[sdl2] key click animation looks good.
- down texture is bad - lost mouse long press to stick
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parent
d3a181682c
commit
36c1f9b607
1 changed files with 29 additions and 71 deletions
100
src/ui_sdl2.c
100
src/ui_sdl2.c
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@ -681,14 +681,8 @@ static void create_buttons_textures( void )
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static void _draw_key( int hpkey )
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{
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int x = KEYBOARD_OFFSET_X + BUTTONS[ hpkey ].x;
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int y = KEYBOARD_OFFSET_Y + BUTTONS[ hpkey ].y;
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if ( keyboard[ hpkey ].pressed ) {
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// x += 1;
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y += 1;
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}
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__draw_texture( x, y, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h,
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/* keyboard[ hpkey ].pressed ? buttons_textures[ hpkey ].down : */ buttons_textures[ hpkey ].up );
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__draw_texture( KEYBOARD_OFFSET_X + BUTTONS[ hpkey ].x, KEYBOARD_OFFSET_Y + BUTTONS[ hpkey ].y, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h,
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keyboard[ hpkey ].pressed ? buttons_textures[ hpkey ].down : buttons_textures[ hpkey ].up );
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}
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static void _draw_keys( void )
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@ -846,7 +840,7 @@ static void _draw_background_LCD( void ) { __draw_rect( display_offset_x, displa
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// Show the hp key which is being pressed
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static void _show_key( int hpkey )
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{
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if ( hpkey < 0 )
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if ( config.hide_chrome || hpkey < 0 )
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return;
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SDL_SetRenderTarget( renderer, main_texture );
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@ -997,6 +991,28 @@ static inline void draw_row( long addr, int row )
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draw_nibble( i, row, read_nibble( addr + i ) );
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}
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static int sdl_press_key( int hpkey )
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{
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if ( hpkey == -1 || keyboard[ hpkey ].pressed )
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return -1;
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press_key( hpkey );
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_show_key( hpkey );
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return hpkey;
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}
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static int sdl_release_key( int hpkey )
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{
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if ( hpkey == -1 || !keyboard[ hpkey ].pressed )
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return -1;
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release_key( hpkey );
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_show_key( hpkey );
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return hpkey;
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}
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/**********/
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/* public */
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/**********/
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@ -1004,26 +1020,6 @@ void sdl_get_event( void )
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{
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SDL_Event event;
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int hpkey = -1;
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static int lasthpkey = -1; // last key that was pressed or -1 for none
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static int lastticks = -1; // time at which a key was pressed or -1 if timer expired
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static bool lastislongpress = false; // last key press was a long press
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static int pressed_hpkey = -1; // Indicate if a key is being held down by
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// a finger (not set for long presses)
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// Check whether long pres on key
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if ( lastticks > 0 && ( SDL_GetTicks() - lastticks > 750 ) ) {
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// time elapsed
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lastticks = -1;
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// Check that the mouse is still on the same last key
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int x, y;
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int state = SDL_GetMouseState( &x, &y );
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if ( state & SDL_BUTTON( 1 ) && mouse_click_to_hpkey( x, y ) == lasthpkey )
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lastislongpress = true;
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}
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// Iterate as long as there are events
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while ( SDL_PollEvent( &event ) ) {
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switch ( event.type ) {
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@ -1033,55 +1029,17 @@ void sdl_get_event( void )
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break;
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case SDL_MOUSEBUTTONDOWN:
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hpkey = mouse_click_to_hpkey( event.button.x, event.button.y );
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// React to mouse up/down when click over a button
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if ( hpkey == -1 || keyboard[ hpkey ].pressed )
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break;
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pressed_hpkey = hpkey;
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press_key( hpkey );
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_show_key( pressed_hpkey );
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lasthpkey = hpkey;
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// Start timer
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lastticks = SDL_GetTicks();
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sdl_press_key( mouse_click_to_hpkey( event.button.x, event.button.y ) );
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break;
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case SDL_MOUSEBUTTONUP:
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hpkey = mouse_click_to_hpkey( event.button.x, event.button.y );
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// React to mouse up/down when click over a button
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if ( hpkey == -1 )
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break;
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if ( !lastislongpress ) {
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release_all_keys();
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lasthpkey = -1; // No key is pressed anymore
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}
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_show_key( pressed_hpkey );
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pressed_hpkey = -1;
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// Stop timer, clear long key press
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lastticks = -1;
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lastislongpress = false;
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sdl_release_key( mouse_click_to_hpkey( event.button.x, event.button.y ) );
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break;
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case SDL_KEYDOWN:
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hpkey = sdlkey_to_hpkey( event.key.keysym.sym );
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if ( hpkey == -1 || keyboard[ hpkey ].pressed )
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break;
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pressed_hpkey = hpkey;
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press_key( hpkey );
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_show_key( pressed_hpkey );
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sdl_press_key( sdlkey_to_hpkey( event.key.keysym.sym ) );
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break;
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case SDL_KEYUP:
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hpkey = sdlkey_to_hpkey( event.key.keysym.sym );
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if ( hpkey == -1 )
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break;
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release_key( hpkey );
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_show_key( pressed_hpkey );
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pressed_hpkey = -1;
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sdl_release_key( sdlkey_to_hpkey( event.key.keysym.sym ) );
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break;
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}
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}
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