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TouchControls: Implement an option for dig/place buttons (#15845)

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grorp 2025-03-21 07:06:44 -04:00 committed by GitHub
parent 1f14b7cb1b
commit ead44a27ca
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GPG key ID: B5690EEEBB952194
15 changed files with 540 additions and 88 deletions

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@ -15,6 +15,7 @@
#include "client/guiscalingfilter.h"
#include "client/renderingengine.h"
#include "client/texturesource.h"
#include "util/enum_string.h"
#include "util/numeric.h"
#include "irr_gui_ptr.h"
#include "IGUIImage.h"
@ -78,15 +79,18 @@ bool TouchControls::buttonsHandlePress(std::vector<button_info> &buttons, size_t
for (button_info &btn : buttons) {
if (btn.gui_button.get() == element) {
// Allow moving the camera with the same finger that holds dig/place.
bool absorb = btn.id != dig_id && btn.id != place_id;
assert(std::find(btn.pointer_ids.begin(), btn.pointer_ids.end(), pointer_id) == btn.pointer_ids.end());
btn.pointer_ids.push_back(pointer_id);
if (btn.pointer_ids.size() > 1)
return true;
return absorb;
buttonEmitAction(btn, true);
btn.repeat_counter = -BUTTON_REPEAT_DELAY;
return true;
return absorb;
}
}
@ -99,13 +103,16 @@ bool TouchControls::buttonsHandleRelease(std::vector<button_info> &buttons, size
for (button_info &btn : buttons) {
auto it = std::find(btn.pointer_ids.begin(), btn.pointer_ids.end(), pointer_id);
if (it != btn.pointer_ids.end()) {
// Don't absorb since we didn't absorb the press event either.
bool absorb = btn.id != dig_id && btn.id != place_id;
btn.pointer_ids.erase(it);
if (!btn.pointer_ids.empty())
return true;
return absorb;
buttonEmitAction(btn, false);
return true;
return absorb;
}
}
@ -117,6 +124,8 @@ bool TouchControls::buttonsStep(std::vector<button_info> &buttons, float dtime)
bool has_pointers = false;
for (button_info &btn : buttons) {
if (btn.id == dig_id || btn.id == place_id)
continue; // key repeats would cause glitches here
if (btn.pointer_ids.empty())
continue;
has_pointers = true;
@ -205,7 +214,7 @@ static const KeyPress &id_to_keypress(touch_gui_button_id id)
static const char *setting_names[] = {
"touch_use_crosshair",
"touch_interaction_style",
"touchscreen_threshold", "touch_long_tap_delay",
"fixed_virtual_joystick", "virtual_joystick_triggers_aux1",
"touch_layout",
@ -232,14 +241,20 @@ void TouchControls::settingChangedCallback(const std::string &name, void *data)
void TouchControls::readSettings()
{
m_use_crosshair = g_settings->getBool("touch_use_crosshair");
const std::string &s = g_settings->get("touch_interaction_style");
if (!string_to_enum(es_TouchInteractionStyle, m_interaction_style, s)) {
m_interaction_style = TAP;
warningstream << "Invalid touch_interaction_style value" << std::endl;
}
m_touchscreen_threshold = g_settings->getU16("touchscreen_threshold");
m_long_tap_delay = g_settings->getU16("touch_long_tap_delay");
m_fixed_joystick = g_settings->getBool("fixed_virtual_joystick");
m_joystick_triggers_aux1 = g_settings->getBool("virtual_joystick_triggers_aux1");
// Note that "fixed_virtual_joystick" and "virtual_joystick_triggers_aux1"
// also affect the layout.
// Note that other settings also affect the layout:
// - ButtonLayout::loadFromSettings: "touch_interaction_style" and "virtual_joystick_triggers_aux1"
// - applyLayout: "fixed_virtual_joystick"
applyLayout(ButtonLayout::loadFromSettings());
}
@ -305,8 +320,8 @@ void TouchControls::applyLayout(const ButtonLayout &layout)
overflow_buttons.erase(std::remove_if(
overflow_buttons.begin(), overflow_buttons.end(),
[&](touch_gui_button_id id) {
// There's no sense in adding the overflow button to the overflow
// menu (also, it's impossible since it doesn't have a keycode).
// There would be no sense in adding the overflow button to the
// overflow menu.
return !mayAddButton(id) || id == overflow_id;
}), overflow_buttons.end());
@ -346,13 +361,10 @@ TouchControls::~TouchControls()
bool TouchControls::mayAddButton(touch_gui_button_id id)
{
if (!ButtonLayout::isButtonAllowed(id))
return false;
if (id == aux1_id && m_joystick_triggers_aux1)
return false;
if (id != overflow_id && !id_to_keypress(id))
return false;
return true;
assert(ButtonLayout::isButtonValid(id));
assert(ButtonLayout::isButtonAllowed(id));
// The overflow button doesn't need a keycode to be valid.
return id == overflow_id || id_to_keypress(id);
}
void TouchControls::addButton(std::vector<button_info> &buttons, touch_gui_button_id id,
@ -363,6 +375,7 @@ void TouchControls::addButton(std::vector<button_info> &buttons, touch_gui_butto
loadButtonTexture(btn_gui_button, image);
button_info &btn = buttons.emplace_back();
btn.id = id;
btn.keypress = id_to_keypress(id);
btn.gui_button = grab_gui_element<IGUIImage>(btn_gui_button);
}
@ -429,7 +442,8 @@ void TouchControls::handleReleaseEvent(size_t pointer_id)
// If m_tap_state is already set to TapState::ShortTap, we must keep
// that value. Otherwise, many short taps will be ignored if you tap
// very fast.
if (!m_move_has_really_moved && !m_move_prevent_short_tap &&
if (m_interaction_style != BUTTONS_CROSSHAIR &&
!m_move_has_really_moved && !m_move_prevent_short_tap &&
m_tap_state != TapState::LongTap) {
m_tap_state = TapState::ShortTap;
} else {
@ -655,7 +669,9 @@ void TouchControls::step(float dtime)
applyJoystickStatus();
// if a new placed pointer isn't moved for some time start digging
if (m_has_move_id && !m_move_has_really_moved && m_tap_state == TapState::None) {
if (m_interaction_style != BUTTONS_CROSSHAIR &&
m_has_move_id && !m_move_has_really_moved &&
m_tap_state == TapState::None) {
u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
if (delta > m_long_tap_delay) {
@ -669,7 +685,7 @@ void TouchControls::step(float dtime)
// shootline when a touch event occurs.
// Only updating when m_has_move_id means that the shootline will stay at
// it's last in-world position when the player doesn't need it.
if (!m_use_crosshair && (m_has_move_id || m_had_move_id)) {
if (m_interaction_style == TAP && (m_has_move_id || m_had_move_id)) {
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
@ -757,6 +773,9 @@ void TouchControls::show()
void TouchControls::applyContextControls(const TouchInteractionMode &mode)
{
if (m_interaction_style == BUTTONS_CROSSHAIR)
return;
// Since the pointed thing has already been determined when this function
// is called, we cannot use this function to update the shootline.