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luanti/src/gui/touchcontrols.cpp
2025-01-21 16:29:12 +01:00

839 lines
24 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2014 sapier
// Copyright (C) 2018 srifqi, Muhammad Rifqi Priyo Susanto
// Copyright (C) 2024 grorp, Gregor Parzefall
#include "touchcontrols.h"
#include "touchscreenlayout.h"
#include "gettime.h"
#include "irr_v2d.h"
#include "log.h"
#include "porting.h"
#include "settings.h"
#include "client/guiscalingfilter.h"
#include "client/keycode.h"
#include "client/renderingengine.h"
#include "client/texturesource.h"
#include "util/numeric.h"
#include "irr_gui_ptr.h"
#include "IGUIImage.h"
#include "IGUIStaticText.h"
#include "IGUIFont.h"
#include <IrrlichtDevice.h>
#include <ISceneCollisionManager.h>
#include <iostream>
#include <algorithm>
TouchControls *g_touchcontrols;
void TouchControls::emitKeyboardEvent(EKEY_CODE keycode, bool pressed)
{
SEvent e{};
e.EventType = EET_KEY_INPUT_EVENT;
e.KeyInput.Key = keycode;
e.KeyInput.Control = false;
e.KeyInput.Shift = false;
e.KeyInput.Char = 0;
e.KeyInput.PressedDown = pressed;
m_receiver->OnEvent(e);
}
void TouchControls::loadButtonTexture(IGUIImage *gui_button, const std::string &path)
{
auto rect = gui_button->getRelativePosition();
video::ITexture *texture = guiScalingImageButton(m_device->getVideoDriver(),
m_texturesource->getTexture(path), rect.getWidth(), rect.getHeight());
gui_button->setImage(texture);
gui_button->setScaleImage(true);
}
void TouchControls::buttonEmitAction(button_info &btn, bool action)
{
if (btn.keycode == KEY_UNKNOWN)
return;
emitKeyboardEvent(btn.keycode, action);
if (action) {
if (btn.toggleable == button_info::FIRST_TEXTURE) {
btn.toggleable = button_info::SECOND_TEXTURE;
loadButtonTexture(btn.gui_button.get(), btn.toggle_textures[1]);
} else if (btn.toggleable == button_info::SECOND_TEXTURE) {
btn.toggleable = button_info::FIRST_TEXTURE;
loadButtonTexture(btn.gui_button.get(), btn.toggle_textures[0]);
}
}
}
bool TouchControls::buttonsHandlePress(std::vector<button_info> &buttons, size_t pointer_id, IGUIElement *element)
{
if (!element)
return false;
for (button_info &btn : buttons) {
if (btn.gui_button.get() == element) {
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;
buttonEmitAction(btn, true);
btn.repeat_counter = -BUTTON_REPEAT_DELAY;
return true;
}
}
return false;
}
bool TouchControls::buttonsHandleRelease(std::vector<button_info> &buttons, size_t pointer_id)
{
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()) {
btn.pointer_ids.erase(it);
if (!btn.pointer_ids.empty())
return true;
buttonEmitAction(btn, false);
return true;
}
}
return false;
}
bool TouchControls::buttonsStep(std::vector<button_info> &buttons, float dtime)
{
bool has_pointers = false;
for (button_info &btn : buttons) {
if (btn.pointer_ids.empty())
continue;
has_pointers = true;
btn.repeat_counter += dtime;
if (btn.repeat_counter < BUTTON_REPEAT_INTERVAL)
continue;
buttonEmitAction(btn, false);
buttonEmitAction(btn, true);
btn.repeat_counter = 0.0f;
}
return has_pointers;
}
static EKEY_CODE id_to_keycode(touch_gui_button_id id)
{
EKEY_CODE code;
// ESC isn't part of the keymap.
if (id == exit_id)
return KEY_ESCAPE;
std::string key = "";
switch (id) {
case jump_id:
key = "jump";
break;
case sneak_id:
key = "sneak";
break;
case zoom_id:
key = "zoom";
break;
case aux1_id:
key = "aux1";
break;
case fly_id:
key = "freemove";
break;
case noclip_id:
key = "noclip";
break;
case fast_id:
key = "fastmove";
break;
case debug_id:
key = "toggle_debug";
break;
case camera_id:
key = "camera_mode";
break;
case range_id:
key = "rangeselect";
break;
case minimap_id:
key = "minimap";
break;
case toggle_chat_id:
key = "toggle_chat";
break;
case chat_id:
key = "chat";
break;
case inventory_id:
key = "inventory";
break;
case drop_id:
key = "drop";
break;
default:
break;
}
assert(!key.empty());
std::string resolved = g_settings->get("keymap_" + key);
try {
code = keyname_to_keycode(resolved.c_str());
} catch (UnknownKeycode &e) {
code = KEY_UNKNOWN;
warningstream << "TouchControls: Unknown key '" << resolved
<< "' for '" << key << "', hiding button." << std::endl;
}
return code;
}
TouchControls::TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc):
m_device(device),
m_guienv(device->getGUIEnvironment()),
m_receiver(device->getEventReceiver()),
m_texturesource(tsrc)
{
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");
m_screensize = m_device->getVideoDriver()->getScreenSize();
m_button_size = ButtonLayout::getButtonSize(m_screensize);
applyLayout(ButtonLayout::loadFromSettings());
}
void TouchControls::applyLayout(const ButtonLayout &layout)
{
m_layout = layout;
m_buttons.clear();
m_overflow_btn = nullptr;
m_overflow_bg = nullptr;
m_overflow_buttons.clear();
m_overflow_button_titles.clear();
m_overflow_button_rects.clear();
// Initialize joystick display "button".
// Joystick is placed on the bottom left of screen.
if (m_fixed_joystick) {
m_joystick_btn_off = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_off_id,
recti(m_button_size,
m_screensize.Y - m_button_size * 4,
m_button_size * 4,
m_screensize.Y - m_button_size), true));
} else {
m_joystick_btn_off = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_off_id,
recti(m_button_size,
m_screensize.Y - m_button_size * 3,
m_button_size * 3,
m_screensize.Y - m_button_size), true));
}
m_joystick_btn_bg = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_bg_id,
recti(m_button_size,
m_screensize.Y - m_button_size * 4,
m_button_size * 4,
m_screensize.Y - m_button_size), false));
m_joystick_btn_center = grab_gui_element<IGUIImage>(makeButtonDirect(joystick_center_id,
recti(0, 0, m_button_size, m_button_size), false));
for (const auto &[id, meta] : m_layout.layout) {
if (!mayAddButton(id))
continue;
recti rect = m_layout.getRect(id, m_screensize, m_button_size, m_texturesource);
if (id == toggle_chat_id)
// Chat is shown by default, so chat_hide_btn.png is shown first.
addToggleButton(m_buttons, id, "chat_hide_btn.png",
"chat_show_btn.png", rect, true);
else if (id == overflow_id)
m_overflow_btn = grab_gui_element<IGUIImage>(
makeButtonDirect(id, rect, true));
else
addButton(m_buttons, id, button_image_names[id], rect, true);
}
IGUIStaticText *background = m_guienv->addStaticText(L"",
recti(v2s32(0, 0), dimension2du(m_screensize)));
background->setBackgroundColor(video::SColor(140, 0, 0, 0));
background->setVisible(false);
m_overflow_bg = grab_gui_element<IGUIStaticText>(background);
auto overflow_buttons = m_layout.getMissingButtons();
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).
return !mayAddButton(id) || id == overflow_id;
}), overflow_buttons.end());
layout_button_grid(m_screensize, m_texturesource, overflow_buttons,
[&] (touch_gui_button_id id, v2s32 pos, recti rect) {
if (id == toggle_chat_id)
// Chat is shown by default, so chat_hide_btn.png is shown first.
addToggleButton(m_overflow_buttons, id, "chat_hide_btn.png",
"chat_show_btn.png", rect, false);
else
addButton(m_overflow_buttons, id, button_image_names[id], rect, false);
IGUIStaticText *text = m_guienv->addStaticText(L"", recti());
make_button_grid_title(text, id, pos, rect);
text->setVisible(false);
m_overflow_button_titles.push_back(grab_gui_element<IGUIStaticText>(text));
rect.addInternalPoint(text->getRelativePosition().UpperLeftCorner);
rect.addInternalPoint(text->getRelativePosition().LowerRightCorner);
m_overflow_button_rects.push_back(rect);
});
m_status_text = grab_gui_element<IGUIStaticText>(
m_guienv->addStaticText(L"", recti(), false, false));
m_status_text->setVisible(false);
// applyLayout can be called at any time, also e.g. while the overflow menu
// is open, so this is necessary to restore correct visibility.
updateVisibility();
}
TouchControls::~TouchControls()
{
releaseAll();
}
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_keycode(id) == KEY_UNKNOWN)
return false;
return true;
}
void TouchControls::addButton(std::vector<button_info> &buttons, touch_gui_button_id id,
const std::string &image, const recti &rect, bool visible)
{
IGUIImage *btn_gui_button = m_guienv->addImage(rect, nullptr, id);
btn_gui_button->setVisible(visible);
loadButtonTexture(btn_gui_button, image);
button_info &btn = buttons.emplace_back();
btn.keycode = id_to_keycode(id);
btn.gui_button = grab_gui_element<IGUIImage>(btn_gui_button);
}
void TouchControls::addToggleButton(std::vector<button_info> &buttons, touch_gui_button_id id,
const std::string &image_1, const std::string &image_2, const recti &rect, bool visible)
{
addButton(buttons, id, image_1, rect, visible);
button_info &btn = buttons.back();
btn.toggleable = button_info::FIRST_TEXTURE;
btn.toggle_textures[0] = image_1;
btn.toggle_textures[1] = image_2;
}
IGUIImage *TouchControls::makeButtonDirect(touch_gui_button_id id,
const recti &rect, bool visible)
{
IGUIImage *btn_gui_button = m_guienv->addImage(rect, nullptr, id);
btn_gui_button->setVisible(visible);
loadButtonTexture(btn_gui_button, button_image_names[id]);
return btn_gui_button;
}
bool TouchControls::isHotbarButton(const SEvent &event)
{
const v2s32 touch_pos = v2s32(event.TouchInput.X, event.TouchInput.Y);
// check if hotbar item is pressed
for (auto &[index, rect] : m_hotbar_rects) {
if (rect.isPointInside(touch_pos)) {
// We can't just emit a keypress event because the number keys
// range from 1 to 9, but there may be more hotbar items.
m_hotbar_selection = index;
return true;
}
}
return false;
}
std::optional<u16> TouchControls::getHotbarSelection()
{
auto selection = m_hotbar_selection;
m_hotbar_selection = std::nullopt;
return selection;
}
void TouchControls::handleReleaseEvent(size_t pointer_id)
{
// By the way: Android reuses pointer IDs, so m_pointer_pos[pointer_id]
// will be overwritten soon anyway.
m_pointer_downpos.erase(pointer_id);
m_pointer_pos.erase(pointer_id);
// handle buttons
if (buttonsHandleRelease(m_buttons, pointer_id))
return;
if (buttonsHandleRelease(m_overflow_buttons, pointer_id))
return;
if (m_has_move_id && pointer_id == m_move_id) {
// handle the point used for moving view
m_has_move_id = false;
// 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 &&
m_tap_state != TapState::LongTap) {
m_tap_state = TapState::ShortTap;
} else {
m_tap_state = TapState::None;
}
}
// handle joystick
else if (m_has_joystick_id && pointer_id == m_joystick_id) {
m_has_joystick_id = false;
// reset joystick
m_joystick_direction = 0.0f;
m_joystick_speed = 0.0f;
m_joystick_status_aux1 = false;
applyJoystickStatus();
updateVisibility();
} else {
infostream << "TouchControls::translateEvent released unknown button: "
<< pointer_id << std::endl;
}
}
void TouchControls::translateEvent(const SEvent &event)
{
if (!m_visible) {
infostream << "TouchControls::translateEvent got event but is not visible!"
<< std::endl;
return;
}
if (event.EventType != EET_TOUCH_INPUT_EVENT)
return;
const s32 half_button_size = m_button_size / 2.0f;
const s32 fixed_joystick_range_sq = half_button_size * half_button_size * 3 * 3;
const s32 X = event.TouchInput.X;
const s32 Y = event.TouchInput.Y;
const v2s32 touch_pos = v2s32(X, Y);
const v2s32 fixed_joystick_center = v2s32(half_button_size * 5,
m_screensize.Y - half_button_size * 5);
const v2s32 dir_fixed = touch_pos - fixed_joystick_center;
if (event.TouchInput.Event == ETIE_PRESSED_DOWN) {
size_t pointer_id = event.TouchInput.ID;
m_pointer_downpos[pointer_id] = touch_pos;
m_pointer_pos[pointer_id] = touch_pos;
bool prevent_short_tap = false;
IGUIElement *element = m_guienv->getRootGUIElement()->getElementFromPoint(touch_pos);
// handle overflow menu
if (!m_overflow_open) {
if (element == m_overflow_btn.get()) {
toggleOverflowMenu();
return;
}
} else {
for (size_t i = 0; i < m_overflow_buttons.size(); i++) {
if (m_overflow_button_rects[i].isPointInside(touch_pos)) {
element = m_overflow_buttons[i].gui_button.get();
break;
}
}
if (buttonsHandlePress(m_overflow_buttons, pointer_id, element))
return;
toggleOverflowMenu();
// refresh since visibility of buttons has changed
element = m_guienv->getRootGUIElement()->getElementFromPoint(touch_pos);
// continue processing, but avoid accidentally placing a node
// when closing the overflow menu
prevent_short_tap = true;
}
// handle buttons
if (buttonsHandlePress(m_buttons, pointer_id, element))
return;
// handle hotbar
if (isHotbarButton(event))
// already handled in isHotbarButton()
return;
// Select joystick when joystick tapped (fixed joystick position) or
// when left 1/3 of screen dragged (free joystick position)
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;
}
}