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Add crosshair support for Android (#7865)
If enabled, a crosshair will be shown to select object. This will give Android players a way to play like they play on desktop. On third-person back camera mode, player is forced to use crosshair. On third-person front camera mode, player is unable to select anything. Co-authored-by: ROllerozxa <temporaryemail4meh+github@gmail.com> Co-authored-by: rubenwardy <rw@rubenwardy.com>
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b1233056b7
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6 changed files with 53 additions and 24 deletions
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@ -684,6 +684,10 @@ void TouchScreenGUI::handleReleaseEvent(size_t evt_id)
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translated->MouseInput.Control = false;
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translated->MouseInput.ButtonStates = 0;
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translated->MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
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if (m_draw_crosshair) {
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translated->MouseInput.X = m_screensize.X / 2;
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translated->MouseInput.Y = m_screensize.Y / 2;
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}
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m_receiver->OnEvent(*translated);
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delete translated;
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} else {
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@ -805,6 +809,8 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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m_move_downtime = porting::getTimeMs();
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m_move_downlocation = v2s32(event.TouchInput.X, event.TouchInput.Y);
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m_move_sent_as_mouse_event = false;
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if (m_draw_crosshair)
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m_move_downlocation = v2s32(m_screensize.X / 2, m_screensize.Y / 2);
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}
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}
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}
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@ -823,9 +829,8 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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return;
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if (m_has_move_id) {
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if ((event.TouchInput.ID == m_move_id) &&
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(!m_move_sent_as_mouse_event)) {
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if (event.TouchInput.ID == m_move_id &&
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(!m_move_sent_as_mouse_event || m_draw_crosshair)) {
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double distance = sqrt(
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(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) *
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(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) +
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@ -841,6 +846,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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// update camera_yaw and camera_pitch
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s32 dx = X - m_pointerpos[event.TouchInput.ID].X;
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s32 dy = Y - m_pointerpos[event.TouchInput.ID].Y;
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m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
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// adapt to similar behaviour as pc screen
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const double d = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f) * 3.0f;
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@ -849,11 +855,11 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dy * d), -180), 180);
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// update shootline
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// no need to update (X, Y) when using crosshair since the shootline is not used
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(v2s32(X, Y));
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m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
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}
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} else if ((event.TouchInput.ID == m_move_id) &&
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(m_move_sent_as_mouse_event)) {
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@ -1010,11 +1016,17 @@ bool TouchScreenGUI::doubleTapDetection()
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if (distance > (20 + m_touchscreen_threshold))
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return false;
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v2s32 mPos = v2s32(m_key_events[0].x, m_key_events[0].y);
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if (m_draw_crosshair) {
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mPos.X = m_screensize.X / 2;
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mPos.Y = m_screensize.Y / 2;
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}
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auto *translated = new SEvent();
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memset(translated, 0, sizeof(SEvent));
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translated->EventType = EET_MOUSE_INPUT_EVENT;
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translated->MouseInput.X = m_key_events[0].x;
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translated->MouseInput.Y = m_key_events[0].y;
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translated->MouseInput.X = mPos.X;
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translated->MouseInput.Y = mPos.Y;
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translated->MouseInput.Shift = false;
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translated->MouseInput.Control = false;
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translated->MouseInput.ButtonStates = EMBSM_RIGHT;
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@ -1023,7 +1035,7 @@ bool TouchScreenGUI::doubleTapDetection()
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(v2s32(m_key_events[0].x, m_key_events[0].y));
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->getRayFromScreenCoordinates(mPos);
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translated->MouseInput.Event = EMIE_RMOUSE_PRESSED_DOWN;
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verbosestream << "TouchScreenGUI::translateEvent right click press" << std::endl;
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@ -1124,17 +1136,23 @@ void TouchScreenGUI::step(float dtime)
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u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
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if (delta > MIN_DIG_TIME_MS) {
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s32 mX = m_move_downlocation.X;
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s32 mY = m_move_downlocation.Y;
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if (m_draw_crosshair) {
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mX = m_screensize.X / 2;
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mY = m_screensize.Y / 2;
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}
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(
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v2s32(m_move_downlocation.X,m_move_downlocation.Y));
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v2s32(mX, mY));
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SEvent translated;
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memset(&translated, 0, sizeof(SEvent));
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translated.EventType = EET_MOUSE_INPUT_EVENT;
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translated.MouseInput.X = m_move_downlocation.X;
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translated.MouseInput.Y = m_move_downlocation.Y;
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translated.MouseInput.X = mX;
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translated.MouseInput.Y = mY;
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translated.MouseInput.Shift = false;
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translated.MouseInput.Control = false;
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translated.MouseInput.ButtonStates = EMBSM_LEFT;
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