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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>
This commit is contained in:
Muhammad Rifqi Priyo Susanto 2022-09-30 01:30:33 +07:00 committed by GitHub
parent b1233056b7
commit 3978b9b8ed
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
6 changed files with 53 additions and 24 deletions

View file

@ -684,6 +684,10 @@ void TouchScreenGUI::handleReleaseEvent(size_t evt_id)
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = 0;
translated->MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
if (m_draw_crosshair) {
translated->MouseInput.X = m_screensize.X / 2;
translated->MouseInput.Y = m_screensize.Y / 2;
}
m_receiver->OnEvent(*translated);
delete translated;
} else {
@ -805,6 +809,8 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
m_move_downtime = porting::getTimeMs();
m_move_downlocation = v2s32(event.TouchInput.X, event.TouchInput.Y);
m_move_sent_as_mouse_event = false;
if (m_draw_crosshair)
m_move_downlocation = v2s32(m_screensize.X / 2, m_screensize.Y / 2);
}
}
}
@ -823,9 +829,8 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
return;
if (m_has_move_id) {
if ((event.TouchInput.ID == m_move_id) &&
(!m_move_sent_as_mouse_event)) {
if (event.TouchInput.ID == m_move_id &&
(!m_move_sent_as_mouse_event || m_draw_crosshair)) {
double distance = sqrt(
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) *
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) +
@ -841,6 +846,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
// update camera_yaw and camera_pitch
s32 dx = X - m_pointerpos[event.TouchInput.ID].X;
s32 dy = Y - m_pointerpos[event.TouchInput.ID].Y;
m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
// adapt to similar behaviour as pc screen
const double d = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f) * 3.0f;
@ -849,11 +855,11 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dy * d), -180), 180);
// update shootline
// no need to update (X, Y) when using crosshair since the shootline is not used
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(X, Y));
m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
}
} else if ((event.TouchInput.ID == m_move_id) &&
(m_move_sent_as_mouse_event)) {
@ -1010,11 +1016,17 @@ bool TouchScreenGUI::doubleTapDetection()
if (distance > (20 + m_touchscreen_threshold))
return false;
v2s32 mPos = v2s32(m_key_events[0].x, m_key_events[0].y);
if (m_draw_crosshair) {
mPos.X = m_screensize.X / 2;
mPos.Y = m_screensize.Y / 2;
}
auto *translated = new SEvent();
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_key_events[0].x;
translated->MouseInput.Y = m_key_events[0].y;
translated->MouseInput.X = mPos.X;
translated->MouseInput.Y = mPos.Y;
translated->MouseInput.Shift = false;
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = EMBSM_RIGHT;
@ -1023,7 +1035,7 @@ bool TouchScreenGUI::doubleTapDetection()
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(m_key_events[0].x, m_key_events[0].y));
->getRayFromScreenCoordinates(mPos);
translated->MouseInput.Event = EMIE_RMOUSE_PRESSED_DOWN;
verbosestream << "TouchScreenGUI::translateEvent right click press" << std::endl;
@ -1124,17 +1136,23 @@ void TouchScreenGUI::step(float dtime)
u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
if (delta > MIN_DIG_TIME_MS) {
s32 mX = m_move_downlocation.X;
s32 mY = m_move_downlocation.Y;
if (m_draw_crosshair) {
mX = m_screensize.X / 2;
mY = m_screensize.Y / 2;
}
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(
v2s32(m_move_downlocation.X,m_move_downlocation.Y));
v2s32(mX, mY));
SEvent translated;
memset(&translated, 0, sizeof(SEvent));
translated.EventType = EET_MOUSE_INPUT_EVENT;
translated.MouseInput.X = m_move_downlocation.X;
translated.MouseInput.Y = m_move_downlocation.Y;
translated.MouseInput.X = mX;
translated.MouseInput.Y = mY;
translated.MouseInput.Shift = false;
translated.MouseInput.Control = false;
translated.MouseInput.ButtonStates = EMBSM_LEFT;