Reputation: 135
I am developing a Tetris for Android using C++ taking advantage of SDL2 portability, the thing is that i have a lot of delays when i get events from the touch interface, is like the the function SDL_PollEvent()
doesn't work like on PC, i have wrote this on my getting events method.
float x = 0, y = 0;
while (SDL_PollEvent(&event)){
switch (event.type) {
case SDL_QUIT: { gameState = false; break;}
case SDL_FINGERDOWN: {
x = event.tfinger.x;
y = event.tfinger.y;
SDL_Log("\nDesplazamiento x: %f desplazamiento y: %f.\n", x, y);
window.get_AbsPixels(&x, &y);
if (x >= keys->U.getX() && x <= (keys->U.getX() + keys->U.getW()) &&
y >= keys->U.getY() && x <= keys->U.getY() + keys->U.getH())
return Up;
if (x >= keys->D.getX() && x <= (keys->D.getX() + keys->D.getW()) &&
y >= keys->D.getY() && x <= keys->D.getY() + keys->D.getH())
return Down;
if (x >= keys->L.getX() && x <= (keys->L.getX() + keys->L.getW()) &&
y >= keys->L.getY() && x <= keys->L.getY() + keys->L.getH())
return Left;
if (x >= keys->R.getX() && x <= (keys->R.getX() + keys->R.getW()) &&
y >= keys->R.getY() && x <= keys->R.getY() + keys->R.getH())
return Right;
break;
}
default: break;
}
return None;
}
but when i debug my app on android the events act delayed despite they should have been returned and should be received before animation, so i guess if they are treated in another thread in Android or something because they act like independient to the animation.
Tried before with this:
float x = 0, y = 0, tmpx = 0, tmpy = 0;
while (SDL_PollEvent(&event)){
if (event.type == SDL_QUIT){ gameState = false; }
switch (event.type) {
case SDL_FINGERMOTION: {
tmpx = event.tfinger.dx;
tmpy = event.tfinger.dy;
window.get_AbsPixels(&tmpx, &tmpy);
x += tmpx; y += tmpy;
tmpx = tmpy = 0;
SDL_Log("\nDesplazamiento x: %f desplazamiento y: %f.\n", x, y);
break;
}
default: break;
}
if ((x > 70 || x < -70) || (y > 70 || y < -70))
return window.process_Dplcmnt(x, y);
}
return None;
..but it gave me also a lot of delays than the new one.
So to have it all clear and could act acording to, could someone explain me how the touch events should be processed using SDL on Android? Thanks in advance.
Upvotes: 0
Views: 4163
Reputation: 135
I already solve it, after every case:
, even when no one fit on a condition there was always a returning so the pending events that didn't match kept there not flushing right, just moved the state return None;
outside the while. Now it works like on PC.
float x = 0, y = 0;
while (SDL_PollEvent(&event)){
switch (event.type) {
case SDL_QUIT: { board->setGameState(false); break;}
case SDL_FINGERDOWN: {
x = event.tfinger.x;
y = event.tfinger.y;
SDL_Log("\nDesplazamiento x: %f desplazamiento y: %f.\n", x, y);
window.get_AbsPixels(&x, &y);
if (x > keys->U.getX() && x < (keys->U.getX() + keys->U.getW()) &&
y > keys->U.getY() && y < keys->U.getY() + keys->U.getH()) {
SDL_Log("\nRetornado Up\n");
return Up;
}
if (x > keys->D.getX() && x < (keys->D.getX() + keys->D.getW()) &&
y > keys->D.getY() && y < keys->D.getY() + keys->D.getH()) {
SDL_Log("\nRetornado Down\n");
return Down;
}
if (x > keys->L.getX() && x < (keys->L.getX() + keys->L.getW()) &&
y > keys->L.getY() && y < keys->L.getY() + keys->L.getH()) {
SDL_Log("\nRetornado Left\n");
return Left;
}
if (x > keys->R.getX() && x < (keys->R.getX() + keys->R.getW()) &&
y > keys->R.getY() && y < keys->R.getY() + keys->R.getH()) {
SDL_Log("\nRetornado Right\n");
return Right;
}
break;
}
default:
//SDL_PumpEvents();
//SDL_FlushEvent(SDL_FINGERDOWN);
break;
}
}
return None;
Upvotes: 1