forked from Mirrorlandia_minetest/minetest
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)
This commit is contained in:
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@ -9,8 +9,8 @@ due to limited capabilities of common devices. What can be done is described bel
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While you're playing the game normally (that is, no menu or inventory is
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shown), the following controls are available:
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* Look around: touch screen and slide finger
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* Tap: Place a node
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* Long tap: Dig node or use the held item
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* Tap: Place a node, punch an object or use the selected item (default)
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* Long tap: Dig a node or use the selected item (default)
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* Press back: Pause menu
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* Touch buttons: Press button
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* Buttons:
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@ -8787,6 +8787,20 @@ Used by `minetest.register_node`, `minetest.register_craftitem`, and
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-- Otherwise should be name of node which the client immediately places
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-- upon digging. Server will always update with actual result shortly.
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touch_interaction = {
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-- Only affects touchscreen clients.
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-- Defines the meaning of short and long taps with the item in hand.
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-- The fields in this table have two valid values:
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-- * "long_dig_short_place" (long tap = dig, short tap = place)
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-- * "short_dig_long_place" (short tap = dig, long tap = place)
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-- The field to be used is selected according to the current
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-- `pointed_thing`.
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pointed_nothing = "long_dig_short_place",
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pointed_node = "long_dig_short_place",
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pointed_object = "short_dig_long_place",
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},
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sound = {
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-- Definition of item sounds to be played at various events.
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-- All fields in this table are optional.
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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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@ -2,6 +2,8 @@
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Copyright (C) 2014 sapier
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Copyright (C) 2018 srifqi, Muhammad Rifqi Priyo Susanto
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<muhammadrifqipriyosusanto@gmail.com>
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Copyright (C) 2024 grorp, Gregor Parzefall
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<gregor.parzefall@posteo.de>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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@ -657,23 +659,13 @@ void TouchScreenGUI::handleReleaseEvent(size_t evt_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 this pointer issued a mouse event issue symmetric release here
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if (m_move_sent_as_mouse_event) {
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SEvent translated {};
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translated.EventType = EET_MOUSE_INPUT_EVENT;
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translated.MouseInput.X = m_move_downlocation.X;
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translated.MouseInput.Y = m_move_downlocation.Y;
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translated.MouseInput.Shift = false;
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translated.MouseInput.Control = false;
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translated.MouseInput.ButtonStates = 0;
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translated.MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
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if (m_draw_crosshair) {
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translated.MouseInput.X = m_screensize.X / 2;
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translated.MouseInput.Y = m_screensize.Y / 2;
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}
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m_receiver->OnEvent(translated);
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} else if (!m_move_has_really_moved) {
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doRightClick();
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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_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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@ -794,10 +786,8 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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m_move_id = event.TouchInput.ID;
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m_move_has_really_moved = false;
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m_move_downtime = porting::getTimeMs();
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m_move_downlocation = touch_pos;
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m_move_sent_as_mouse_event = false;
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if (m_draw_crosshair)
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m_move_downlocation = v2s32(m_screensize.X / 2, m_screensize.Y / 2);
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// DON'T reset m_tap_state here, otherwise many short taps
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// will be ignored if you tap very fast.
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}
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}
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}
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@ -820,33 +810,20 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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const double touch_threshold_sq = m_touchscreen_threshold * m_touchscreen_threshold;
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if (m_has_move_id) {
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if (event.TouchInput.ID == m_move_id &&
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(!m_move_sent_as_mouse_event || m_draw_crosshair)) {
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if (m_has_move_id && event.TouchInput.ID == m_move_id) {
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if (dir_free.getLengthSQ() > touch_threshold_sq || m_move_has_really_moved) {
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m_move_has_really_moved = true;
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// update camera_yaw and camera_pitch
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m_pointer_pos[event.TouchInput.ID] = touch_pos;
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if (m_tap_state == TapState::None || m_draw_crosshair) {
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// adapt to similar behavior as pc screen
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const double d = g_settings->getFloat("touchscreen_sensitivity", 0.001f, 10.0f) * 3.0f;
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// update camera_yaw and camera_pitch
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m_camera_yaw_change -= dir_free.X * d;
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m_camera_pitch_change += dir_free.Y * d;
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// update shootline
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// no need to update (X, Y) when using crosshair since the shootline is not used
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(touch_pos);
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}
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} else if (event.TouchInput.ID == m_move_id && m_move_sent_as_mouse_event) {
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(touch_pos);
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}
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}
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@ -931,40 +908,6 @@ void TouchScreenGUI::handleChangedButton(const SEvent &event)
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handleButtonEvent((touch_gui_button_id) current_button_id, event.TouchInput.ID, true);
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}
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bool TouchScreenGUI::doRightClick()
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{
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v2s32 mPos = v2s32(m_move_downlocation.X, m_move_downlocation.Y);
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if (m_draw_crosshair) {
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mPos.X = m_screensize.X / 2;
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mPos.Y = m_screensize.Y / 2;
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}
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SEvent translated {};
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translated.EventType = EET_MOUSE_INPUT_EVENT;
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translated.MouseInput.X = mPos.X;
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translated.MouseInput.Y = mPos.Y;
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translated.MouseInput.Shift = false;
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translated.MouseInput.Control = false;
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translated.MouseInput.ButtonStates = EMBSM_RIGHT;
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// update shootline
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(mPos);
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translated.MouseInput.Event = EMIE_RMOUSE_PRESSED_DOWN;
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verbosestream << "TouchScreenGUI::translateEvent right click press" << std::endl;
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m_receiver->OnEvent(translated);
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translated.MouseInput.ButtonStates = 0;
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translated.MouseInput.Event = EMIE_RMOUSE_LEFT_UP;
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verbosestream << "TouchScreenGUI::translateEvent right click release" << std::endl;
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m_receiver->OnEvent(translated);
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return true;
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}
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void TouchScreenGUI::applyJoystickStatus()
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{
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if (m_joystick_triggers_aux1) {
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@ -1038,35 +981,25 @@ void TouchScreenGUI::step(float dtime)
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applyJoystickStatus();
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// if a new placed pointer isn't moved for some time start digging
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if (m_has_move_id &&
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(!m_move_has_really_moved) &&
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(!m_move_sent_as_mouse_event)) {
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if (m_has_move_id && !m_move_has_really_moved && m_tap_state == TapState::None) {
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u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
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if (delta > MIN_DIG_TIME_MS) {
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s32 mX = m_move_downlocation.X;
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s32 mY = m_move_downlocation.Y;
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if (m_draw_crosshair) {
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mX = m_screensize.X / 2;
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mY = m_screensize.Y / 2;
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m_tap_state = TapState::LongTap;
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}
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}
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// Update the shootline.
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// Since not only the pointer position, but also the player position and
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// thus the camera position can change, it doesn't suffice to update the
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// shootline when a touch event occurs.
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// Note that the shootline isn't used if touch_use_crosshair is enabled.
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if (!m_draw_crosshair) {
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v2s32 pointer_pos = getPointerPos();
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(v2s32(mX, mY));
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SEvent translated {};
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translated.EventType = EET_MOUSE_INPUT_EVENT;
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translated.MouseInput.X = mX;
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translated.MouseInput.Y = mY;
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translated.MouseInput.Shift = false;
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translated.MouseInput.Control = false;
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translated.MouseInput.ButtonStates = EMBSM_LEFT;
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translated.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
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verbosestream << "TouchScreenGUI::step left click press" << std::endl;
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m_receiver->OnEvent(translated);
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m_move_sent_as_mouse_event = true;
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}
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->getRayFromScreenCoordinates(pointer_pos);
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}
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m_settings_bar.step(dtime);
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@ -1125,3 +1058,100 @@ void TouchScreenGUI::show()
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setVisible(true);
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}
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v2s32 TouchScreenGUI::getPointerPos()
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{
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if (m_draw_crosshair)
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return v2s32(m_screensize.X / 2, m_screensize.Y / 2);
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return m_pointer_pos[m_move_id];
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}
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void TouchScreenGUI::emitMouseEvent(EMOUSE_INPUT_EVENT type)
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{
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v2s32 pointer_pos = getPointerPos();
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SEvent event{};
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event.EventType = EET_MOUSE_INPUT_EVENT;
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event.MouseInput.X = pointer_pos.X;
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event.MouseInput.Y = pointer_pos.Y;
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event.MouseInput.Shift = false;
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event.MouseInput.Control = false;
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event.MouseInput.ButtonStates = 0;
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event.MouseInput.Event = type;
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m_receiver->OnEvent(event);
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}
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void TouchScreenGUI::applyContextControls(const TouchInteractionMode &mode)
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{
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// Since the pointed thing has already been determined when this function
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// is called, we cannot use this function to update the shootline.
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bool target_dig_pressed = false;
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bool target_place_pressed = false;
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u64 now = porting::getTimeMs();
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switch (m_tap_state) {
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case TapState::ShortTap:
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if (mode == SHORT_DIG_LONG_PLACE) {
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if (!m_dig_pressed) {
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// The button isn't currently pressed, we can press it.
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m_dig_pressed_until = now + SIMULATED_CLICK_DURATION_MS;
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// We're done with this short tap.
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m_tap_state = TapState::None;
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} else {
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// The button is already pressed, perhaps due to another short tap.
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// Release it now, press it again during the next client step.
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// We can't release and press during the same client step because
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// the digging code simply ignores that.
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m_dig_pressed_until = 0;
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}
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} else {
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if (!m_place_pressed) {
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// The button isn't currently pressed, we can press it.
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m_place_pressed_until = now + SIMULATED_CLICK_DURATION_MS;
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// We're done with this short tap.
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m_tap_state = TapState::None;
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} else {
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// The button is already pressed, perhaps due to another short tap.
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// Release it now, press it again during the next client step.
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// We can't release and press during the same client step because
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// the digging code simply ignores that.
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m_place_pressed_until = 0;
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}
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}
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break;
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case TapState::LongTap:
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if (mode == SHORT_DIG_LONG_PLACE)
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target_place_pressed = true;
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else
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target_dig_pressed = true;
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break;
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case TapState::None:
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break;
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}
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// Apply short taps.
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target_dig_pressed |= now < m_dig_pressed_until;
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target_place_pressed |= now < m_place_pressed_until;
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if (target_dig_pressed && !m_dig_pressed) {
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emitMouseEvent(EMIE_LMOUSE_PRESSED_DOWN);
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m_dig_pressed = true;
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} else if (!target_dig_pressed && m_dig_pressed) {
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emitMouseEvent(EMIE_LMOUSE_LEFT_UP);
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m_dig_pressed = false;
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}
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if (target_place_pressed && !m_place_pressed) {
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emitMouseEvent(EMIE_RMOUSE_PRESSED_DOWN);
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m_place_pressed = true;
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} else if (!target_place_pressed && m_place_pressed) {
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emitMouseEvent(irr::EMIE_RMOUSE_LEFT_UP);
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m_place_pressed = false;
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}
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}
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@ -1,5 +1,7 @@
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/*
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Copyright (C) 2014 sapier
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Copyright (C) 2024 grorp, Gregor Parzefall
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<gregor.parzefall@posteo.de>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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@ -29,6 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <unordered_map>
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#include <vector>
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#include "itemdef.h"
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#include "client/tile.h"
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#include "client/game.h"
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@ -36,6 +39,13 @@ using namespace irr;
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using namespace irr::core;
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using namespace irr::gui;
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enum class TapState
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{
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None,
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ShortTap,
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LongTap,
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};
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typedef enum
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{
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jump_id = 0,
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@ -75,6 +85,11 @@ typedef enum
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#define SETTINGS_BAR_Y_OFFSET 5
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#define RARE_CONTROLS_BAR_Y_OFFSET 5
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// Our simulated clicks last some milliseconds so that server-side mods have a
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// chance to detect them via l_get_player_control.
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// If you tap faster than this value, the simulated clicks are of course shorter.
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#define SIMULATED_CLICK_DURATION_MS 50
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extern const std::string button_image_names[];
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extern const std::string joystick_image_names[];
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@ -161,6 +176,7 @@ public:
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~TouchScreenGUI();
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void translateEvent(const SEvent &event);
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void applyContextControls(const TouchInteractionMode &mode);
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void init(ISimpleTextureSource *tsrc);
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@ -230,8 +246,6 @@ private:
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size_t m_move_id;
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bool m_move_has_really_moved = false;
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u64 m_move_downtime = 0;
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bool m_move_sent_as_mouse_event = false;
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v2s32 m_move_downlocation = v2s32(-10000, -10000); // off-screen
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bool m_has_joystick_id = false;
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size_t m_joystick_id;
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@ -283,9 +297,6 @@ private:
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// handle pressing hotbar items
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bool isHotbarButton(const SEvent &event);
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// do a right-click
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bool doRightClick();
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// handle release event
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void handleReleaseEvent(size_t evt_id);
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@ -300,6 +311,16 @@ private:
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// rare controls bar
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AutoHideButtonBar m_rare_controls_bar;
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v2s32 getPointerPos();
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void emitMouseEvent(EMOUSE_INPUT_EVENT type);
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TapState m_tap_state = TapState::None;
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bool m_dig_pressed = false;
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u64 m_dig_pressed_until = 0;
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bool m_place_pressed = false;
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u64 m_place_pressed_until = 0;
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};
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extern TouchScreenGUI *g_touchscreengui;
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@ -35,9 +35,60 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/serialize.h"
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#include "util/container.h"
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#include "util/thread.h"
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#include "util/pointedthing.h"
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#include <map>
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#include <set>
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TouchInteraction::TouchInteraction()
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{
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pointed_nothing = LONG_DIG_SHORT_PLACE;
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pointed_node = LONG_DIG_SHORT_PLACE;
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// Map punching to single tap by default.
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pointed_object = SHORT_DIG_LONG_PLACE;
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}
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TouchInteractionMode TouchInteraction::getMode(const PointedThing &pointed) const
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{
|
||||
switch (pointed.type) {
|
||||
case POINTEDTHING_NOTHING:
|
||||
return pointed_nothing;
|
||||
case POINTEDTHING_NODE:
|
||||
return pointed_node;
|
||||
case POINTEDTHING_OBJECT:
|
||||
return pointed_object;
|
||||
default:
|
||||
FATAL_ERROR("Invalid PointedThingType given to TouchInteraction::getMode");
|
||||
}
|
||||
}
|
||||
|
||||
void TouchInteraction::serialize(std::ostream &os) const
|
||||
{
|
||||
writeU8(os, pointed_nothing);
|
||||
writeU8(os, pointed_node);
|
||||
writeU8(os, pointed_object);
|
||||
}
|
||||
|
||||
void TouchInteraction::deSerialize(std::istream &is)
|
||||
{
|
||||
u8 tmp = readU8(is);
|
||||
if (is.eof())
|
||||
throw SerializationError("");
|
||||
if (tmp < TouchInteractionMode_END)
|
||||
pointed_nothing = (TouchInteractionMode)tmp;
|
||||
|
||||
tmp = readU8(is);
|
||||
if (is.eof())
|
||||
throw SerializationError("");
|
||||
if (tmp < TouchInteractionMode_END)
|
||||
pointed_node = (TouchInteractionMode)tmp;
|
||||
|
||||
tmp = readU8(is);
|
||||
if (is.eof())
|
||||
throw SerializationError("");
|
||||
if (tmp < TouchInteractionMode_END)
|
||||
pointed_object = (TouchInteractionMode)tmp;
|
||||
}
|
||||
|
||||
/*
|
||||
ItemDefinition
|
||||
*/
|
||||
@ -84,6 +135,7 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
|
||||
range = def.range;
|
||||
palette_image = def.palette_image;
|
||||
color = def.color;
|
||||
touch_interaction = def.touch_interaction;
|
||||
return *this;
|
||||
}
|
||||
|
||||
@ -126,6 +178,7 @@ void ItemDefinition::reset()
|
||||
node_placement_prediction.clear();
|
||||
place_param2.reset();
|
||||
wallmounted_rotate_vertical = false;
|
||||
touch_interaction = TouchInteraction();
|
||||
}
|
||||
|
||||
void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
|
||||
@ -185,7 +238,9 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
|
||||
os << (u8)place_param2.has_value(); // protocol_version >= 43
|
||||
if (place_param2)
|
||||
os << *place_param2;
|
||||
|
||||
writeU8(os, wallmounted_rotate_vertical);
|
||||
touch_interaction.serialize(os);
|
||||
}
|
||||
|
||||
void ItemDefinition::deSerialize(std::istream &is, u16 protocol_version)
|
||||
@ -260,6 +315,7 @@ void ItemDefinition::deSerialize(std::istream &is, u16 protocol_version)
|
||||
place_param2 = readU8(is);
|
||||
|
||||
wallmounted_rotate_vertical = readU8(is); // 0 if missing
|
||||
touch_interaction.deSerialize(is);
|
||||
} catch(SerializationError &e) {};
|
||||
}
|
||||
|
||||
|
@ -31,6 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
class IGameDef;
|
||||
class Client;
|
||||
struct ToolCapabilities;
|
||||
struct PointedThing;
|
||||
#ifndef SERVER
|
||||
#include "client/tile.h"
|
||||
struct ItemMesh;
|
||||
@ -50,6 +51,25 @@ enum ItemType : u8
|
||||
ItemType_END // Dummy for validity check
|
||||
};
|
||||
|
||||
enum TouchInteractionMode : u8
|
||||
{
|
||||
LONG_DIG_SHORT_PLACE,
|
||||
SHORT_DIG_LONG_PLACE,
|
||||
TouchInteractionMode_END, // Dummy for validity check
|
||||
};
|
||||
|
||||
struct TouchInteraction
|
||||
{
|
||||
TouchInteractionMode pointed_nothing;
|
||||
TouchInteractionMode pointed_node;
|
||||
TouchInteractionMode pointed_object;
|
||||
|
||||
TouchInteraction();
|
||||
TouchInteractionMode getMode(const PointedThing &pointed) const;
|
||||
void serialize(std::ostream &os) const;
|
||||
void deSerialize(std::istream &is);
|
||||
};
|
||||
|
||||
struct ItemDefinition
|
||||
{
|
||||
/*
|
||||
@ -92,6 +112,8 @@ struct ItemDefinition
|
||||
std::optional<u8> place_param2;
|
||||
bool wallmounted_rotate_vertical;
|
||||
|
||||
TouchInteraction touch_interaction;
|
||||
|
||||
/*
|
||||
Some helpful methods
|
||||
*/
|
||||
|
@ -138,6 +138,20 @@ void read_item_definition(lua_State* L, int index,
|
||||
def.place_param2 = rangelim(place_param2, 0, U8_MAX);
|
||||
|
||||
getboolfield(L, index, "wallmounted_rotate_vertical", def.wallmounted_rotate_vertical);
|
||||
|
||||
lua_getfield(L, index, "touch_interaction");
|
||||
if (!lua_isnil(L, -1)) {
|
||||
luaL_checktype(L, -1, LUA_TTABLE);
|
||||
|
||||
TouchInteraction &inter = def.touch_interaction;
|
||||
inter.pointed_nothing = (TouchInteractionMode)getenumfield(L, -1, "pointed_nothing",
|
||||
es_TouchInteractionMode, inter.pointed_nothing);
|
||||
inter.pointed_node = (TouchInteractionMode)getenumfield(L, -1, "pointed_node",
|
||||
es_TouchInteractionMode, inter.pointed_node);
|
||||
inter.pointed_object = (TouchInteractionMode)getenumfield(L, -1, "pointed_object",
|
||||
es_TouchInteractionMode, inter.pointed_object);
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
|
||||
/******************************************************************************/
|
||||
@ -199,6 +213,16 @@ void push_item_definition_full(lua_State *L, const ItemDefinition &i)
|
||||
lua_setfield(L, -2, "node_placement_prediction");
|
||||
lua_pushboolean(L, i.wallmounted_rotate_vertical);
|
||||
lua_setfield(L, -2, "wallmounted_rotate_vertical");
|
||||
|
||||
lua_createtable(L, 0, 3);
|
||||
const TouchInteraction &inter = i.touch_interaction;
|
||||
lua_pushstring(L, es_TouchInteractionMode[inter.pointed_nothing].str);
|
||||
lua_setfield(L, -2,"pointed_nothing");
|
||||
lua_pushstring(L, es_TouchInteractionMode[inter.pointed_node].str);
|
||||
lua_setfield(L, -2,"pointed_node");
|
||||
lua_pushstring(L, es_TouchInteractionMode[inter.pointed_object].str);
|
||||
lua_setfield(L, -2,"pointed_object");
|
||||
lua_setfield(L, -2, "touch_interaction");
|
||||
}
|
||||
|
||||
/******************************************************************************/
|
||||
|
@ -32,3 +32,10 @@ struct EnumString es_ItemType[] =
|
||||
{ITEM_TOOL, "tool"},
|
||||
{0, NULL},
|
||||
};
|
||||
|
||||
struct EnumString es_TouchInteractionMode[] =
|
||||
{
|
||||
{LONG_DIG_SHORT_PLACE, "long_dig_short_place"},
|
||||
{SHORT_DIG_LONG_PLACE, "short_dig_long_place"},
|
||||
{0, NULL},
|
||||
};
|
||||
|
@ -59,3 +59,4 @@ public:
|
||||
|
||||
|
||||
extern EnumString es_ItemType[];
|
||||
extern EnumString es_TouchInteractionMode[];
|
||||
|
Loading…
Reference in New Issue
Block a user