More incremental work on getting touch commands on Android. I've pinpointed a nasty problem that looks possibly like a compiler bug - the float values that are passed into SDL_SendFingerDown() are coming out junk on the other end. Probably an extra push of something on the stack, as when I tried using pointers to floats instead, the y value showed up in the x position.
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@@ -20,6 +20,8 @@
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*/
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#include "SDL_config.h"
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#include <android/log.h>
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/* General touch handling code for SDL */
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#include "SDL_events.h"
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@@ -324,11 +326,14 @@ SDL_SendFingerDown(SDL_TouchID id, SDL_FingerID fingerid, SDL_bool down,
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return SDL_TouchNotFoundError(id);
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}
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//scale to Integer coordinates
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x = (Uint16)((xin+touch->x_min)*(touch->xres)/(touch->native_xres));
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y = (Uint16)((yin+touch->y_min)*(touch->yres)/(touch->native_yres));
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pressure = (Uint16)((yin+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres));
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pressure = (Uint16)((pressurein+touch->pressure_min)*(touch->pressureres)/(touch->native_pressureres));
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char buffer[64];
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sprintf(buffer, "Finger Down: xin: %g yin: %g x: %d y: %d", xin, yin, x, y);
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__android_log_write(ANDROID_LOG_DEBUG, "Wagic", buffer);
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finger = SDL_GetFinger(touch,fingerid);
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if(down) {
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@@ -44,10 +44,11 @@ SDL_Touch* CreateTouchInstance()
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touch.id = gTouchID;
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touch.x_min = 0;
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touch.x_max = 1;
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touch.native_xres = touch.x_max - touch.x_min;
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touch.native_xres = touch.xres = 1;
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touch.xres = 1;
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touch.y_min = 0;
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touch.y_max = 1;
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touch.native_yres = touch.y_max - touch.y_min;
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touch.native_yres = touch.yres = 1;
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touch.pressure_min = 0;
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touch.pressure_max = 1;
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touch.native_pressureres = touch.pressure_max - touch.pressure_min;
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@@ -74,19 +75,23 @@ void Android_OnTouch(int action, float x, float y, float p)
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touch = CreateTouchInstance();
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}
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char buffer[64];
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sprintf(buffer, "Touch action: %d x: %f y: %f", action, x, y);
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__android_log_write(ANDROID_LOG_DEBUG, "Wagic", buffer);
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switch(action)
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{
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case ACTION_DOWN:
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SDL_SendFingerDown(touch->id, 1, 1, x, y, p);
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SDL_SendFingerDown(touch->id, 1, SDL_TRUE, &x, &y, &p);
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//SDL_SendMouseButton(Android_Window, SDL_PRESSED, SDL_BUTTON_LEFT);
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break;
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case ACTION_MOVE:
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SDL_SendTouchMotion(touch->id, 1, 0, x, y, 1);
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SDL_SendTouchMotion(touch->id, 1, SDL_FALSE, x, y, 1);
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break;
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case ACTION_UP:
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SDL_SendFingerDown(touch->id, 1, 0, x, y, p);
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SDL_SendFingerDown(touch->id, 1, SDL_FALSE, &x, &y, p);
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//SDL_SendMouseButton(Android_Window, SDL_RELEASED, SDL_BUTTON_LEFT);
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break;
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}
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