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Touchscreen: Allow mods to swap the meaning of short and long taps (punch with single tap) (#14087)
This works through a new field "touch_interaction" in item definitions. The two most important use cases are: - Punching players/entities with short tap instead of long tap (enabled by default) - Making items usable that require holding the place button (e.g. bows and shields in MC-like games)
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10 changed files with 288 additions and 108 deletions
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@ -3349,6 +3349,11 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
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if (pointed != runData.pointed_old)
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infostream << "Pointing at " << pointed.dump() << std::endl;
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui)
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g_touchscreengui->applyContextControls(selected_def.touch_interaction.getMode(pointed));
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#endif
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// Note that updating the selection mesh every frame is not particularly efficient,
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// but the halo rendering code is already inefficient so there's no point in optimizing it here
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hud->updateSelectionMesh(camera_offset);
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@ -4484,8 +4489,8 @@ void Game::showPauseMenu()
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static const std::string control_text = strgettext("Controls:\n"
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"No menu open:\n"
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"- slide finger: look around\n"
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"- tap: place/use\n"
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"- long tap: dig/punch/use\n"
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"- tap: place/punch/use (default)\n"
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"- long tap: dig/use (default)\n"
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"Menu/inventory open:\n"
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"- double tap (outside):\n"
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" --> close\n"
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