PSP2: make touch mouse clicks longer so all games receive them

Some games such as Gobliins or Dreamweb did not react to the
simulated touch mouse clicks because the clicks were too short.
This change ensures all games see the simulated clicks by
giving each click a minimum duration of 50 ms instead of being
as fast as possible.
This commit is contained in:
rsn8887 2018-03-28 00:11:32 -05:00
parent 2be2339a21
commit 880081aa2c
2 changed files with 46 additions and 7 deletions

View File

@ -44,6 +44,17 @@ PSP2EventSource::PSP2EventSource() {
}
_multiFingerDragging[port] = DRAG_NONE;
}
for (int port = 0; port < SCE_TOUCH_PORT_MAX_NUM; port++) {
for (int i = 0; i < 2; i++) {
_simulatedClickStartTime[port][i] = 0;
}
}
}
bool PSP2EventSource::pollEvent(Common::Event &event) {
finishSimulatedMouseClicks();
return SdlEventSource::pollEvent(event);
}
void PSP2EventSource::preprocessEvents(SDL_Event *event) {
@ -148,8 +159,12 @@ void PSP2EventSource::preprocessFingerUp(SDL_Event *event) {
Uint8 simulatedButton = 0;
if (numFingersDown == 2) {
simulatedButton = SDL_BUTTON_RIGHT;
// need to raise the button later
_simulatedClickStartTime[port][1] = event->tfinger.timestamp;
} else if (numFingersDown == 1) {
simulatedButton = SDL_BUTTON_LEFT;
// need to raise the button later
_simulatedClickStartTime[port][0] = event->tfinger.timestamp;
if (port == 0 && !ConfMan.getBool("frontpanel_touchpad_mode")) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
@ -159,13 +174,6 @@ void PSP2EventSource::preprocessFingerUp(SDL_Event *event) {
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);
}
}
}
@ -424,4 +432,30 @@ void PSP2EventSource::convertTouchXYToGameXY(float touchX, float touchY, int *ga
*gameY = _km.y_max;
}
}
void PSP2EventSource::finishSimulatedMouseClicks() {
for (int port = 0; port < SCE_TOUCH_PORT_MAX_NUM; port++) {
for (int i = 0; i < 2; i++) {
if (_simulatedClickStartTime[port][i] != 0) {
Uint32 currentTime = SDL_GetTicks();
if (currentTime - _simulatedClickStartTime[port][i] >= SIMULATED_CLICK_DURATION) {
int simulatedButton;
if (i == 0) {
simulatedButton = SDL_BUTTON_LEFT;
} else {
simulatedButton = SDL_BUTTON_RIGHT;
}
SDL_Event ev;
ev.type = SDL_MOUSEBUTTONUP;
ev.button.button = simulatedButton;
ev.button.x = _km.x / MULTIPLIER;
ev.button.y = _km.y / MULTIPLIER;
SDL_PushEvent(&ev);
_simulatedClickStartTime[port][i] = 0;
}
}
}
}
}
#endif

View File

@ -32,6 +32,7 @@
class PSP2EventSource : public SdlEventSource {
public:
PSP2EventSource();
bool pollEvent(Common::Event &event) override;
protected:
void preprocessEvents(SDL_Event *event) override;
private:
@ -40,6 +41,7 @@ private:
MAX_NUM_FINGERS = 3, // number of fingers to track per panel
MAX_TAP_TIME = 250, // taps longer than this will not result in mouse click events
MAX_TAP_MOTION_DISTANCE = 10, // max distance finger motion in Vita screen pixels to be considered a tap
SIMULATED_CLICK_DURATION = 50, // time in ms how long simulated mouse clicks should be
}; // track three fingers per panel
typedef struct {
@ -61,10 +63,13 @@ private:
DraggingType _multiFingerDragging[SCE_TOUCH_PORT_MAX_NUM]; // keep track whether we are currently drag-and-dropping
unsigned int _simulatedClickStartTime[SCE_TOUCH_PORT_MAX_NUM][2]; // initiation time of last simulated left or right click (zero if no click)
void preprocessFingerDown(SDL_Event *event);
void preprocessFingerUp(SDL_Event *event);
void preprocessFingerMotion(SDL_Event *event);
void convertTouchXYToGameXY(float touchX, float touchY, int *gameX, int *gameY);
void finishSimulatedMouseClicks(void);
};
#endif /* BACKEND_EVENTS_PSP2_H */