -04:00 committed by Sam Lantinga
parent f9785702a6
commit 266014faa7
5 changed files with 122 additions and 32 deletions

View File

@ -45,15 +45,6 @@
*/
#define CORRECTION_FACTOR_Y -CORRECTION_FACTOR_X
/*
Factors used to convert touchscreen coordinates to
SDL's 0-1 values. Note that the N3DS's screen is
internally in a portrait disposition so the
GSP_SCREEN constants are flipped.
*/
#define TOUCHPAD_SCALE_X 1.0f / GSP_SCREEN_HEIGHT_BOTTOM
#define TOUCHPAD_SCALE_Y 1.0f / GSP_SCREEN_WIDTH
typedef struct N3DSJoystickState
{
u32 kDown;
@ -67,7 +58,6 @@ typedef struct N3DSJoystickState
SDL_FORCE_INLINE void UpdateAxis(SDL_Joystick *joystick, N3DSJoystickState *previous_state);
SDL_FORCE_INLINE void UpdateButtons(SDL_Joystick *joystick, N3DSJoystickState *previous_state);
SDL_FORCE_INLINE void UpdateSensors(SDL_Joystick *joystick, N3DSJoystickState *previous_state);
SDL_FORCE_INLINE void UpdateTouch(SDL_Joystick *joystick);
static N3DSJoystickState current_state;
static SDL_bool sensors_enabled = SDL_FALSE;
@ -116,7 +106,6 @@ N3DS_JoystickOpen(SDL_Joystick *joystick, int device_index)
SDL_PrivateJoystickAddSensor(joystick, SDL_SENSOR_ACCEL, 0.0f);
SDL_PrivateJoystickAddSensor(joystick, SDL_SENSOR_GYRO, 0.0f);
SDL_PrivateJoystickAddTouchpad(joystick, 1);
return 0;
}
@ -132,11 +121,9 @@ static void
N3DS_JoystickUpdate(SDL_Joystick *joystick)
{
N3DSJoystickState previous_state = current_state;
hidScanInput();
UpdateAxis(joystick, &previous_state);
UpdateButtons(joystick, &previous_state);
UpdateTouch(joystick);
if (sensors_enabled) {
UpdateSensors(joystick, &previous_state);
@ -197,23 +184,6 @@ UpdateButtons(SDL_Joystick *joystick, N3DSJoystickState *previous_state)
}
}
SDL_FORCE_INLINE void
UpdateTouch(SDL_Joystick *joystick)
{
touchPosition touch;
Uint8 state;
hidTouchRead(&touch);
state = (touch.px == 0 && touch.py == 0) ? SDL_RELEASED : SDL_PRESSED;
SDL_PrivateJoystickTouchpad(joystick,
0,
0,
state,
touch.px * TOUCHPAD_SCALE_X,
touch.py * TOUCHPAD_SCALE_Y,
state == SDL_PRESSED ? 1.0f : 0.0f);
}
SDL_FORCE_INLINE void
UpdateSensors(SDL_Joystick *joystick, N3DSJoystickState *previous_state)
{

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@ -22,16 +22,18 @@
#ifdef SDL_VIDEO_DRIVER_N3DS
/* Pumping the events for the Home and Power buttons. */
#include <3ds.h>
#include "../../events/SDL_events_c.h"
#include "SDL_n3dsevents_c.h"
#include "SDL_n3dstouch.h"
void
N3DS_PumpEvents(_THIS)
{
hidScanInput();
N3DS_PollTouch();
if (!aptMainLoop()) {
SDL_Event ev;
ev.type = SDL_QUIT;

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@ -0,0 +1,84 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef SDL_VIDEO_DRIVER_N3DS
#include <3ds.h>
#include "../../events/SDL_touch_c.h"
#include "SDL_n3dstouch.h"
#define N3DS_TOUCH_ID 0
/*
Factors used to convert touchscreen coordinates to
SDL's 0-1 values. Note that the N3DS's screen is
internally in a portrait disposition so the
GSP_SCREEN constants are flipped.
*/
#define TOUCHSCREEN_SCALE_X 1.0f / GSP_SCREEN_HEIGHT_BOTTOM
#define TOUCHSCREEN_SCALE_Y 1.0f / GSP_SCREEN_WIDTH
void
N3DS_InitTouch(void)
{
SDL_AddTouch(N3DS_TOUCH_ID, SDL_TOUCH_DEVICE_DIRECT, "Touchscreen");
}
void
N3DS_QuitTouch(void)
{
SDL_DelTouch(N3DS_TOUCH_ID);
}
void
N3DS_PollTouch(void)
{
touchPosition touch;
static SDL_bool was_pressed = SDL_FALSE;
SDL_bool pressed;
hidTouchRead(&touch);
pressed = (touch.px != 0 || touch.py != 0);
if (pressed != was_pressed) {
was_pressed = pressed;
SDL_SendTouch(N3DS_TOUCH_ID,
0,
NULL,
pressed,
touch.px * TOUCHSCREEN_SCALE_X,
touch.py * TOUCHSCREEN_SCALE_Y,
pressed ? 1.0f : 0.0f);
} else if (pressed) {
SDL_SendTouchMotion(N3DS_TOUCH_ID,
0,
NULL,
touch.px * TOUCHSCREEN_SCALE_X,
touch.py * TOUCHSCREEN_SCALE_Y,
1.0f);
}
}
#endif /* SDL_VIDEO_DRIVER_N3DS */
/* vi: set sts=4 ts=4 sw=4 expandtab: */

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@ -0,0 +1,31 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_n3dstouch_h_
#define SDL_n3dstouch_h_
void N3DS_InitTouch(void);
void N3DS_QuitTouch(void);
void N3DS_PollTouch(void);
#endif /* SDL_n3dstouch_h_ */
/* vi: set sts=4 ts=4 sw=4 expandtab: */

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@ -26,6 +26,7 @@
#include "SDL_n3dsevents_c.h"
#include "SDL_n3dsframebuffer_c.h"
#include "SDL_n3dsswkb.h"
#include "SDL_n3dstouch.h"
#include "SDL_n3dsvideo.h"
#define N3DSVID_DRIVER_NAME "n3ds"
@ -97,6 +98,7 @@ N3DS_VideoInit(_THIS)
AddN3DSDisplay(GFX_TOP);
AddN3DSDisplay(GFX_BOTTOM);
N3DS_InitTouch();
N3DS_SwkbInit();
return 0;
@ -136,6 +138,7 @@ static void
N3DS_VideoQuit(_THIS)
{
N3DS_SwkbQuit();
N3DS_QuitTouch();
return;
}