nuttx-apps/games/brickmatch/bm_input_touch.h
aviralgarg05 68aa7a838b games/brickmatch: add touchscreen input and module support
Route touch presses through BrickMatch's input layer and allow the game to build as a module.

Signed-off-by: aviralgarg05 <gargaviral99@gmail.com>
2026-08-20 09:17:22 -03:00

173 lines
4.4 KiB
C

/****************************************************************************
* apps/games/brickmatch/bm_input_touch.h
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership. The
* ASF licenses this file to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance with the
* License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations
* under the License.
*
****************************************************************************/
#ifndef __APPS_GAMES_BRICKMATCH_BM_INPUT_TOUCH_H
#define __APPS_GAMES_BRICKMATCH_BM_INPUT_TOUCH_H
/****************************************************************************
* Included Files
****************************************************************************/
#include <nuttx/config.h>
#include <errno.h>
#include <fcntl.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <nuttx/input/touchscreen.h>
#include "bm_inputs.h"
/****************************************************************************
* Preprocessor Definitions
****************************************************************************/
/* Touch origin for the current swipe. */
static bool g_bm_touch_active;
static int32_t g_bm_touch_origin_x;
static int32_t g_bm_touch_origin_y;
/****************************************************************************
* Name: dev_input_init
*
* Description:
* Initialize input method.
*
* Parameters:
* dev - Input state data
*
* Returned Value:
* Zero (OK) is returned on success. A negated errno value is returned on
* failure.
*
****************************************************************************/
int dev_input_init(FAR struct input_state_s *dev)
{
dev->fd_touch = open(CONFIG_GAMES_BRICKMATCH_TOUCH_DEVPATH,
O_RDONLY | O_NONBLOCK);
if (dev->fd_touch < 0)
{
int errcode = errno;
fprintf(stderr, "ERROR: Failed to open %s: %d\n",
CONFIG_GAMES_BRICKMATCH_TOUCH_DEVPATH, errcode);
return -errcode;
}
g_bm_touch_active = false;
return OK;
}
/****************************************************************************
* Name: dev_read_input
*
* Description:
* Convert a touchscreen swipe to a game direction.
*
* Parameters:
* dev - Input state data
*
* Returned Value:
* Zero (OK)
*
****************************************************************************/
int dev_read_input(FAR struct input_state_s *dev)
{
struct touch_sample_s sample;
int32_t dx;
int32_t dy;
ssize_t nbytes;
dev->dir = DIR_NONE;
nbytes = read(dev->fd_touch, &sample, sizeof(sample));
if (nbytes < 0)
{
if (errno == EAGAIN || errno == EWOULDBLOCK)
{
usleep(10000);
return OK;
}
return -errno;
}
if (nbytes != sizeof(sample) || sample.npoints < 1)
{
return OK;
}
if (sample.point[0].flags & TOUCH_UP)
{
g_bm_touch_active = false;
return OK;
}
if ((sample.point[0].flags & TOUCH_POS_VALID) == 0)
{
return OK;
}
if (sample.point[0].flags & TOUCH_DOWN)
{
g_bm_touch_active = true;
g_bm_touch_origin_x = sample.point[0].x;
g_bm_touch_origin_y = sample.point[0].y;
return OK;
}
if (!g_bm_touch_active)
{
return OK;
}
dx = sample.point[0].x - g_bm_touch_origin_x;
dy = sample.point[0].y - g_bm_touch_origin_y;
if (abs(dx) < CONFIG_GAMES_BRICKMATCH_TOUCH_THRESHOLD &&
abs(dy) < CONFIG_GAMES_BRICKMATCH_TOUCH_THRESHOLD)
{
return OK;
}
if (abs(dx) > abs(dy))
{
dev->dir = dx > 0 ? DIR_RIGHT : DIR_LEFT;
}
else
{
dev->dir = dy > 0 ? DIR_DOWN : DIR_UP;
}
g_bm_touch_origin_x = sample.point[0].x;
g_bm_touch_origin_y = sample.point[0].y;
return OK;
}
#endif /* __APPS_GAMES_BRICKMATCH_BM_INPUT_TOUCH_H */