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Fix touch

This commit is contained in:
otya128
2016-12-21 23:58:40 +09:00
parent 1ebf792393
commit c7813f38b7

View File

@@ -576,6 +576,61 @@ class PetitComputer
{
return petitcomBackcolor;
}
void updateTouch(int mousex, int mousey)
{
int ww, wh;
SDL_GetWindowSize(window, &ww, &wh);
mousex = cast(int)(mousex / scaleX);
mousey = cast(int)(mousey / scaleY) - (wh - currentDisplay.yoffset);
import std.algorithm.comparison : clamp;
auto old = touchPosition;
if (x.mode != XMode.WIIU)
{
if (mousey >= screenHeight)
{
mousey -= screenHeight;
mousex -= (screenWidth - screenWidthDisplay1) / 2;
}
mousex = mousex.clamp(5, 314);
mousey = mousey.clamp(5, 234);
touchPosition = Touch(old.tm + 1, mousex, mousey);
}
else
{
//!!WiiU
if (xscreenmode == 3)//XSCREEN 5
{
auto w = currentDisplay.rect[0].w;
auto h = currentDisplay.rect[0].h;
auto x3DS = cast(int)(mousex * (screenWidthDisplay1 / cast(float)w));
auto y3DS = cast(int)(mousey * (screenHeightDisplay1 / cast(float)h));
auto gamepadx = cast(int)(mousex * (854 / cast(float)w));
auto gamepady = cast(int)(mousey * (480 / cast(float)h));
touchPosition = Touch(old.tm + 1,
x3DS.clamp(5, 314), y3DS.clamp(5, 234),
gamepadx.clamp(8, 854 - 9), gamepady.clamp(8, 480 - 9),
mousex.clamp(8, w - 13), mousey.clamp(8, h - 9));
}
else
{
auto w = currentDisplay.rect[1].w;
auto h = currentDisplay.rect[1].h;
mousex -= currentDisplay.rect[1].x;
mousey -= currentDisplay.rect[1].y;
if (mousex >= 0 && mousey >= 0)
{
auto x3DS = cast(int)(mousex * (screenWidthDisplay1 / cast(float)w));
auto y3DS = cast(int)(mousey * (screenHeightDisplay1 / cast(float)h));
auto gamepadx = cast(int)(mousex * (854 / cast(float)w));
auto gamepady = cast(int)(mousey * (480 / cast(float)h));
touchPosition = Touch(old.tm + 1,
x3DS.clamp(5, 314), y3DS.clamp(5, 234),
gamepadx.clamp(8, 854 - 9), gamepady.clamp(8, 480 - 9),
mousex.clamp(12, w - 13), mousey.clamp(8, h - 9));
}
}
}
}
SDL_GLContext context;
SDL_GLContext contextVM;
Object renderSync = new Object();
@@ -764,58 +819,7 @@ class PetitComputer
int mousex, mousey;
if (SDL_GetMouseState(&mousex, &mousey) & SDL_BUTTON_LMASK)
{
int ww, wh;
SDL_GetWindowSize(window, &ww, &wh);
mousex = cast(int)(mousex / scaleX);
mousey = cast(int)(mousey / scaleY) - (wh - currentDisplay.yoffset);
import std.algorithm.comparison : clamp;
auto old = touchPosition;
if (x.mode != XMode.WIIU)
{
if (mousey >= screenHeight)
{
mousey -= screenHeight;
mousex -= (screenWidth - screenWidthDisplay1) / 2;
}
mousex = mousex.clamp(5, 314);
mousey = mousey.clamp(5, 234);
touchPosition = Touch(old.tm + 1, mousex, mousey);
}
else
{
//!!WiiU
if (xscreenmode == 3)//XSCREEN 5
{
auto w = currentDisplay.rect[0].w;
auto h = currentDisplay.rect[0].h;
auto x3DS = cast(int)(mousex * (screenWidthDisplay1 / cast(float)w));
auto y3DS = cast(int)(mousey * (screenHeightDisplay1 / cast(float)h));
auto gamepadx = cast(int)(mousex * (854 / cast(float)w));
auto gamepady = cast(int)(mousey * (480 / cast(float)h));
touchPosition = Touch(old.tm + 1,
x3DS.clamp(5, 314), y3DS.clamp(5, 234),
gamepadx.clamp(8, 854 - 9), gamepady.clamp(8, 480 - 9),
mousex.clamp(8, w - 13), mousey.clamp(8, h - 9));
}
else
{
auto w = currentDisplay.rect[1].w;
auto h = currentDisplay.rect[1].h;
mousex -= currentDisplay.rect[1].x;
mousey -= currentDisplay.rect[1].y;
if (mousex >= 0 && mousey >= 0)
{
auto x3DS = cast(int)(mousex * (screenWidthDisplay1 / cast(float)w));
auto y3DS = cast(int)(mousey * (screenHeightDisplay1 / cast(float)h));
auto gamepadx = cast(int)(mousex * (854 / cast(float)w));
auto gamepady = cast(int)(mousey * (480 / cast(float)h));
touchPosition = Touch(old.tm + 1,
x3DS.clamp(5, 314), y3DS.clamp(5, 234),
gamepadx.clamp(8, 854 - 9), gamepady.clamp(8, 480 - 9),
mousex.clamp(12, w - 13), mousey.clamp(8, h - 9));
}
}
}
updateTouch(mousex, mousey);
}
else
{
@@ -926,6 +930,14 @@ class PetitComputer
}
}
break;
case SDL_FINGERDOWN:
{
auto f = event.tfinger;
auto x = f.x * this.currentDisplay.windowSize.width;
auto y = f.y * this.currentDisplay.windowSize.height;
updateTouch(cast(int)x, cast(int)y);
}
break;
default:
break;
}