# Pointer and hardware key events
module input_events
-import mnit_input
+import mnit::input
import android
in "C header" `{
private extern class NativeAndroidMotionEvent `{AInputEvent *`}
fun pointers_count: Int `{
- return AMotionEvent_getPointerCount(recv);
- `}
-
- # Did this motion event just started?
- fun just_went_down: Bool `{
- return (AMotionEvent_getAction(recv) & AMOTION_EVENT_ACTION_MASK) == AMOTION_EVENT_ACTION_DOWN;
+ return AMotionEvent_getPointerCount(self);
`}
fun edge: Int `{
- return AMotionEvent_getEdgeFlags(recv);
+ return AMotionEvent_getEdgeFlags(self);
`}
# Get the non-primary pointer id that just went down (returns -1 or > 0)
fun index_down_pointer: Int `{
- int a = AMotionEvent_getAction(recv);
+ int a = AMotionEvent_getAction(self);
if ((a & AMOTION_EVENT_ACTION_MASK) == AMOTION_EVENT_ACTION_POINTER_DOWN)
return (a & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
else return -1;
`}
- fun action: AMotionEventAction `{ return AMotionEvent_getAction(recv); `}
+ fun action: AMotionEventAction `{ return AMotionEvent_getAction(self); `}
end
private extern class AMotionEventAction `{ int32_t `}
- fun action: Int `{ return recv & AMOTION_EVENT_ACTION_MASK; `}
+ fun action: Int `{ return self & AMOTION_EVENT_ACTION_MASK; `}
+
+ # Pointer index concerned by this action
+ #
+ # Require: `is_pointer_down or is_pointer_up`
+ fun pointer_index: Int `{
+ return (self & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+ `}
fun is_down: Bool do return action == 0
fun is_up: Bool do return action == 1
private var native: NativeAndroidMotionEvent
- private var pointers_cache: nullable Array[AndroidPointerEvent] = null
-
# Pointers (or fingers) composing this motion event
- fun pointers: Array[AndroidPointerEvent]
- do
- if pointers_cache != null then
- return pointers_cache.as(not null)
- else
- var pointers = new Array[AndroidPointerEvent]
- var pointers_count = native.pointers_count
- for i in [0 .. pointers_count [do
- var pointer_event = new AndroidPointerEvent(self, i)
- pointers.add(pointer_event)
- end
- pointers_cache = pointers
- return pointers
+ var pointers: Array[AndroidPointerEvent] is lazy do
+ return [for i in native.pointers_count.times do new AndroidPointerEvent(self, i)]
+ end
+
+ # The pointer (or finger) causing this event
+ var acting_pointer: AndroidPointerEvent is lazy do
+ var action = native.action
+ var index = 0
+
+ if action.is_pointer_down or action.is_pointer_up then
+ index = native.action.pointer_index
end
+
+ return new AndroidPointerEvent(self, index)
end
- redef fun just_went_down: Bool do return native.just_went_down
+ redef fun just_went_down do return native.action.is_down or native.action.is_pointer_down
# Was the top edge of the screen intersected by this event?
fun touch_to_edge: Bool do return native.edge == 1
private var motion_event: AndroidMotionEvent
- private var pointer_id: Int
+ private var pointer_index: Int
- redef fun x: Float do return native_x(motion_event.native, pointer_id)
+ redef fun x do return native_x(motion_event.native, pointer_index)
- private fun native_x(motion_event: NativeAndroidMotionEvent, pointer_id: Int): Float `{
- return AMotionEvent_getX(motion_event, pointer_id);
+ private fun native_x(motion_event: NativeAndroidMotionEvent, pointer_index: Int): Float `{
+ return AMotionEvent_getX(motion_event, pointer_index);
`}
- redef fun y: Float do return native_y(motion_event.native, pointer_id)
+ redef fun y do return native_y(motion_event.native, pointer_index)
- private fun native_y(motion_event: NativeAndroidMotionEvent, pointer_id: Int): Float `{
- return AMotionEvent_getY(motion_event, pointer_id);
+ private fun native_y(motion_event: NativeAndroidMotionEvent, pointer_index: Int): Float `{
+ return AMotionEvent_getY(motion_event, pointer_index);
`}
# Pressure applied by this pointer
- fun pressure: Float do return native_pressure(motion_event.native, pointer_id)
+ fun pressure: Float do return native_pressure(motion_event.native, pointer_index)
- private fun native_pressure(motion_event: NativeAndroidMotionEvent, pointer_id: Int): Float `{
- return AMotionEvent_getPressure(motion_event, pointer_id);
+ private fun native_pressure(motion_event: NativeAndroidMotionEvent, pointer_index: Int): Float `{
+ return AMotionEvent_getPressure(motion_event, pointer_index);
`}
redef fun pressed
do
var action = motion_event.native.action
- return action.is_down or action.is_move
+ return action.is_down or action.is_move or action.is_pointer_down
end
+ # Is this a move event?
+ fun is_move: Bool do return motion_event.acting_pointer == self and
+ motion_event.native.action.is_move
+
redef fun depressed do return not pressed
# Does this pointer just began touching the screen?
- fun just_went_down: Bool
- do
- return motion_event.down_pointer == self
- end
+ fun just_went_down: Bool do return motion_event.acting_pointer == self and
+ motion_event.just_went_down
+
+ # Unique id of this pointer since the beginning of the gesture
+ fun pointer_id: Int do return native_pointer_id(motion_event.native, pointer_index)
+
+ private fun native_pointer_id(motion_event: NativeAndroidMotionEvent, pointer_index: Int): Int `{
+ return AMotionEvent_getPointerId(motion_event, pointer_index);
+ `}
end
# An hardware key event
super KeyEvent
super AndroidInputEvent
- private fun action: Int `{ return AKeyEvent_getAction(recv); `}
+ private fun action: Int `{ return AKeyEvent_getAction(self); `}
- redef fun is_down: Bool do return action == 0
- redef fun is_up: Bool do return action == 1
+ redef fun is_down do return action == 0
+ redef fun is_up do return action == 1
# Hardware code of the key raising this event
- fun key_code: Int `{ return AKeyEvent_getKeyCode(recv); `}
+ fun key_code: Int `{ return AKeyEvent_getKeyCode(self); `}
redef fun to_c `{
- int code = AKeyEvent_getKeyCode(recv);
+ int code = AKeyEvent_getKeyCode(self);
if (code >= AKEYCODE_0 && code <= AKEYCODE_9)
return '0'+code-AKEYCODE_0;
if (code >= AKEYCODE_A && code <= AKEYCODE_Z)