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authormooff <[email protected]>2024-02-29 17:30:38 +0000
committerGitHub <[email protected]>2024-02-29 18:30:38 +0100
commit94c79917e3b68fbed3ff4a3920edc9d093b11c4f (patch)
treec14edf356bb394471091b2da245d54d1303c0bf8 /src/platforms
parent6589311a0b7a217ec270000eb3ab2a5172992efa (diff)
downloadraylib-94c79917e3b68fbed3ff4a3920edc9d093b11c4f.tar.gz
raylib-94c79917e3b68fbed3ff4a3920edc9d093b11c4f.zip
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.
Diffstat (limited to 'src/platforms')
-rw-r--r--src/platforms/rcore_desktop_sdl.c44
1 files changed, 20 insertions, 24 deletions
diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c
index f567119e..1b6304d2 100644
--- a/src/platforms/rcore_desktop_sdl.c
+++ b/src/platforms/rcore_desktop_sdl.c
@@ -971,6 +971,23 @@ void SetMouseCursor(int cursor)
CORE.Input.Mouse.cursor = cursor;
}
+static void UpdateSDLTouchPoints(SDL_TouchFingerEvent event)
+{
+ CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId);
+
+ for (int i=0; i<CORE.Input.Touch.pointCount; i++)
+ {
+ SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i);
+ CORE.Input.Touch.pointId[i] = finger->id;
+ CORE.Input.Touch.position[i].x = finger->x * CORE.Window.screen.width;
+ CORE.Input.Touch.position[i].y = finger->y * CORE.Window.screen.height;
+ CORE.Input.Touch.currentTouchState[i] = 1;
+ }
+
+ for (int i=CORE.Input.Touch.pointCount; i<MAX_TOUCH_POINTS; i++)
+ CORE.Input.Touch.currentTouchState[i] = 0;
+}
+
// Register all input events
void PollInputEvents(void)
{
@@ -1009,15 +1026,7 @@ void PollInputEvents(void)
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
- // Reset touch positions
- // TODO: It resets on target platform the mouse position and not filled again until a move-event,
- // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
- //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
-
// Map touch position to mouse position for convenience
- // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
- // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
- // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
@@ -1207,34 +1216,21 @@ void PollInputEvents(void)
touchAction = 2;
} break;
- // Check touch events
- // NOTE: These cases need to be reviewed on a real touch screen
case SDL_FINGERDOWN:
{
- const int touchId = (int)event.tfinger.fingerId;
- CORE.Input.Touch.currentTouchState[touchId] = 1;
- CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
- CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
-
+ UpdateSDLTouchPoints(event.tfinger);
touchAction = 1;
realTouch = true;
} break;
case SDL_FINGERUP:
{
- const int touchId = (int)event.tfinger.fingerId;
- CORE.Input.Touch.currentTouchState[touchId] = 0;
- CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
- CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
-
+ UpdateSDLTouchPoints(event.tfinger);
touchAction = 0;
realTouch = true;
} break;
case SDL_FINGERMOTION:
{
- const int touchId = (int)event.tfinger.fingerId;
- CORE.Input.Touch.position[touchId].x = event.tfinger.x * CORE.Window.screen.width;
- CORE.Input.Touch.position[touchId].y = event.tfinger.y * CORE.Window.screen.height;
-
+ UpdateSDLTouchPoints(event.tfinger);
touchAction = 2;
realTouch = true;
} break;