Fix touch
This commit is contained in:
@@ -576,6 +576,61 @@ class PetitComputer
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{
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{
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return petitcomBackcolor;
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return petitcomBackcolor;
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}
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}
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void updateTouch(int mousex, int mousey)
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{
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int ww, wh;
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SDL_GetWindowSize(window, &ww, &wh);
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mousex = cast(int)(mousex / scaleX);
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mousey = cast(int)(mousey / scaleY) - (wh - currentDisplay.yoffset);
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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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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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//!!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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}
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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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SDL_GLContext context;
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SDL_GLContext context;
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SDL_GLContext contextVM;
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SDL_GLContext contextVM;
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Object renderSync = new Object();
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Object renderSync = new Object();
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@@ -764,58 +819,7 @@ class PetitComputer
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int mousex, mousey;
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int mousex, mousey;
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if (SDL_GetMouseState(&mousex, &mousey) & SDL_BUTTON_LMASK)
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if (SDL_GetMouseState(&mousex, &mousey) & SDL_BUTTON_LMASK)
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{
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{
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int ww, wh;
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updateTouch(mousex, mousey);
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SDL_GetWindowSize(window, &ww, &wh);
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mousex = cast(int)(mousex / scaleX);
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mousey = cast(int)(mousey / scaleY) - (wh - currentDisplay.yoffset);
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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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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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//!!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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}
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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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else
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{
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{
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@@ -926,6 +930,14 @@ class PetitComputer
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}
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}
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}
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}
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break;
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break;
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case SDL_FINGERDOWN:
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{
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auto f = event.tfinger;
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auto x = f.x * this.currentDisplay.windowSize.width;
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auto y = f.y * this.currentDisplay.windowSize.height;
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updateTouch(cast(int)x, cast(int)y);
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}
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break;
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default:
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default:
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break;
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break;
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}
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}
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