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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#if defined(PSP2)
#include <psp2/kernel/processmgr.h>
#include <psp2/touch.h>
#include "backends/platform/sdl/psp2/psp2.h"
#include "backends/events/psp2sdl/psp2sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "engines/engine.h"
#include "common/util.h"
#include "common/events.h"
#include "common/config-manager.h"
#include "math.h"
PSP2EventSource::PSP2EventSource() {
for (int i = 0; i < SCE_TOUCH_PORT_MAX_NUM; i++) {
for (int j = 0; j < MAX_NUM_FINGERS; j++) {
_finger[i][j].id = -1;
}
}
}
void PSP2EventSource::preprocessEvents(SDL_Event *event) {
// prevent suspend (scummvm games contain a lot of cutscenes..)
sceKernelPowerTick(SCE_KERNEL_POWER_TICK_DISABLE_AUTO_SUSPEND);
sceKernelPowerTick(SCE_KERNEL_POWER_TICK_DISABLE_OLED_OFF);
// Supported touch gestures:
// left mouse click: single finger short tap
// right mouse click: second finger short tap while first finger is still down
// pointer motion: single finger drag
if (event->type == SDL_FINGERDOWN || event->type == SDL_FINGERUP || event->type == SDL_FINGERMOTION) {
// front (0) or back (1) panel
SDL_TouchID port = event->tfinger.touchId;
if (port < SCE_TOUCH_PORT_MAX_NUM && port >= 0) {
// touchpad_mouse_mode off: use only front panel for direct touch control of pointer
// touchpad_mouse_mode on: use both front and rear for indirect touch control
// where the finger can be somewhere else than the pointer and still move it
if (port == 0 || ConfMan.getBool("touchpad_mouse_mode")) {
switch (event->type) {
case SDL_FINGERDOWN:
preprocessFingerDown(event);
break;
case SDL_FINGERUP:
preprocessFingerUp(event);
break;
case SDL_FINGERMOTION:
preprocessFingerMotion(event);
break;
}
}
}
}
}
void PSP2EventSource::preprocessFingerDown(SDL_Event *event) {
// front (0) or back (1) panel
SDL_TouchID port = event->tfinger.touchId;
// id (for multitouch)
SDL_FingerID id = event->tfinger.fingerId;
// find out how many fingers were down before this event
int numFingersDown = 0;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id >= 0) {
numFingersDown++;
}
}
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == -1) {
_finger[port][i].id = id;
_finger[port][i].timeLastDown = event->tfinger.timestamp;
break;
}
}
}
void PSP2EventSource::preprocessFingerUp(SDL_Event *event) {
// front (0) or back (1) panel
SDL_TouchID port = event->tfinger.touchId;
// id (for multitouch)
SDL_FingerID id = event->tfinger.fingerId;
// find out how many fingers were down before this event
int numFingersDown = 0;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id >= 0) {
numFingersDown++;
}
}
int x = _km.x / MULTIPLIER;
int y = _km.y / MULTIPLIER;
if (!ConfMan.getBool("touchpad_mouse_mode") && port == 0) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id == id) {
_finger[port][i].id = -1;
if ((event->tfinger.timestamp - _finger[port][i].timeLastDown) <= 250) {
// short (<250 ms) tap is interpreted as right/left mouse click depending on # fingers already down
if (numFingersDown == 2 || numFingersDown == 1) {
Uint8 simulatedButton = 0;
if (numFingersDown == 2) {
simulatedButton = SDL_BUTTON_RIGHT;
} else if (numFingersDown == 1) {
simulatedButton = SDL_BUTTON_LEFT;
}
event->type = SDL_MOUSEBUTTONDOWN;
event->button.button = simulatedButton;
event->button.x = x;
event->button.y = y;
SDL_Event ev;
ev.type = SDL_MOUSEBUTTONUP;
ev.button.button = simulatedButton;
ev.button.x = x;
ev.button.y = y;
SDL_PushEvent(&ev);
}
}
}
}
}
void PSP2EventSource::preprocessFingerMotion(SDL_Event *event) {
// front (0) or back (1) panel
SDL_TouchID port = event->tfinger.touchId;
// find out how many fingers were down before this event
int numFingersDown = 0;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_finger[port][i].id >= 0) {
numFingersDown++;
}
}
if (numFingersDown == 1) {
int x = _km.x / MULTIPLIER;
int y = _km.y / MULTIPLIER;
if (!ConfMan.getBool("touchpad_mouse_mode") && port == 0) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
} else {
// for relative mode, use the pointer speed setting
float speedFactor = 1.0;
switch (ConfMan.getInt("kbdmouse_speed")) {
// 0.25 keyboard pointer speed
case 0:
speedFactor = 0.25;
break;
// 0.5 speed
case 1:
speedFactor = 0.5;
break;
// 0.75 speed
case 2:
speedFactor = 0.75;
break;
// 1.0 speed
case 3:
speedFactor = 1.0;
break;
// 1.25 speed
case 4:
speedFactor = 1.25;
break;
// 1.5 speed
case 5:
speedFactor = 1.5;
break;
// 1.75 speed
case 6:
speedFactor = 1.75;
break;
// 2.0 speed
case 7:
speedFactor = 2.0;
break;
default:
speedFactor = 1.0;
}
// convert touch events to relative mouse pointer events
// Whenever an SDL_event involving the mouse is processed,
// _km.x/y are truncated from subpixel precision to regular pixel precision.
// Therefore, there's no need here to deal with subpixel precision in _km.x/y.
x = (_km.x / MULTIPLIER + (event->tfinger.dx * 1.25 * speedFactor * _km.x_max));
y = (_km.y / MULTIPLIER + (event->tfinger.dy * 1.25 * speedFactor * _km.y_max));
}
if (x > _km.x_max) {
x = _km.x_max;
} else if (x < 0) {
x = 0;
}
if (y > _km.y_max) {
y = _km.y_max;
} else if (y < 0) {
y = 0;
}
event->type = SDL_MOUSEMOTION;
event->motion.x = x;
event->motion.y = y;
}
}
void PSP2EventSource::convertTouchXYToGameXY(float touchX, float touchY, int *gameX, int *gameY) {
int screenWidth = 960;
int screenHeight = 544;
// Find touch coordinates in terms of Vita screen pixels
int screenTouchX = (int) (touchX * (float)screenWidth);
int screenTouchY = (int) (touchY * (float)screenHeight);
// Find four corners of game screen in Vita screen coordinates
// This depends on the fullscreen and aspect ratio correction settings (at least on Vita)
int gameXMin = 0;
int gameXMax = 0;
int gameYMin = 0;
int gameYMax = 0;
float aspectRatio = 4.0 / 3.0;
// vertical
if (ConfMan.getBool("fullscreen")) {
gameYMin = 0;
gameYMax = screenHeight;
} else {
if (_km.y_max <= 272) {
gameYMin = (screenHeight - (_km.y_max * 2)) / 2;
gameYMax = screenHeight - gameYMin;
} else {
gameYMin = (screenHeight - (_km.y_max)) / 2;
gameYMax = screenHeight - gameYMin;
}
}
// horizontal
if (ConfMan.getBool("aspect_ratio")) {
aspectRatio = 4.0/3.0;
} else {
aspectRatio = (float)_km.x_max / (float)_km.y_max;
}
gameXMin = (960 - ((float)(gameYMax - gameYMin) * aspectRatio)) / 2;
gameXMax = 960 - gameXMin;
// find game pixel coordinates corresponding to front panel touch coordinates
int x = ((screenTouchX - gameXMin) * _km.x_max) / (gameXMax - gameXMin);
int y = ((screenTouchY - gameYMin) * _km.y_max) / (gameYMax - gameYMin);
if (x < 0) {
x = 0;
} else if (x > _km.x_max) {
x = _km.x_max;
} else if (y < 0) {
y = 0;
} else if (y > _km.y_max) {
y = _km.y_max;
}
*gameX = x;
*gameY = y;
}
#endif
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