2014-11-07 02:00:46 +00:00
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/*
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* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
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* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "gfx.h"
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// We get nasty and look at some internal structures - get the relevant information
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2015-01-21 07:26:24 +00:00
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#include "src/gdriver/gdriver.h"
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#include "src/ginput/ginput_driver_mouse.h"
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2014-11-07 02:00:46 +00:00
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#include <string.h>
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static GConsoleObject gc;
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static GListener gl;
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static font_t font;
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static coord_t bHeight;
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static GHandle ghc;
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static coord_t swidth, sheight;
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/*------------------------------------------------------------------------*
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* GINPUT Touch Driver Calibrator. *
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*------------------------------------------------------------------------*/
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int main(void) {
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GSourceHandle gs;
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GEventMouse *pem;
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GMouse * m;
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GMouseVMT * vmt;
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gfxInit(); // Initialize the display
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// Get the display dimensions
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swidth = gdispGetWidth();
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sheight = gdispGetHeight();
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// Create our title
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font = gdispOpenFont("UI2");
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gwinSetDefaultFont(font);
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bHeight = gdispGetFontMetric(font, fontHeight)+4;
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gdispFillStringBox(0, 0, swidth, bHeight, "Raw Touch Readings", font, Red, White, justifyCenter);
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// Create our main display writing window
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{
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GWindowInit wi;
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gwinClearInit(&wi);
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wi.show = TRUE; wi.x = 0; wi.y = bHeight; wi.width = swidth; wi.height = sheight-bHeight;
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ghc = gwinConsoleCreate(&gc, &wi);
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}
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// Initialize the listener
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geventListenerInit(&gl);
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// Copy the current mouse's VMT so we can play with it.
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m = (GMouse *)gdriverGetInstance(GDRIVER_TYPE_MOUSE, 0);
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if (!m) gfxHalt("No mouse instance 0");
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vmt = gfxAlloc(sizeof(GMouseVMT));
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if (!vmt) gfxHalt("Could not allocate memory for mouse VMT");
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memcpy(vmt, m->d.vmt, sizeof(GMouseVMT));
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// Swap VMT's on the current mouse to our RAM copy
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m->d.vmt = (const GDriverVMT *)vmt;
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// Listen for events
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gs = ginputGetMouse(0);
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geventAttachSource(&gl, gs, GLISTEN_MOUSEDOWNMOVES|GLISTEN_MOUSEMETA);
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// Make sure we are in uncalibrated pen mode
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m->flags &= ~(GMOUSE_FLG_CALIBRATE|GMOUSE_FLG_CLIP|GMOUSE_FLG_FINGERMODE);
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// Pretend we are a mouse, turn off all touch processing, turn off move and click filtering
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vmt->d.flags &= ~(GMOUSE_VFLG_TOUCH | GMOUSE_VFLG_ONLY_DOWN | GMOUSE_VFLG_POORUPDOWN);
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vmt->pen_jitter.move = 0;
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vmt->pen_jitter.click = 0;
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// For this test turn on ALL mouse movement events
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geventAttachSource(&gl, gs, GLISTEN_MOUSEDOWNMOVES|GLISTEN_MOUSEUPMOVES|GLISTEN_MOUSEMETA|GLISTEN_MOUSENOFILTER);
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while(1) {
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pem = (GEventMouse *)geventEventWait(&gl, TIME_INFINITE);
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gwinPrintf(ghc, "%u, %u z=%u b=0x%04x\n", pem->x, pem->y, pem->z, pem->buttons & ~GINPUT_MISSED_MOUSE_EVENT);
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// Always sleep a bit first to enable other events. We actually don't mind missing events.
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gfxSleepMilliseconds(100);
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}
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}
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