I need help. I make game for blackberry playbook, but i have trouble with multitouch event handling. I use CInput class taken from examples for handling touch events, it work(all touch have right coords and touch count right too) but when make 2 touch and release touch in same time CInput not release 1 events and all going wrong like i not release touch. I can see this bug in simulator or on playbook. this part code for work with touch. How i can fix it? thanks if someone can help. sorry for bad english

void touchUpdate()
{
    g_Input.Update();
    printf("count %d\n", g_Input.getTouchCount());
    if (g_Input.getTouchCount() != 0)
    {
        CTouch* touch;
        if (g_Input.isMultiTouch())
        {
            for (int i = 0; i < g_Input.getTouchCount(); i++)
            {
                touch = g_Input.getTouch(i);
                if (touch != NULL)
                {
                    if (!touch->active)
                    {
                        touch->x = -1;
                        touch->y = -1;
                        continue;
                    }
                    else if (checkButton(&btnAction, touch))
                    {
                        if (menu->isGameEnabled())
                        {
                            currentGame->eventAction();
                        }
                        else
                        {
                            currentGame = menu->eventAction();
                        }
                        continue;
                    }
                    else if (checkButton(&btnUp, touch))
                    {
                        if (menu->isGameEnabled())
                        {
                            currentGame->eventUp();
                        }
                        else
                        {
                            menu->eventUp();
                        }
                        continue;
                    }
                    else if (checkButton(&btnDown, touch))
                    {
                        if (menu->isGameEnabled())
                        {
                            currentGame->eventDown();
                        }
                        else
                        {
                            menu->eventDown();
                        }
                        continue;
                    }
                    else if (checkButton(&btnLeft, touch))
                    {
                        if (menu->isGameEnabled())
                        {
                            currentGame->eventLeft();
                        }
                        else
                        {
                            menu->eventLeft();
                        }
                        continue;
                    }
                    else if (checkButton(&btnRight, touch))
                    {
                        if (menu->isGameEnabled())
                        {
                            currentGame->eventRight();
                        }
                        else
                        {
                            menu->eventRight();
                        }
                        continue;
                    }
                    else if (checkButton(&btnPause, touch))
                    {
                        if (menu->isGameEnabled())
                        {
                            currentGame->eventPause();
                        }
                        continue;
                    }
                    else if (checkButton(&btnSound, touch))
                    {
                        //  off/on sound
                        continue;
                    }
                    else if (checkButton(&btnMenu, touch))
                    {
                        //  force drop to menu
                        if (menu->isGameEnabled())
                        {
                            currentGame->eventMenu();
                        }
                        continue;
                    }
                }
            }
        }
    }
}

currentGame->eventMenu(), currentGame->eventUp(), etc... it just functions in game logic or main menu. this functions must call always when button pressed.

struct roundButton
{
    int  x, y;
    int  radius;
    bool pressed;
};

bool checkButton(roundButton *button, CTouch *touch)
{
    if ((button->x - touch->x) * (button->x - touch->x) + (button->y - touch->y) * (button->y - touch->y) <= button->radius * button->radius)
    {
        button->pressed = true;
        return true;
    }
    return false;
}

this is how i check my buttons pressed or not

#ifndef SRC_INPUT_H_
#define SRC_INPUT_H_

#include "IwGeom.h"
#include "s3ePointer.h"

#define MAX_TOUCHES 2

struct CTouch
{
public:
    int  x, y;
    bool active;
    int  id;
};

class CInput
{
private:
    bool        Available;                                          // true if a pointer is present
    bool        IsMultiTouch;                                       // true if multitouch is enabled
    CTouch      Touches[MAX_TOUCHES];                               // List of potential touches
public:
    bool        isAvailable() const { return Available; }           // Returns availability of the pointer
    bool        isMultiTouch() const { return IsMultiTouch; }       // Returns multitouch capability
    CTouch*     getTouchByID(int id);                               // returns the touch identified by its id
    CTouch*     getTouch(int index) { return &Touches[index]; }     // Gets a specific touch
    CTouch*     findTouch(int id);                                  // Finds a specific touch by its id
    int         getTouchCount() const;                              // Get number of touches this frame
public:
    bool        Init();                                             // Initialises the input system (returns true if pointer is supported)
    void        Release();                                          // Releases data used by the input system
    void        Update();                                           // Updates the input system, called every frame
};

extern CInput g_Input;

#endif  // SRC_INPUT_H_

CInput class

#include "input.h"

CInput g_Input;

void HandleMultiTouchButtonCB(s3ePointerTouchEvent* event)
{
    CTouch* touch = g_Input.findTouch(event->m_TouchID);
    if (touch != NULL)
    {
        touch->active = event->m_Pressed != 0;
        touch->x = event->m_x;
        touch->y = event->m_y;
    }
}

void HandleMultiTouchMotionCB(s3ePointerTouchMotionEvent* event)
{
    CTouch* touch = g_Input.findTouch(event->m_TouchID);
    if (touch != NULL)
    {
        touch->x = event->m_x;
        touch->y = event->m_y;
    }
}

void HandleSingleTouchButtonCB(s3ePointerEvent* event)
{
    CTouch* touch = g_Input.getTouch(0);
    touch->active = event->m_Pressed != 0;
    touch->x = event->m_x;
    touch->y = event->m_y;
}

void HandleSingleTouchMotionCB(s3ePointerMotionEvent* event)
{
    CTouch* touch = g_Input.getTouch(0);
    touch->x = event->m_x;
    touch->y = event->m_y;
}

CTouch* CInput::findTouch(int id)
{
    if (!Available)
        return NULL;

    for (int t = 0; t < MAX_TOUCHES; t++)
    {
        if (Touches[t].id == id)
            return &Touches[t];
        if (!Touches[t].active)
        {
            Touches[t].id = id;
            return &Touches[t];
        }
    }

    return NULL;
}

CTouch* CInput::getTouchByID(int id)
{
    for (int t = 0; t < MAX_TOUCHES; t++)
    {
        if (Touches[t].active && Touches[t].id == id)
            return &Touches[t];
    }

    return NULL;
}

int CInput::getTouchCount() const
{
    if (!Available)
        return 0;

    int count = 0;
    for (int t = 0; t < MAX_TOUCHES; t++)
    {
        if (Touches[t].active)
            count++;
    }

    return count;
}

bool CInput::Init()
{
    Available = s3ePointerGetInt(S3E_POINTER_AVAILABLE) ? true : false;
    if (!Available)
        return false;

    for (int t = 0; t < MAX_TOUCHES; t++)
    {
        Touches[t].active = false;
        Touches[t].id = 0;
    }
    IsMultiTouch = s3ePointerGetInt(S3E_POINTER_MULTI_TOUCH_AVAILABLE) ? true : false;
    if (IsMultiTouch)
    {
        s3ePointerRegister(S3E_POINTER_TOUCH_EVENT, (s3eCallback)HandleMultiTouchButtonCB, NULL);
        s3ePointerRegister(S3E_POINTER_TOUCH_MOTION_EVENT, (s3eCallback)HandleMultiTouchMotionCB, NULL);
    }
    else
    {
        s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, (s3eCallback)HandleSingleTouchButtonCB, NULL);
        s3ePointerRegister(S3E_POINTER_MOTION_EVENT, (s3eCallback)HandleSingleTouchMotionCB, NULL);
    }
    return true;
}

void CInput::Release()
{
    if (Available)
    {
        if (IsMultiTouch)
        {
            s3ePointerUnRegister(S3E_POINTER_TOUCH_EVENT, (s3eCallback)HandleMultiTouchButtonCB);
            s3ePointerUnRegister(S3E_POINTER_TOUCH_MOTION_EVENT, (s3eCallback)HandleMultiTouchMotionCB);
        }
        else
        {
            s3ePointerUnRegister(S3E_POINTER_BUTTON_EVENT, (s3eCallback)HandleSingleTouchButtonCB);
            s3ePointerUnRegister(S3E_POINTER_MOTION_EVENT, (s3eCallback)HandleSingleTouchMotionCB);
        }
    }
}

void CInput::Update()
{
    if (Available)
        s3ePointerUpdate();
}
有帮助吗?

解决方案

I find the bug. Function findTouch can return even not active touches. So fix looks like

CTouch* CInput::findTouch(int id)
{
    if (!Available)
        return NULL;

    for (int t = 0; t < MAX_TOUCHES; t++)
    {
        if (Touches[t].id == id)
        return &Touches[t];
    }
    for (int t = 0; t < MAX_TOUCHES; t++)
    {
        if (!Touches[t].active)
        {
            Touches[t].id = id;
            return &Touches[t];
        }
    }

     return NULL;
}
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