12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667 | /**
* Copyright (c) 2006-2026 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_TOUCH_SDL_TOUCH_H
#define LOVE_TOUCH_SDL_TOUCH_H
// LOVE
#include "touch/Touch.h"
// SDL
#include <SDL3/SDL_events.h>
namespace love
{
namespace touch
{
namespace sdl
{
class Touch : public love::touch::Touch
{
public:
Touch();
virtual ~Touch() {}
const std::vector<TouchInfo> &getTouches() const override;
const TouchInfo &getTouch(int64 id) const override;
// SDL has functions to query the state of touch presses, but unfortunately
// they are updated on a different thread in some backends, which causes
// issues especially if the user is iterating through the current touches
// when they're updated. So we only update our touch press state in
// love::event::sdl::Event::convert.
void onEvent(Uint32 eventtype, const TouchInfo &info);
static DeviceType getDeviceType(SDL_TouchDeviceType sdltype);
private:
// All current touches.
std::vector<TouchInfo> touches;
}; // Touch
} // sdl
} // touch
} // love
#endif // LOVE_TOUCH_SDL_TOUCH_H
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