Fix touch
This commit is contained in:
@@ -741,51 +741,33 @@ class PetitComputer
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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SDL_GL_SwapWindow(window);
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}
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auto renderticks = (SDL_GetTicks() - profile);
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if(renderprofile) writeln(renderticks);
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int mousex, mousey;
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if (SDL_GetMouseState(&mousex, &mousey) & SDL_BUTTON_LMASK)
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{
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mousex = cast(int)(mousex / scaleX);
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mousey = cast(int)(mousey / scaleY);
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import std.algorithm.comparison : clamp;
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auto old = touchPosition;
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if (x.mode != XMode.WIIU)
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auto renderticks = (SDL_GetTicks() - profile);
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if(renderprofile) writeln(renderticks);
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int mousex, mousey;
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if (SDL_GetMouseState(&mousex, &mousey) & SDL_BUTTON_LMASK)
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{
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if (mousey >= screenHeight)
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mousex = cast(int)(mousex / scaleX);
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mousey = cast(int)(mousey / scaleY);
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import std.algorithm.comparison : clamp;
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auto old = touchPosition;
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if (x.mode != XMode.WIIU)
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{
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mousey -= screenHeight;
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mousex -= (screenWidth - screenWidthDisplay1) / 2;
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}
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mousex = mousex.clamp(5, 314);
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mousey = mousey.clamp(5, 234);
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touchPosition = Touch(old.tm + 1, mousex, mousey);
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}
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else
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{
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//!!WiiU
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if (xscreenmode == 3)//XSCREEN 5
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{
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auto w = currentDisplay.rect[0].w;
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auto h = currentDisplay.rect[0].h;
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auto x3DS = cast(int)(mousex * (screenWidthDisplay1 / cast(float)w));
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auto y3DS = cast(int)(mousey * (screenHeightDisplay1 / cast(float)h));
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auto gamepadx = cast(int)(mousex * (854 / cast(float)w));
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auto gamepady = cast(int)(mousey * (480 / cast(float)h));
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touchPosition = Touch(old.tm + 1,
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x3DS.clamp(5, 314), y3DS.clamp(5, 234),
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gamepadx.clamp(8, 854 - 9), gamepady.clamp(8, 480 - 9),
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mousex.clamp(8, w - 13), mousey.clamp(8, h - 9));
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if (mousey >= screenHeight)
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{
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mousey -= screenHeight;
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mousex -= (screenWidth - screenWidthDisplay1) / 2;
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}
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mousex = mousex.clamp(5, 314);
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mousey = mousey.clamp(5, 234);
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touchPosition = Touch(old.tm + 1, mousex, mousey);
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}
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else
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{
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auto w = currentDisplay.rect[1].w;
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auto h = currentDisplay.rect[1].h;
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mousex -= currentDisplay.rect[1].x;
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mousey -= currentDisplay.rect[1].y;
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if (mousex >= 0 && mousey >= 0)
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//!!WiiU
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if (xscreenmode == 3)//XSCREEN 5
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{
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auto w = currentDisplay.rect[0].w;
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auto h = currentDisplay.rect[0].h;
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auto x3DS = cast(int)(mousex * (screenWidthDisplay1 / cast(float)w));
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auto y3DS = cast(int)(mousey * (screenHeightDisplay1 / cast(float)h));
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auto gamepadx = cast(int)(mousex * (854 / cast(float)w));
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@@ -793,16 +775,34 @@ class PetitComputer
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touchPosition = Touch(old.tm + 1,
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x3DS.clamp(5, 314), y3DS.clamp(5, 234),
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gamepadx.clamp(8, 854 - 9), gamepady.clamp(8, 480 - 9),
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mousex.clamp(12, w - 13), mousey.clamp(8, h - 9));
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mousex.clamp(8, w - 13), mousey.clamp(8, h - 9));
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}
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else
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{
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auto w = currentDisplay.rect[1].w;
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auto h = currentDisplay.rect[1].h;
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mousex -= currentDisplay.rect[1].x;
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mousey -= currentDisplay.rect[1].y;
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if (mousex >= 0 && mousey >= 0)
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{
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auto x3DS = cast(int)(mousex * (screenWidthDisplay1 / cast(float)w));
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auto y3DS = cast(int)(mousey * (screenHeightDisplay1 / cast(float)h));
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auto gamepadx = cast(int)(mousex * (854 / cast(float)w));
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auto gamepady = cast(int)(mousey * (480 / cast(float)h));
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touchPosition = Touch(old.tm + 1,
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x3DS.clamp(5, 314), y3DS.clamp(5, 234),
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gamepadx.clamp(8, 854 - 9), gamepady.clamp(8, 480 - 9),
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mousex.clamp(12, w - 13), mousey.clamp(8, h - 9));
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}
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}
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}
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}
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}
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else
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{
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if (touchPosition.tm)
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else
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{
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touchPosition = Touch(0, mousex, mousey);
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if (touchPosition.tm)
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{
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touchPosition = Touch(0, mousex, mousey);
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}
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}
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}
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while (SDL_PollEvent(&event))
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