hide touch input after 10 sec
@@ -63,6 +63,8 @@ static struct
} keyboard;
+ u32 touchCounter;
+
struct
{
GPU_Image* texture;
@@ -439,6 +441,8 @@ static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y)
static void processTouchKeyboard()
{
+ if(platform.touchCounter == 0) return;
+
enum{Cols=KBD_COLS, Rows=KBD_ROWS};
s32 w, h;
@@ -499,6 +503,8 @@ static void processTouchGamepad()
{
platform.gamepad.touch.data = 0;
+ if(platform.touchCounter == 0) return;
+
const s32 size = platform.gamepad.part.size;
s32 x = 0, y = 0;
@@ -666,6 +672,16 @@ static void processJoysticks()
static void processGamepad()
{
#if !defined(__EMSCRIPTEN__) && !defined(__MACOSX__)
+ {
+ s32 devices = SDL_GetNumTouchDevices();
+ for (s32 i = 0; i < devices; i++)
+ if(SDL_GetNumTouchFingers(SDL_GetTouchDevice(i)) > 0)
+ platform.touchCounter = 10 * TIC_FRAMERATE;
+
+ if(platform.touchCounter)
+ platform.touchCounter--;
+ }
+
processTouchGamepad();
processTouchKeyboard();
#endif
@@ -804,10 +820,11 @@ static void blitSound()
static void renderKeyboard()
{
+ if(platform.touchCounter == 0) return;
+
SDL_Rect rect;
SDL_GetWindowSize(platform.window, &rect.w, &rect.h);
-
GPU_Rect src = {OFFSET_LEFT, OFFSET_TOP, KBD_COLS*TIC_SPRITESIZE, KBD_ROWS*TIC_SPRITESIZE};
float scale = rect.w/src.w;
GPU_Rect dst = (GPU_Rect){0, rect.h - KBD_ROWS*TIC_SPRITESIZE*scale, scale, scale};
@@ -853,6 +870,8 @@ static void renderKeyboard()
static void renderGamepad()
{
+ if(platform.touchCounter == 0) return;
+
const s32 tileSize = platform.gamepad.part.size;
const SDL_Point axis = platform.gamepad.part.axis;
typedef struct { bool press; s32 x; s32 y;} Tile;
@@ -1292,9 +1311,11 @@ static void gpuTick()
renderCursor();
+#if !defined(__EMSCRIPTEN__) && !defined(__MACOSX__)
platform.studio->isGamepadMode()
? renderGamepad()
: renderKeyboard();
+#endif
}
GPU_Flip(platform.gpu.screen);
