Implement universal translation of touch to mouse

Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
This commit is contained in:
Pedro J. Estébanez 2018-02-24 03:04:30 +01:00
parent 3a5b25d5b4
commit de9d40a953
18 changed files with 222 additions and 225 deletions

View file

@ -250,6 +250,11 @@ Vector3 InputDefault::get_gyroscope() const {
void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
_parse_input_event_impl(p_event, false);
}
void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
_THREAD_SAFE_METHOD_
Ref<InputEventKey> k = p_event;
@ -273,25 +278,30 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
mouse_button_mask &= ~(1 << (mb->get_button_index() - 1));
}
if (main_loop && emulate_touch && mb->get_button_index() == 1) {
Point2 pos = mb->get_global_position();
if (mouse_pos != pos) {
set_mouse_position(pos);
}
if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mb->get_button_index() == 1) {
Ref<InputEventScreenTouch> touch_event;
touch_event.instance();
touch_event->set_pressed(mb->is_pressed());
touch_event->set_position(mb->get_position());
main_loop->input_event(touch_event);
}
Point2 pos = mb->get_global_position();
if (mouse_pos != pos) {
set_mouse_position(pos);
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
if (main_loop && emulate_touch && mm->get_button_mask() & 1) {
Point2 pos = mm->get_global_position();
if (mouse_pos != pos) {
set_mouse_position(pos);
}
if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mm->get_button_mask() & 1) {
Ref<InputEventScreenDrag> drag_event;
drag_event.instance();
@ -303,6 +313,58 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
}
}
if (emulate_mouse_from_touch) {
Ref<InputEventScreenTouch> st = p_event;
if (st.is_valid()) {
bool translate = false;
if (st->is_pressed()) {
if (mouse_from_touch_index == -1) {
translate = true;
mouse_from_touch_index = st->get_index();
}
} else {
if (st->get_index() == mouse_from_touch_index) {
translate = true;
mouse_from_touch_index = -1;
}
}
if (translate) {
Ref<InputEventMouseButton> button_event;
button_event.instance();
button_event->set_position(st->get_position());
button_event->set_global_position(st->get_position());
button_event->set_pressed(st->is_pressed());
button_event->set_button_index(BUTTON_LEFT);
if (st->is_pressed()) {
button_event->set_button_mask(mouse_button_mask | (1 << BUTTON_LEFT - 1));
} else {
button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1));
}
_parse_input_event_impl(button_event, true);
}
}
Ref<InputEventScreenDrag> sd = p_event;
if (sd.is_valid() && sd->get_index() == mouse_from_touch_index) {
Ref<InputEventMouseMotion> motion_event;
motion_event.instance();
motion_event->set_position(sd->get_position());
motion_event->set_global_position(sd->get_position());
motion_event->set_relative(sd->get_relative());
motion_event->set_speed(sd->get_speed());
motion_event->set_button_mask(mouse_button_mask);
_parse_input_event_impl(motion_event, true);
}
}
Ref<InputEventJoypadButton> jb = p_event;
if (jb.is_valid()) {
@ -485,14 +547,44 @@ void InputDefault::action_release(const StringName &p_action) {
action_state[p_action] = action;
}
void InputDefault::set_emulate_touch(bool p_emulate) {
void InputDefault::set_emulate_touch_from_mouse(bool p_emulate) {
emulate_touch = p_emulate;
emulate_touch_from_mouse = p_emulate;
}
bool InputDefault::is_emulating_touchscreen() const {
bool InputDefault::is_emulating_touch_from_mouse() const {
return emulate_touch;
return emulate_touch_from_mouse;
}
// Calling this whenever the game window is focused helps unstucking the "touch mouse"
// if the OS or its abstraction class hasn't properly reported that touch pointers raised
void InputDefault::ensure_touch_mouse_raised() {
if (mouse_from_touch_index != -1) {
mouse_from_touch_index = -1;
Ref<InputEventMouseButton> button_event;
button_event.instance();
button_event->set_position(mouse_pos);
button_event->set_global_position(mouse_pos);
button_event->set_pressed(false);
button_event->set_button_index(BUTTON_LEFT);
button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1));
_parse_input_event_impl(button_event, true);
}
}
void InputDefault::set_emulate_mouse_from_touch(bool p_emulate) {
emulate_mouse_from_touch = p_emulate;
}
bool InputDefault::is_emulating_mouse_from_touch() const {
return emulate_mouse_from_touch;
}
Input::CursorShape InputDefault::get_default_cursor_shape() {
@ -529,7 +621,9 @@ void InputDefault::set_mouse_in_window(bool p_in_window) {
InputDefault::InputDefault() {
mouse_button_mask = 0;
emulate_touch = false;
emulate_touch_from_mouse = false;
emulate_mouse_from_touch = false;
mouse_from_touch_index = -1;
main_loop = NULL;
hat_map_default[HAT_UP].type = TYPE_BUTTON;