# Pointer and hardware key events
module input_events
-import mnit_input
-import android
+import mnit::input
+import android::game
in "C header" `{
#include <android/log.h>
return AMotionEvent_getPointerCount(self);
`}
- # Did this motion event just started?
- fun just_went_down: Bool `{
- return (AMotionEvent_getAction(self) & AMOTION_EVENT_ACTION_MASK) == AMOTION_EVENT_ACTION_DOWN;
- `}
-
fun edge: Int `{
return AMotionEvent_getEdgeFlags(self);
`}
`}
fun action: AMotionEventAction `{ return AMotionEvent_getAction(self); `}
+
+ fun native_down_time: Int `{ return AMotionEvent_getDownTime(self); `}
end
private extern class AMotionEventAction `{ int32_t `}
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
fun is_move: Bool do return action == 2
return [for i in native.pointers_count.times do new AndroidPointerEvent(self, i)]
end
- redef fun just_went_down: Bool do return native.just_went_down
+ # 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 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
return null
end
end
+
+ # Time when the user originally pressed down to start a stream of position events
+ #
+ # The return value is in the `java.lang.System.nanoTime()` time base.
+ fun down_time: Int do return native.native_down_time
end
# A pointer event
private var pointer_index: Int
- redef fun x: Float do return native_x(motion_event.native, pointer_index)
+ redef fun x do return native_x(motion_event.native, pointer_index)
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_index)
+ redef fun y do return native_y(motion_event.native, pointer_index)
private fun native_y(motion_event: NativeAndroidMotionEvent, pointer_index: Int): Float `{
return AMotionEvent_getY(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
- redef fun depressed do return not pressed
+ redef fun is_move do return motion_event.acting_pointer == self and
+ motion_event.native.action.is_move
# 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)
+ redef fun pointer_id 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);
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(self); `}
- redef fun to_c `{
+ redef fun to_c
+ do
+ var i = native_to_c
+ if i == 0 then return null
+ return i.code_point
+ end
+
+ private fun native_to_c: Int `{
int code = AKeyEvent_getKeyCode(self);
if (code >= AKEYCODE_0 && code <= AKEYCODE_9)
return '0'+code-AKEYCODE_0;