Initial Cross Platform Work
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include/pd/ui7/input_api.hpp
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130
include/pd/ui7/input_api.hpp
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/core/core.hpp>
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#include <pd/lithium/renderer.hpp>
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#include <pd/ui7/id.hpp>
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namespace PD {
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namespace UI7 {
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class InputHandler : public SmartCtor<InputHandler> {
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public:
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InputHandler(Hid::Ref inp_drv) {
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DragTime = Timer::New(false);
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Inp = inp_drv;
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}
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~InputHandler() = default;
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/**
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* Function to Check if current Object is dragged
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* or set it dragged
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* @param id ID to identify this specific Object
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* @param area Area where to start dragging
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* @return if inputs to this objects are alowed or not
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*/
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bool DragObject(const UI7::ID& id, fvec4 area) {
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if (CurrentMenu != FocusedMenu) {
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return false;
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}
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if (IsObjectDragged()) {
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// Only block if the Dragged Object has a difrent id
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if (DraggedObject != id) {
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return false;
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}
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}
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// Get a Short define for touch pos
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vec2 p = Inp->TouchPos();
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// Check if Drag starts in the area position
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if (Inp->IsDown(Inp->Touch) && LI::Renderer::InBox(p, area)) {
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// Set ID and iniatial Positions
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DraggedObject = id;
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DragSourcePos = p;
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DragPosition = p;
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DragLastPosition = p;
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DragDestination = area;
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// Reset and Start DragTimer
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DragTime->Reset();
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DragTime->Rseume();
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return false; // To make sure the Object is "Dragged"
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} else if (Inp->IsHeld(Inp->Touch) && IsObjectDragged()) {
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// Update DragLast and DragPoisition
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DragLastPosition = DragPosition;
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DragPosition = p;
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} else if (Inp->IsUp(Inp->Touch) && IsObjectDragged()) {
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// Released... Everything gets reset
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DraggedObject = 0;
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DragPosition = 0;
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DragSourcePos = 0;
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DragLastPosition = 0;
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DragDestination = 0;
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// Set Drag released to true (only one frame)
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// and Only if still in Box
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DragReleased = LI::Renderer::InBox(Inp->TouchPosLast(), area);
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DragReleasedAW = true; // Advanced
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u64 d_rel = Sys::GetTime();
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if (d_rel - DragLastReleased < DoubleClickTime) {
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DragDoubleRelease = true;
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DragLastReleased = 0; // Set 0 to prevent double exec
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} else {
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DragLastReleased = d_rel;
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}
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// Ensure timer is paused
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DragTime->Pause();
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DragTime->Reset();
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// Still return The Object is Dragged to ensure
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// the DragReleased var can be used
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return true;
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}
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return IsObjectDragged();
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}
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void Update() {
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DragTime->Update();
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DragReleased = false;
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DragReleasedAW = false;
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DragDoubleRelease = false;
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}
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u64 DoubleClickTime = 500; // Milliseconds
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u32 FocusedMenu = 0;
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fvec4 FocusedMenuRect;
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u32 CurrentMenu = 0;
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u32 DraggedObject = 0;
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fvec2 DragSourcePos = 0;
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fvec2 DragPosition = 0;
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fvec2 DragLastPosition = 0;
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fvec4 DragDestination = 0;
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Timer::Ref DragTime;
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u64 DragLastReleased = 0;
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bool DragReleased = false; ///< Drag Releaded in Box
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bool DragReleasedAW = false; ///< Drag Released Anywhere
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bool DragDoubleRelease = false; ///< Double Click
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/** Check if an object is Dragged already */
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bool IsObjectDragged() const { return DraggedObject != 0; }
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Hid::Ref Inp;
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};
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} // namespace UI7
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} // namespace PD
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