Touch input support for Windows
Had to add some logic to avoid touch and mouse cross-talk, because (at least on my laptop), the touch screen generates both kinds of events. This seems really useful [1] for the many [2] Skia developers with touch-enabled Windows devices. ---------- 1: No, not really. 2: N = 1? Bug: skia: Change-Id: Ib888bf4198f2cc0a29a31581ec4b64d3d9008c33 Reviewed-on: https://skia-review.googlesource.com/18920 Reviewed-by: Yuqian Li <liyuqian@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
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@ -39,6 +39,7 @@ public:
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bool isActive() { return fFlinger.isActive(); }
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void stop() { fFlinger.stop(); }
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bool isBeingTouched() { return kEmpty_State != fState; }
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const SkMatrix& localM();
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const SkMatrix& globalM() const { return fGlobalM; }
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@ -209,10 +209,8 @@ void SkTouchGesture::touchMoved(void* owner, float x, float y) {
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int index = this->findRec(owner);
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if (index < 0) {
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// not found, so I guess we should add it...
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SkDebugf("---- add missing begin\n");
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this->appendNewRec(owner, x, y);
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index = fTouches.count() - 1;
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SkDebugf("---- ignoring move without begin\n");
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return;
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}
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Rec& rec = fTouches[index];
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@ -220,7 +218,7 @@ void SkTouchGesture::touchMoved(void* owner, float x, float y) {
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// not sure how valuable this is
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if (fTouches.count() == 2) {
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if (close_enough_for_jitter(rec.fLastX, rec.fLastY, x, y)) {
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// SkDebugf("--- drop touchMove, withing jitter tolerance %g %g\n", rec.fLastX - x, rec.fLastY - y);
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// SkDebugf("--- drop touchMove, within jitter tolerance %g %g\n", rec.fLastX - x, rec.fLastY - y);
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return;
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}
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}
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@ -251,6 +251,7 @@ Viewer::Viewer(int argc, char** argv, void* platformData)
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, fColorMode(ColorMode::kLegacy)
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, fColorSpacePrimaries(gSrgbPrimaries)
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, fZoomLevel(0.0f)
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, fGestureDevice(GestureDevice::kNone)
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{
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static SkTaskGroup::Enabler kTaskGroupEnabler;
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SkGraphics::Init();
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@ -819,6 +820,9 @@ void Viewer::onPaint(SkCanvas* canvas) {
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}
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bool Viewer::onTouch(intptr_t owner, Window::InputState state, float x, float y) {
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if (GestureDevice::kMouse == fGestureDevice) {
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return false;
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}
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void* castedOwner = reinterpret_cast<void*>(owner);
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switch (state) {
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case Window::kUp_InputState: {
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@ -834,11 +838,15 @@ bool Viewer::onTouch(intptr_t owner, Window::InputState state, float x, float y)
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break;
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}
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}
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fGestureDevice = fGesture.isBeingTouched() ? GestureDevice::kTouch : GestureDevice::kNone;
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fWindow->inval();
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return true;
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}
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bool Viewer::onMouse(float x, float y, Window::InputState state, uint32_t modifiers) {
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if (GestureDevice::kTouch == fGestureDevice) {
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return false;
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}
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switch (state) {
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case Window::kUp_InputState: {
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fGesture.touchEnd(nullptr);
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@ -853,6 +861,7 @@ bool Viewer::onMouse(float x, float y, Window::InputState state, uint32_t modifi
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break;
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}
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}
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fGestureDevice = fGesture.isBeingTouched() ? GestureDevice::kMouse : GestureDevice::kNone;
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fWindow->inval();
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return true;
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}
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@ -91,7 +91,14 @@ private:
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sk_app::CommandSet fCommands;
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enum class GestureDevice {
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kNone,
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kTouch,
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kMouse,
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};
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SkTouchGesture fGesture;
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GestureDevice fGestureDevice;
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// identity unless the window initially scales the content to fit the screen.
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SkMatrix fDefaultMatrix;
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@ -114,6 +114,7 @@ bool Window_win::init(HINSTANCE hInstance) {
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}
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SetWindowLongPtr(fHWnd, GWLP_USERDATA, (LONG_PTR)this);
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RegisterTouchWindow(fHWnd, 0);
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return true;
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}
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@ -196,6 +197,7 @@ static uint32_t get_modifiers(UINT message, WPARAM wParam, LPARAM lParam) {
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if (wParam & MK_SHIFT) {
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modifiers |= Window::kShift_ModifierKey;
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}
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break;
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}
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return modifiers;
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@ -296,6 +298,34 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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get_modifiers(message, wParam, lParam));
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break;
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case WM_TOUCH: {
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uint16_t numInputs = LOWORD(wParam);
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std::unique_ptr<TOUCHINPUT[]> inputs(new TOUCHINPUT[numInputs]);
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if (GetTouchInputInfo((HTOUCHINPUT)lParam, numInputs, inputs.get(),
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sizeof(TOUCHINPUT))) {
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RECT rect;
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GetClientRect(hWnd, &rect);
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for (uint16_t i = 0; i < numInputs; ++i) {
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TOUCHINPUT ti = inputs[i];
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Window::InputState state;
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if (ti.dwFlags & TOUCHEVENTF_DOWN) {
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state = Window::kDown_InputState;
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} else if (ti.dwFlags & TOUCHEVENTF_MOVE) {
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state = Window::kMove_InputState;
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} else if (ti.dwFlags & TOUCHEVENTF_UP) {
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state = Window::kUp_InputState;
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} else {
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continue;
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}
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// TOUCHINPUT coordinates are in 100ths of pixels
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// Adjust for that, and make them window relative
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LONG tx = (ti.x / 100) - rect.left;
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LONG ty = (ti.y / 100) - rect.top;
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eventHandled = window->onTouch(ti.dwID, state, tx, ty) || eventHandled;
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}
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}
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} break;
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default:
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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