Files
tactility/Devices/simulator/Source/drivers/sdl_input.cpp
T
Adolfo Reyna 2060095028 feat(sim): web viewer at /sim + touch injection at /api/sim/touch
- GET /sim: live viewer page, 2s screenshot refresh, click-to-touch
- POST /api/sim/touch?x,y,down: injects into sdl-pointer backend,
  auto-releases after 1.5s; simulator-only (404 on ESP32)
- sdl_input: file-scope touch override state with extern C setters
2026-09-14 21:02:54 -04:00

183 lines
6.7 KiB
C++

// SPDX-License-Identifier: Apache-2.0
#include "sdl_input.h"
#include "sdl_display.h"
#include <tactility/drivers/keyboard.h>
#include <SDL2/SDL.h>
#include <cstdlib>
namespace {
constexpr size_t KEY_QUEUE_CAPACITY = 32;
SdlPointerState pointer_state = { 0, 0, false };
} // namespace
// Web touch-injection override (headless sim viewer). Guarded by tick count so
// a press auto-releases even if the viewer never sends the release event.
// File-scope (not anonymous namespace): the extern "C" setters below must be
// visible to the linker for WebServerService's touch endpoint.
bool touch_override_active = false;
SdlPointerState touch_override = { 0, 0, false };
uint32_t touch_override_until_tick = 0;
#define SIM_TOUCH_HOLD_MS 1500
extern "C" void sdl_input_set_touch_override(int32_t x, int32_t y, bool pressed) {
touch_override.x = x;
touch_override.y = y;
touch_override.pressed = pressed;
touch_override_active = pressed;
if (pressed) {
touch_override_until_tick = SDL_GetTicks() + SIM_TOUCH_HOLD_MS;
}
}
extern "C" void sdl_input_clear_touch_override(void) {
touch_override_active = false;
touch_override.pressed = false;
}
namespace {
uint32_t key_queue[KEY_QUEUE_CAPACITY];
size_t key_queue_head = 0;
size_t key_queue_count = 0;
bool text_input_started = false;
void push_key(uint32_t key) {
if (key == 0 || key_queue_count >= KEY_QUEUE_CAPACITY) {
return;
}
key_queue[(key_queue_head + key_queue_count) % KEY_QUEUE_CAPACITY] = key;
key_queue_count++;
}
// Mirrors LVGL's own lv_sdl_keyboard.c keycode_to_ctrl_key(): every key returns a real Unicode
// codepoint per KeyboardKeyData::key's contract - never an LV_KEY_* constant, even for keys with
// no ordinary character of their own (arrows, Tab/Shift+Tab as focus nav, Home/End), which use the
// CodePoint enum's standard Unicode symbols for the concept. lvgl-module's keyboard.cpp translates
// all of these back to LVGL's own sentinels (CODEPOINT_ESCAPE/BACKSPACE/DELETE already equal their
// LV_KEY_* counterpart numerically, so no translation is needed for those). Printable characters
// arrive separately via SDL_TEXTINPUT.
// The window can be freely resized (see sdl_display.cpp's SDL_WINDOW_RESIZABLE/
// SDL_RenderSetLogicalSize()), so raw SDL mouse coordinates are in window-pixel space, not the
// fixed logical resolution LVGL renders at. SDL_RenderWindowToLogical() is the renderer's own
// inverse of that scaling, accounting for both the scale factor and any letterbox offset.
void set_pointer_position(int32_t window_x, int32_t window_y) {
SDL_Renderer* renderer = sdl_display_get_renderer();
if (renderer == nullptr) {
pointer_state.x = window_x;
pointer_state.y = window_y;
return;
}
float logical_x, logical_y;
SDL_RenderWindowToLogical(renderer, window_x, window_y, &logical_x, &logical_y);
pointer_state.x = static_cast<int32_t>(logical_x);
pointer_state.y = static_cast<int32_t>(logical_y);
}
uint32_t keycode_to_key(SDL_Keycode sdl_key, bool shift) {
switch (sdl_key) {
case SDLK_RIGHT: return CODEPOINT_ARROW_RIGHT;
case SDLK_LEFT: return CODEPOINT_ARROW_LEFT;
case SDLK_UP: return CODEPOINT_ARROW_UP;
case SDLK_DOWN: return CODEPOINT_ARROW_DOWN;
case SDLK_ESCAPE: return CODEPOINT_ESCAPE;
case SDLK_BACKSPACE: return CODEPOINT_BACKSPACE;
case SDLK_DELETE: return CODEPOINT_DELETE;
case SDLK_RETURN:
case SDLK_KP_ENTER: return CODEPOINT_ENTER;
case SDLK_TAB: return CODEPOINT_TAB;
case SDLK_HOME: return CODEPOINT_HOME;
case SDLK_END: return CODEPOINT_END;
default: return 0;
}
}
} // namespace
void sdl_input_pump() {
if (!text_input_started) {
SDL_StartTextInput();
text_input_started = true;
}
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEMOTION:
set_pointer_position(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_LEFT) {
// event.button.x/y can be stale immediately after a window resize (an
// SDL/X11 event-queue quirk - confirmed by comparing against a live
// SDL_GetWindowSize() at the same instant). SDL_GetMouseState() queries the
// OS for the current pointer position directly, sidestepping that entirely.
int live_x, live_y;
SDL_GetMouseState(&live_x, &live_y);
set_pointer_position(live_x, live_y);
pointer_state.pressed = true;
}
break;
case SDL_MOUSEBUTTONUP:
if (event.button.button == SDL_BUTTON_LEFT) {
pointer_state.pressed = false;
}
break;
case SDL_KEYDOWN:
push_key(keycode_to_key(event.key.keysym.sym, (event.key.keysym.mod & KMOD_SHIFT) != 0));
break;
case SDL_TEXTINPUT:
// ASCII only (first byte of event.text.text) - sufficient for a simulator keyboard.
push_key(static_cast<uint8_t>(event.text.text[0]));
break;
case SDL_WINDOWEVENT:
// Resizing doesn't change what LVGL last rendered, only how large it should
// appear - re-present the existing frame at the new scale immediately, rather
// than leaving stale-looking content on screen until the next LVGL-driven flush.
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
sdl_display_present_now();
}
break;
case SDL_QUIT:
exit(0);
default:
break;
}
}
}
void sdl_input_get_pointer_state(SdlPointerState* out_state) {
if (touch_override_active) {
// Auto-release: viewer sends press only; LVGL needs press then release
// to register a click. Hold long enough for several indev polls.
if ((int32_t)(SDL_GetTicks() - touch_override_until_tick) >= 0) {
touch_override_active = false;
touch_override.pressed = false;
} else {
*out_state = touch_override;
return;
}
}
*out_state = pointer_state;
}
bool sdl_input_pop_key(uint32_t* out_key) {
if (key_queue_count == 0) {
return false;
}
*out_key = key_queue[key_queue_head];
key_queue_head = (key_queue_head + 1) % KEY_QUEUE_CAPACITY;
key_queue_count--;
return true;
}
bool sdl_input_has_queued_key() {
return key_queue_count > 0;
}