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added basic touch controls
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38
src/managers/input/Touch.cpp
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38
src/managers/input/Touch.cpp
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#include "InputManager.hpp"
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#include "../../Compositor.hpp"
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void CInputManager::onTouchDown(wlr_touch_down_event* e) {
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wlr_cursor_warp(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, g_pCompositor->m_pLastMonitor->vecPosition.x + e->x * g_pCompositor->m_pLastMonitor->vecSize.x, g_pCompositor->m_pLastMonitor->vecPosition.y + e->y * g_pCompositor->m_pLastMonitor->vecSize.y);
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refocus();
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m_sTouchData.touchFocusWindow = nullptr;
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if (g_pCompositor->windowValidMapped(g_pCompositor->m_pLastWindow)) {
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wlr_seat_touch_notify_down(g_pCompositor->m_sSeat.seat, g_pCompositor->m_pLastFocus, e->time_msec, e->touch_id,
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e->x * g_pCompositor->m_pLastMonitor->vecSize.x + g_pCompositor->m_pLastMonitor->vecPosition.x - g_pCompositor->m_pLastWindow->m_vRealPosition.vec().x,
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e->y * g_pCompositor->m_pLastMonitor->vecSize.y + g_pCompositor->m_pLastMonitor->vecPosition.y - g_pCompositor->m_pLastWindow->m_vRealPosition.vec().y);
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m_sTouchData.touchFocusWindow = g_pCompositor->m_pLastWindow;
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}
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}
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void CInputManager::onTouchUp(wlr_touch_up_event* e){
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if (m_sTouchData.touchFocusWindow) {
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wlr_seat_touch_notify_up(g_pCompositor->m_sSeat.seat, e->time_msec, e->touch_id);
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}
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}
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void CInputManager::onTouchMove(wlr_touch_motion_event* e){
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if (g_pCompositor->windowValidMapped(m_sTouchData.touchFocusWindow)) {
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const auto PMONITOR = g_pCompositor->getMonitorFromID(m_sTouchData.touchFocusWindow->m_iMonitorID);
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wlr_seat_touch_notify_motion(g_pCompositor->m_sSeat.seat, e->time_msec, e->touch_id,
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e->x * PMONITOR->vecSize.x + PMONITOR->vecPosition.x - m_sTouchData.touchFocusWindow->m_vRealPosition.vec().x,
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e->y * PMONITOR->vecSize.y + PMONITOR->vecPosition.y - m_sTouchData.touchFocusWindow->m_vRealPosition.vec().y);
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wlr_cursor_warp(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, PMONITOR->vecPosition.x + e->x * PMONITOR->vecSize.x, PMONITOR->vecPosition.y + e->y * PMONITOR->vecSize.y);
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}
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}
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