mirror of
https://github.com/luanti-org/luanti.git
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839 lines
24 KiB
C++
839 lines
24 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2014 sapier
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// Copyright (C) 2018 srifqi, Muhammad Rifqi Priyo Susanto
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// Copyright (C) 2024 grorp, Gregor Parzefall
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#include "touchcontrols.h"
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#include "touchscreenlayout.h"
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#include "gettime.h"
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#include "irr_v2d.h"
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#include "log.h"
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#include "porting.h"
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#include "settings.h"
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#include "client/guiscalingfilter.h"
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#include "client/keycode.h"
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#include "client/renderingengine.h"
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#include "client/texturesource.h"
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#include "util/numeric.h"
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#include "irr_gui_ptr.h"
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#include "IGUIImage.h"
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#include "IGUIStaticText.h"
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#include "IGUIFont.h"
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#include <IrrlichtDevice.h>
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#include <ISceneCollisionManager.h>
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#include <iostream>
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#include <algorithm>
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TouchControls *g_touchcontrols;
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void TouchControls::emitKeyboardEvent(EKEY_CODE keycode, bool pressed)
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{
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SEvent e{};
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e.EventType = EET_KEY_INPUT_EVENT;
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e.KeyInput.Key = keycode;
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e.KeyInput.Control = false;
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e.KeyInput.Shift = false;
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e.KeyInput.Char = 0;
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e.KeyInput.PressedDown = pressed;
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m_receiver->OnEvent(e);
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}
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void TouchControls::loadButtonTexture(IGUIImage *gui_button, const std::string &path)
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{
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auto rect = gui_button->getRelativePosition();
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video::ITexture *texture = guiScalingImageButton(m_device->getVideoDriver(),
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m_texturesource->getTexture(path), rect.getWidth(), rect.getHeight());
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gui_button->setImage(texture);
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gui_button->setScaleImage(true);
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}
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void TouchControls::buttonEmitAction(button_info &btn, bool action)
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{
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if (btn.keycode == KEY_UNKNOWN)
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return;
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emitKeyboardEvent(btn.keycode, action);
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if (action) {
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if (btn.toggleable == button_info::FIRST_TEXTURE) {
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btn.toggleable = button_info::SECOND_TEXTURE;
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loadButtonTexture(btn.gui_button.get(), btn.toggle_textures[1]);
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} else if (btn.toggleable == button_info::SECOND_TEXTURE) {
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btn.toggleable = button_info::FIRST_TEXTURE;
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loadButtonTexture(btn.gui_button.get(), btn.toggle_textures[0]);
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}
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}
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}
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bool TouchControls::buttonsHandlePress(std::vector<button_info> &buttons, size_t pointer_id, IGUIElement *element)
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{
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if (!element)
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return false;
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for (button_info &btn : buttons) {
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if (btn.gui_button.get() == element) {
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assert(std::find(btn.pointer_ids.begin(), btn.pointer_ids.end(), pointer_id) == btn.pointer_ids.end());
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btn.pointer_ids.push_back(pointer_id);
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if (btn.pointer_ids.size() > 1)
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return true;
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buttonEmitAction(btn, true);
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btn.repeat_counter = -BUTTON_REPEAT_DELAY;
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return true;
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}
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}
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return false;
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}
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bool TouchControls::buttonsHandleRelease(std::vector<button_info> &buttons, size_t pointer_id)
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{
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for (button_info &btn : buttons) {
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auto it = std::find(btn.pointer_ids.begin(), btn.pointer_ids.end(), pointer_id);
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if (it != btn.pointer_ids.end()) {
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btn.pointer_ids.erase(it);
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if (!btn.pointer_ids.empty())
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return true;
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buttonEmitAction(btn, false);
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return true;
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}
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}
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return false;
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}
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bool TouchControls::buttonsStep(std::vector<button_info> &buttons, float dtime)
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{
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bool has_pointers = false;
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for (button_info &btn : buttons) {
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if (btn.pointer_ids.empty())
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continue;
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has_pointers = true;
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btn.repeat_counter += dtime;
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if (btn.repeat_counter < BUTTON_REPEAT_INTERVAL)
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continue;
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buttonEmitAction(btn, false);
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buttonEmitAction(btn, true);
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btn.repeat_counter = 0.0f;
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}
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return has_pointers;
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}
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static EKEY_CODE id_to_keycode(touch_gui_button_id id)
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{
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EKEY_CODE code;
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// ESC isn't part of the keymap.
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if (id == exit_id)
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return KEY_ESCAPE;
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std::string key = "";
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switch (id) {
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case jump_id:
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key = "jump";
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break;
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case sneak_id:
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key = "sneak";
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break;
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case zoom_id:
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key = "zoom";
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break;
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case aux1_id:
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key = "aux1";
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break;
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case fly_id:
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key = "freemove";
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break;
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case noclip_id:
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key = "noclip";
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break;
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case fast_id:
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key = "fastmove";
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break;
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case debug_id:
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key = "toggle_debug";
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break;
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case camera_id:
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key = "camera_mode";
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break;
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case range_id:
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key = "rangeselect";
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break;
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case minimap_id:
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key = "minimap";
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break;
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case toggle_chat_id:
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key = "toggle_chat";
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break;
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case chat_id:
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key = "chat";
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break;
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case inventory_id:
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key = "inventory";
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break;
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case drop_id:
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key = "drop";
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break;
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default:
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break;
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}
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assert(!key.empty());
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std::string resolved = g_settings->get("keymap_" + key);
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try {
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code = keyname_to_keycode(resolved.c_str());
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} catch (UnknownKeycode &e) {
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code = KEY_UNKNOWN;
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warningstream << "TouchControls: Unknown key '" << resolved
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<< "' for '" << key << "', hiding button." << std::endl;
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}
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return code;
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}
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TouchControls::TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc):
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m_device(device),
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m_guienv(device->getGUIEnvironment()),
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m_receiver(device->getEventReceiver()),
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m_texturesource(tsrc)
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{
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m_touchscreen_threshold = g_settings->getU16("touchscreen_threshold");
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m_long_tap_delay = g_settings->getU16("touch_long_tap_delay");
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m_fixed_joystick = g_settings->getBool("fixed_virtual_joystick");
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m_joystick_triggers_aux1 = g_settings->getBool("virtual_joystick_triggers_aux1");
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m_screensize = m_device->getVideoDriver()->getScreenSize();
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m_button_size = ButtonLayout::getButtonSize(m_screensize);
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applyLayout(ButtonLayout::loadFromSettings());
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}
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void TouchControls::applyLayout(const ButtonLayout &layout)
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{
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m_layout = layout;
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m_buttons.clear();
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m_overflow_btn = nullptr;
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m_overflow_bg = nullptr;
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m_overflow_buttons.clear();
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m_overflow_button_titles.clear();
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m_overflow_button_rects.clear();
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// Initialize joystick display "button".
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// Joystick is placed on the bottom left of screen.
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if (m_fixed_joystick) {
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m_joystick_btn_off = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_off_id,
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recti(m_button_size,
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m_screensize.Y - m_button_size * 4,
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m_button_size * 4,
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m_screensize.Y - m_button_size), true));
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} else {
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m_joystick_btn_off = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_off_id,
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recti(m_button_size,
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m_screensize.Y - m_button_size * 3,
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m_button_size * 3,
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m_screensize.Y - m_button_size), true));
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}
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m_joystick_btn_bg = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_bg_id,
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recti(m_button_size,
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m_screensize.Y - m_button_size * 4,
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m_button_size * 4,
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m_screensize.Y - m_button_size), false));
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m_joystick_btn_center = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_center_id,
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recti(0, 0, m_button_size, m_button_size), false));
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for (const auto &[id, meta] : m_layout.layout) {
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if (!mayAddButton(id))
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continue;
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recti rect = m_layout.getRect(id, m_screensize, m_button_size, m_texturesource);
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if (id == toggle_chat_id)
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// Chat is shown by default, so chat_hide_btn.png is shown first.
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addToggleButton(m_buttons, id, "chat_hide_btn.png",
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"chat_show_btn.png", rect, true);
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else if (id == overflow_id)
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m_overflow_btn = grab_gui_element<IGUIImage>(
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makeButtonDirect(id, rect, true));
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else
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addButton(m_buttons, id, button_image_names[id], rect, true);
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}
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IGUIStaticText *background = m_guienv->addStaticText(L"",
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recti(v2s32(0, 0), dimension2du(m_screensize)));
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background->setBackgroundColor(video::SColor(140, 0, 0, 0));
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background->setVisible(false);
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m_overflow_bg = grab_gui_element<IGUIStaticText>(background);
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auto overflow_buttons = m_layout.getMissingButtons();
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overflow_buttons.erase(std::remove_if(
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overflow_buttons.begin(), overflow_buttons.end(),
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[&](touch_gui_button_id id) {
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// There's no sense in adding the overflow button to the overflow
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// menu (also, it's impossible since it doesn't have a keycode).
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return !mayAddButton(id) || id == overflow_id;
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}), overflow_buttons.end());
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layout_button_grid(m_screensize, m_texturesource, overflow_buttons,
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[&] (touch_gui_button_id id, v2s32 pos, recti rect) {
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if (id == toggle_chat_id)
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// Chat is shown by default, so chat_hide_btn.png is shown first.
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addToggleButton(m_overflow_buttons, id, "chat_hide_btn.png",
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"chat_show_btn.png", rect, false);
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else
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addButton(m_overflow_buttons, id, button_image_names[id], rect, false);
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IGUIStaticText *text = m_guienv->addStaticText(L"", recti());
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make_button_grid_title(text, id, pos, rect);
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text->setVisible(false);
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m_overflow_button_titles.push_back(grab_gui_element<IGUIStaticText>(text));
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rect.addInternalPoint(text->getRelativePosition().UpperLeftCorner);
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rect.addInternalPoint(text->getRelativePosition().LowerRightCorner);
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m_overflow_button_rects.push_back(rect);
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});
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m_status_text = grab_gui_element<IGUIStaticText>(
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m_guienv->addStaticText(L"", recti(), false, false));
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m_status_text->setVisible(false);
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// applyLayout can be called at any time, also e.g. while the overflow menu
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// is open, so this is necessary to restore correct visibility.
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updateVisibility();
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}
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TouchControls::~TouchControls()
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{
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releaseAll();
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}
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bool TouchControls::mayAddButton(touch_gui_button_id id)
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{
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if (!ButtonLayout::isButtonAllowed(id))
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return false;
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if (id == aux1_id && m_joystick_triggers_aux1)
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return false;
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if (id != overflow_id && id_to_keycode(id) == KEY_UNKNOWN)
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return false;
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return true;
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}
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void TouchControls::addButton(std::vector<button_info> &buttons, touch_gui_button_id id,
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const std::string &image, const recti &rect, bool visible)
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{
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IGUIImage *btn_gui_button = m_guienv->addImage(rect, nullptr, id);
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btn_gui_button->setVisible(visible);
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loadButtonTexture(btn_gui_button, image);
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button_info &btn = buttons.emplace_back();
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btn.keycode = id_to_keycode(id);
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btn.gui_button = grab_gui_element<IGUIImage>(btn_gui_button);
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}
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void TouchControls::addToggleButton(std::vector<button_info> &buttons, touch_gui_button_id id,
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const std::string &image_1, const std::string &image_2, const recti &rect, bool visible)
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{
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addButton(buttons, id, image_1, rect, visible);
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button_info &btn = buttons.back();
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btn.toggleable = button_info::FIRST_TEXTURE;
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btn.toggle_textures[0] = image_1;
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btn.toggle_textures[1] = image_2;
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}
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IGUIImage *TouchControls::makeButtonDirect(touch_gui_button_id id,
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const recti &rect, bool visible)
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{
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IGUIImage *btn_gui_button = m_guienv->addImage(rect, nullptr, id);
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btn_gui_button->setVisible(visible);
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loadButtonTexture(btn_gui_button, button_image_names[id]);
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return btn_gui_button;
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}
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bool TouchControls::isHotbarButton(const SEvent &event)
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{
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const v2s32 touch_pos = v2s32(event.TouchInput.X, event.TouchInput.Y);
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// check if hotbar item is pressed
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for (auto &[index, rect] : m_hotbar_rects) {
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if (rect.isPointInside(touch_pos)) {
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// We can't just emit a keypress event because the number keys
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// range from 1 to 9, but there may be more hotbar items.
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m_hotbar_selection = index;
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return true;
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}
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}
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return false;
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}
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std::optional<u16> TouchControls::getHotbarSelection()
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{
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auto selection = m_hotbar_selection;
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m_hotbar_selection = std::nullopt;
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return selection;
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}
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void TouchControls::handleReleaseEvent(size_t pointer_id)
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{
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// By the way: Android reuses pointer IDs, so m_pointer_pos[pointer_id]
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// will be overwritten soon anyway.
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m_pointer_downpos.erase(pointer_id);
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m_pointer_pos.erase(pointer_id);
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// handle buttons
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if (buttonsHandleRelease(m_buttons, pointer_id))
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return;
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if (buttonsHandleRelease(m_overflow_buttons, pointer_id))
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return;
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if (m_has_move_id && pointer_id == m_move_id) {
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// handle the point used for moving view
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m_has_move_id = false;
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// If m_tap_state is already set to TapState::ShortTap, we must keep
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// that value. Otherwise, many short taps will be ignored if you tap
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// very fast.
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if (!m_move_has_really_moved && !m_move_prevent_short_tap &&
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m_tap_state != TapState::LongTap) {
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m_tap_state = TapState::ShortTap;
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} else {
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m_tap_state = TapState::None;
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}
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}
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// handle joystick
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else if (m_has_joystick_id && pointer_id == m_joystick_id) {
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m_has_joystick_id = false;
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// reset joystick
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m_joystick_direction = 0.0f;
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m_joystick_speed = 0.0f;
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m_joystick_status_aux1 = false;
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applyJoystickStatus();
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updateVisibility();
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} else {
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infostream << "TouchControls::translateEvent released unknown button: "
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<< pointer_id << std::endl;
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}
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}
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void TouchControls::translateEvent(const SEvent &event)
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{
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if (!m_visible) {
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infostream << "TouchControls::translateEvent got event but is not visible!"
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<< std::endl;
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return;
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}
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if (event.EventType != EET_TOUCH_INPUT_EVENT)
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return;
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const s32 half_button_size = m_button_size / 2.0f;
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const s32 fixed_joystick_range_sq = half_button_size * half_button_size * 3 * 3;
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const s32 X = event.TouchInput.X;
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const s32 Y = event.TouchInput.Y;
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const v2s32 touch_pos = v2s32(X, Y);
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const v2s32 fixed_joystick_center = v2s32(half_button_size * 5,
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m_screensize.Y - half_button_size * 5);
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const v2s32 dir_fixed = touch_pos - fixed_joystick_center;
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if (event.TouchInput.Event == ETIE_PRESSED_DOWN) {
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size_t pointer_id = event.TouchInput.ID;
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m_pointer_downpos[pointer_id] = touch_pos;
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m_pointer_pos[pointer_id] = touch_pos;
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bool prevent_short_tap = false;
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IGUIElement *element = m_guienv->getRootGUIElement()->getElementFromPoint(touch_pos);
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// handle overflow menu
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if (!m_overflow_open) {
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if (element == m_overflow_btn.get()) {
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toggleOverflowMenu();
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return;
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}
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} else {
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for (size_t i = 0; i < m_overflow_buttons.size(); i++) {
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if (m_overflow_button_rects[i].isPointInside(touch_pos)) {
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element = m_overflow_buttons[i].gui_button.get();
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break;
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}
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}
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if (buttonsHandlePress(m_overflow_buttons, pointer_id, element))
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return;
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toggleOverflowMenu();
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// refresh since visibility of buttons has changed
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element = m_guienv->getRootGUIElement()->getElementFromPoint(touch_pos);
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// continue processing, but avoid accidentally placing a node
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// when closing the overflow menu
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prevent_short_tap = true;
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}
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// handle buttons
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if (buttonsHandlePress(m_buttons, pointer_id, element))
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return;
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// handle hotbar
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if (isHotbarButton(event))
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// already handled in isHotbarButton()
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return;
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// Select joystick when joystick tapped (fixed joystick position) or
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// when left 1/3 of screen dragged (free joystick position)
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if ((m_fixed_joystick && dir_fixed.getLengthSQ() <= fixed_joystick_range_sq) ||
|
|
(!m_fixed_joystick && X < m_screensize.X / 3.0f)) {
|
|
// If we don't already have a starting point for joystick, make this the one.
|
|
if (!m_has_joystick_id) {
|
|
m_has_joystick_id = true;
|
|
m_joystick_id = pointer_id;
|
|
m_joystick_has_really_moved = false;
|
|
|
|
updateVisibility();
|
|
|
|
// If it's a fixed joystick, don't move the joystick "button".
|
|
if (!m_fixed_joystick)
|
|
m_joystick_btn_bg->setRelativePosition(
|
|
touch_pos - half_button_size * 3);
|
|
|
|
m_joystick_btn_center->setRelativePosition(
|
|
touch_pos - half_button_size);
|
|
}
|
|
} else {
|
|
// If we don't already have a moving point, make this the moving one.
|
|
if (!m_has_move_id) {
|
|
m_has_move_id = true;
|
|
m_move_id = pointer_id;
|
|
m_move_has_really_moved = false;
|
|
m_move_downtime = porting::getTimeMs();
|
|
m_move_pos = touch_pos;
|
|
// DON'T reset m_tap_state here, otherwise many short taps
|
|
// will be ignored if you tap very fast.
|
|
m_had_move_id = true;
|
|
m_move_prevent_short_tap = prevent_short_tap;
|
|
}
|
|
}
|
|
}
|
|
else if (event.TouchInput.Event == ETIE_LEFT_UP) {
|
|
verbosestream << "Up event for pointerid: " << event.TouchInput.ID << std::endl;
|
|
handleReleaseEvent(event.TouchInput.ID);
|
|
} else {
|
|
assert(event.TouchInput.Event == ETIE_MOVED);
|
|
|
|
if (!(m_has_joystick_id && m_fixed_joystick) &&
|
|
m_pointer_pos[event.TouchInput.ID] == touch_pos)
|
|
return;
|
|
|
|
const v2s32 dir_free_original = touch_pos - m_pointer_downpos[event.TouchInput.ID];
|
|
const v2s32 free_joystick_center = m_pointer_pos[event.TouchInput.ID];
|
|
const v2s32 dir_free = touch_pos - free_joystick_center;
|
|
|
|
const double touch_threshold_sq = m_touchscreen_threshold * m_touchscreen_threshold;
|
|
|
|
if (m_has_move_id && event.TouchInput.ID == m_move_id) {
|
|
m_move_pos = touch_pos;
|
|
m_pointer_pos[event.TouchInput.ID] = touch_pos;
|
|
|
|
// update camera_yaw and camera_pitch
|
|
const double d = g_settings->getFloat("touchscreen_sensitivity", 0.001f, 10.0f)
|
|
* 6.0f / RenderingEngine::getDisplayDensity();
|
|
m_camera_yaw_change -= dir_free.X * d;
|
|
m_camera_pitch_change += dir_free.Y * d;
|
|
|
|
if (dir_free_original.getLengthSQ() > touch_threshold_sq)
|
|
m_move_has_really_moved = true;
|
|
}
|
|
|
|
if (m_has_joystick_id && event.TouchInput.ID == m_joystick_id) {
|
|
v2s32 dir = dir_free;
|
|
if (m_fixed_joystick)
|
|
dir = dir_fixed;
|
|
|
|
const bool inside_joystick = dir_fixed.getLengthSQ() <= fixed_joystick_range_sq;
|
|
const double distance_sq = dir.getLengthSQ();
|
|
|
|
if (m_joystick_has_really_moved || inside_joystick ||
|
|
(!m_fixed_joystick && distance_sq > touch_threshold_sq)) {
|
|
m_joystick_has_really_moved = true;
|
|
|
|
m_joystick_direction = atan2(dir.X, -dir.Y);
|
|
|
|
const double distance = sqrt(distance_sq);
|
|
if (distance <= m_touchscreen_threshold) {
|
|
m_joystick_speed = 0.0f;
|
|
} else {
|
|
m_joystick_speed = distance / m_button_size;
|
|
if (m_joystick_speed > 1.0f)
|
|
m_joystick_speed = 1.0f;
|
|
}
|
|
|
|
m_joystick_status_aux1 = distance > (half_button_size * 3);
|
|
|
|
if (distance > m_button_size) {
|
|
// move joystick "button"
|
|
v2s32 new_offset = dir * m_button_size / distance - half_button_size;
|
|
if (m_fixed_joystick)
|
|
m_joystick_btn_center->setRelativePosition(
|
|
fixed_joystick_center + new_offset);
|
|
else
|
|
m_joystick_btn_center->setRelativePosition(
|
|
free_joystick_center + new_offset);
|
|
} else {
|
|
m_joystick_btn_center->setRelativePosition(
|
|
touch_pos - half_button_size);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void TouchControls::applyJoystickStatus()
|
|
{
|
|
if (m_joystick_triggers_aux1) {
|
|
auto key = id_to_keycode(aux1_id);
|
|
emitKeyboardEvent(key, false);
|
|
if (m_joystick_status_aux1)
|
|
emitKeyboardEvent(key, true);
|
|
}
|
|
}
|
|
|
|
void TouchControls::step(float dtime)
|
|
{
|
|
v2u32 screensize = m_device->getVideoDriver()->getScreenSize();
|
|
s32 button_size = ButtonLayout::getButtonSize(screensize);
|
|
|
|
if (m_screensize != screensize || m_button_size != button_size) {
|
|
m_screensize = screensize;
|
|
m_button_size = button_size;
|
|
applyLayout(m_layout);
|
|
}
|
|
|
|
// simulate keyboard repeats
|
|
buttonsStep(m_buttons, dtime);
|
|
buttonsStep(m_overflow_buttons, dtime);
|
|
|
|
// joystick
|
|
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) {
|
|
u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
|
|
|
|
if (delta > m_long_tap_delay) {
|
|
m_tap_state = TapState::LongTap;
|
|
}
|
|
}
|
|
|
|
// Update the shootline.
|
|
// Since not only the pointer position, but also the player position and
|
|
// thus the camera position can change, it doesn't suffice to update the
|
|
// shootline when a touch event occurs.
|
|
// Note that the shootline isn't used if touch_use_crosshair is enabled.
|
|
// 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_draw_crosshair && (m_has_move_id || m_had_move_id)) {
|
|
v2s32 pointer_pos = getPointerPos();
|
|
m_shootline = m_device
|
|
->getSceneManager()
|
|
->getSceneCollisionManager()
|
|
->getRayFromScreenCoordinates(pointer_pos);
|
|
}
|
|
m_had_move_id = false;
|
|
}
|
|
|
|
void TouchControls::resetHotbarRects()
|
|
{
|
|
m_hotbar_rects.clear();
|
|
}
|
|
|
|
void TouchControls::registerHotbarRect(u16 index, const recti &rect)
|
|
{
|
|
m_hotbar_rects[index] = rect;
|
|
}
|
|
|
|
void TouchControls::setVisible(bool visible)
|
|
{
|
|
if (m_visible == visible)
|
|
return;
|
|
|
|
m_visible = visible;
|
|
if (!visible) {
|
|
releaseAll();
|
|
m_overflow_open = false;
|
|
}
|
|
updateVisibility();
|
|
}
|
|
|
|
void TouchControls::toggleOverflowMenu()
|
|
{
|
|
// no releaseAll here so that you can e.g. continue holding the joystick
|
|
// while the overflow menu is open
|
|
m_overflow_open = !m_overflow_open;
|
|
updateVisibility();
|
|
}
|
|
|
|
void TouchControls::updateVisibility()
|
|
{
|
|
bool regular_visible = m_visible && !m_overflow_open;
|
|
for (auto &button : m_buttons)
|
|
button.gui_button->setVisible(regular_visible);
|
|
m_overflow_btn->setVisible(regular_visible);
|
|
|
|
m_joystick_btn_off->setVisible(regular_visible && !m_has_joystick_id);
|
|
m_joystick_btn_bg->setVisible(regular_visible && m_has_joystick_id);
|
|
m_joystick_btn_center->setVisible(regular_visible && m_has_joystick_id);
|
|
|
|
bool overflow_visible = m_visible && m_overflow_open;
|
|
m_overflow_bg->setVisible(overflow_visible);
|
|
for (auto &button : m_overflow_buttons)
|
|
button.gui_button->setVisible(overflow_visible);
|
|
for (auto &text : m_overflow_button_titles)
|
|
text->setVisible(overflow_visible);
|
|
}
|
|
|
|
void TouchControls::releaseAll()
|
|
{
|
|
while (!m_pointer_pos.empty())
|
|
handleReleaseEvent(m_pointer_pos.begin()->first);
|
|
|
|
// Release those manually too since the change initiated by
|
|
// handleReleaseEvent will only be applied later by applyContextControls.
|
|
if (m_dig_pressed) {
|
|
emitMouseEvent(EMIE_LMOUSE_LEFT_UP);
|
|
m_dig_pressed = false;
|
|
}
|
|
if (m_place_pressed) {
|
|
emitMouseEvent(EMIE_RMOUSE_LEFT_UP);
|
|
m_place_pressed = false;
|
|
}
|
|
}
|
|
|
|
void TouchControls::hide()
|
|
{
|
|
setVisible(false);
|
|
}
|
|
|
|
void TouchControls::show()
|
|
{
|
|
setVisible(true);
|
|
}
|
|
|
|
v2s32 TouchControls::getPointerPos()
|
|
{
|
|
if (m_draw_crosshair)
|
|
return v2s32(m_screensize.X / 2, m_screensize.Y / 2);
|
|
// We can't just use m_pointer_pos[m_move_id] because applyContextControls
|
|
// may emit release events after m_pointer_pos[m_move_id] is erased.
|
|
return m_move_pos;
|
|
}
|
|
|
|
void TouchControls::emitMouseEvent(EMOUSE_INPUT_EVENT type)
|
|
{
|
|
v2s32 pointer_pos = getPointerPos();
|
|
|
|
SEvent event{};
|
|
event.EventType = EET_MOUSE_INPUT_EVENT;
|
|
event.MouseInput.X = pointer_pos.X;
|
|
event.MouseInput.Y = pointer_pos.Y;
|
|
event.MouseInput.Shift = false;
|
|
event.MouseInput.Control = false;
|
|
event.MouseInput.ButtonStates = 0;
|
|
event.MouseInput.Event = type;
|
|
event.MouseInput.Simulated = true;
|
|
m_receiver->OnEvent(event);
|
|
}
|
|
|
|
void TouchControls::applyContextControls(const TouchInteractionMode &mode)
|
|
{
|
|
// Since the pointed thing has already been determined when this function
|
|
// is called, we cannot use this function to update the shootline.
|
|
|
|
sanity_check(mode != TouchInteractionMode_USER);
|
|
u64 now = porting::getTimeMs();
|
|
bool target_dig_pressed = false;
|
|
bool target_place_pressed = false;
|
|
|
|
// If the meanings of short and long taps have been swapped, abort any ongoing
|
|
// short taps because they would do something else than the player expected.
|
|
// Long taps don't need this, they're adjusted to the swapped meanings instead.
|
|
if (mode != m_last_mode) {
|
|
m_dig_pressed_until = 0;
|
|
m_place_pressed_until = 0;
|
|
}
|
|
m_last_mode = mode;
|
|
|
|
switch (m_tap_state) {
|
|
case TapState::ShortTap:
|
|
if (mode == SHORT_DIG_LONG_PLACE) {
|
|
if (!m_dig_pressed) {
|
|
// The button isn't currently pressed, we can press it.
|
|
m_dig_pressed_until = now + SIMULATED_CLICK_DURATION_MS;
|
|
// We're done with this short tap.
|
|
m_tap_state = TapState::None;
|
|
} else {
|
|
// The button is already pressed, perhaps due to another short tap.
|
|
// Release it now, press it again during the next client step.
|
|
// We can't release and press during the same client step because
|
|
// the digging code simply ignores that.
|
|
m_dig_pressed_until = 0;
|
|
}
|
|
} else {
|
|
if (!m_place_pressed) {
|
|
// The button isn't currently pressed, we can press it.
|
|
m_place_pressed_until = now + SIMULATED_CLICK_DURATION_MS;
|
|
// We're done with this short tap.
|
|
m_tap_state = TapState::None;
|
|
} else {
|
|
// The button is already pressed, perhaps due to another short tap.
|
|
// Release it now, press it again during the next client step.
|
|
// We can't release and press during the same client step because
|
|
// the digging code simply ignores that.
|
|
m_place_pressed_until = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TapState::LongTap:
|
|
if (mode == SHORT_DIG_LONG_PLACE)
|
|
target_place_pressed = true;
|
|
else
|
|
target_dig_pressed = true;
|
|
break;
|
|
|
|
case TapState::None:
|
|
break;
|
|
}
|
|
|
|
// Apply short taps.
|
|
target_dig_pressed |= now < m_dig_pressed_until;
|
|
target_place_pressed |= now < m_place_pressed_until;
|
|
|
|
if (target_dig_pressed && !m_dig_pressed) {
|
|
emitMouseEvent(EMIE_LMOUSE_PRESSED_DOWN);
|
|
m_dig_pressed = true;
|
|
|
|
} else if (!target_dig_pressed && m_dig_pressed) {
|
|
emitMouseEvent(EMIE_LMOUSE_LEFT_UP);
|
|
m_dig_pressed = false;
|
|
}
|
|
|
|
if (target_place_pressed && !m_place_pressed) {
|
|
emitMouseEvent(EMIE_RMOUSE_PRESSED_DOWN);
|
|
m_place_pressed = true;
|
|
|
|
} else if (!target_place_pressed && m_place_pressed) {
|
|
emitMouseEvent(EMIE_RMOUSE_LEFT_UP);
|
|
m_place_pressed = false;
|
|
}
|
|
}
|