forked from Mirrorlandia_minetest/minetest
TouchScreenGUI: Read coordinates directly for virtual joystick (#13567)
The movement's direction and speed are calculated directly from the button's relative screen coordinate. The previous method was to trigger the movement using a keyboard event. The only virtual joystick status left is Aux1 button. --------- Co-authored-by: Gregor Parzefall <gregor.parzefall@posteo.de>
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@ -332,7 +332,11 @@ public:
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return 0.0f;
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return 1.0f; // If there is a keyboard event, assume maximum speed
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}
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#ifdef HAVE_TOUCHSCREENGUI
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return m_receiver->m_touchscreengui->getMovementSpeed();
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#else
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return joystick.getMovementSpeed();
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#endif
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}
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virtual float getMovementDirection()
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@ -352,7 +356,11 @@ public:
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if (x != 0 || z != 0) /* If there is a keyboard event, it takes priority */
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return atan2(x, z);
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else
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#ifdef HAVE_TOUCHSCREENGUI
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return m_receiver->m_touchscreengui->getMovementDirection();
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#else
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return joystick.getMovementDirection();
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#endif
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}
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virtual bool cancelPressed()
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@ -52,18 +52,6 @@ static irr::EKEY_CODE id2keycode(touch_gui_button_id id)
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{
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std::string key = "";
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switch (id) {
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case forward_id:
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key = "forward";
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break;
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case left_id:
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key = "left";
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break;
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case right_id:
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key = "right";
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break;
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case backward_id:
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key = "backward";
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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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@ -702,8 +690,9 @@ void TouchScreenGUI::handleReleaseEvent(size_t evt_id)
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m_has_joystick_id = false;
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// reset joystick
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for (unsigned int i = 0; i < 4; i++)
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m_joystick_status[i] = false;
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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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m_joystick_btn_off->guibutton->setVisible(true);
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@ -844,8 +833,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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(m_pointerpos[event.TouchInput.ID].Y - event.TouchInput.Y) *
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(m_pointerpos[event.TouchInput.ID].Y - event.TouchInput.Y));
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if ((distance > m_touchscreen_threshold) ||
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(m_move_has_really_moved)) {
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if (distance > m_touchscreen_threshold || m_move_has_really_moved) {
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m_move_has_really_moved = true;
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s32 X = event.TouchInput.X;
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s32 Y = event.TouchInput.Y;
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@ -868,8 +856,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(v2s32(X, Y));
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}
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} else if ((event.TouchInput.ID == m_move_id) &&
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(m_move_sent_as_mouse_event)) {
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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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@ -899,45 +886,21 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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(!m_fixed_joystick &&
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distance_sq > m_touchscreen_threshold * m_touchscreen_threshold)) {
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m_joystick_has_really_moved = true;
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m_joystick_direction = atan2(dx, -dy);
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double distance = sqrt(distance_sq);
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// angle in degrees
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double angle = acos(dx / distance) * 180 / M_PI;
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if (dy < 0)
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angle *= -1;
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// rotate to make comparing easier
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angle = fmod(angle + 180 + 22.5, 360);
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// reset state before applying
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for (bool & joystick_status : m_joystick_status)
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joystick_status = false;
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if (distance <= m_touchscreen_threshold) {
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// do nothing
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} else if (angle < 45)
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m_joystick_status[j_left] = true;
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else if (angle < 90) {
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m_joystick_status[j_forward] = true;
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m_joystick_status[j_left] = true;
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} else if (angle < 135)
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m_joystick_status[j_forward] = true;
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else if (angle < 180) {
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m_joystick_status[j_forward] = true;
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m_joystick_status[j_right] = true;
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} else if (angle < 225)
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m_joystick_status[j_right] = true;
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else if (angle < 270) {
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m_joystick_status[j_backward] = true;
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m_joystick_status[j_right] = true;
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} else if (angle < 315)
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m_joystick_status[j_backward] = true;
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else if (angle <= 360) {
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m_joystick_status[j_backward] = true;
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m_joystick_status[j_left] = true;
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m_joystick_speed = 0.0f;
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} else {
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m_joystick_speed = distance / button_size;
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if (m_joystick_speed > 1.0f)
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m_joystick_speed = 1.0f;
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}
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m_joystick_status_aux1 = distance > (button_size * 1.5f);
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if (distance > button_size) {
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m_joystick_status[j_aux1] = true;
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// move joystick "button"
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s32 ndx = button_size * dx / distance - button_size / 2.0f;
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s32 ndy = button_size * dy / distance - button_size / 2.0f;
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@ -971,7 +934,7 @@ void TouchScreenGUI::handleChangedButton(const SEvent &event)
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for (auto iter = m_buttons[i].ids.begin();
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iter != m_buttons[i].ids.end(); ++iter) {
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if (event.TouchInput.ID == *iter) {
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int current_button_id =
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auto current_button_id =
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getButtonID(event.TouchInput.X, event.TouchInput.Y);
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if (current_button_id == i)
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@ -1038,17 +1001,14 @@ bool TouchScreenGUI::doRightClick()
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void TouchScreenGUI::applyJoystickStatus()
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{
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for (unsigned int i = 0; i < 5; i++) {
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if (i == 4 && !m_joystick_triggers_aux1)
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continue;
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if (m_joystick_triggers_aux1) {
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SEvent translated{};
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translated.EventType = irr::EET_KEY_INPUT_EVENT;
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translated.KeyInput.Key = id2keycode(m_joystick_names[i]);
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translated.KeyInput.Key = id2keycode(aux1_id);
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translated.KeyInput.PressedDown = false;
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m_receiver->OnEvent(translated);
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if (m_joystick_status[i]) {
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if (m_joystick_status_aux1) {
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translated.KeyInput.PressedDown = true;
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m_receiver->OnEvent(translated);
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}
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@ -1110,12 +1070,7 @@ void TouchScreenGUI::step(float dtime)
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}
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// joystick
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for (unsigned int i = 0; i < 4; i++) {
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if (m_joystick_status[i]) {
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applyJoystickStatus();
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break;
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}
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}
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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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@ -54,10 +54,6 @@ typedef enum
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chat_id,
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inventory_id,
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drop_id,
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forward_id,
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backward_id,
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left_id,
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right_id,
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joystick_off_id,
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joystick_bg_id,
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joystick_center_id
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@ -194,6 +190,9 @@ public:
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*/
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line3d<f32> getShootline() { return m_shootline; }
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float getMovementDirection() { return m_joystick_direction; }
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float getMovementSpeed() { return m_joystick_speed; }
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void step(float dtime);
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void resetHud();
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void registerHudItem(int index, const rect<s32> &rect);
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@ -220,11 +219,6 @@ private:
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double m_camera_yaw_change = 0.0;
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double m_camera_pitch = 0.0;
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// forward, backward, left, right
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touch_gui_button_id m_joystick_names[5] = {
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forward_id, backward_id, left_id, right_id, aux1_id};
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bool m_joystick_status[5] = {false, false, false, false, false};
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/*
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* A line starting at the camera and pointing towards the
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* selected object.
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@ -238,11 +232,14 @@ private:
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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);
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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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bool m_joystick_has_really_moved = false;
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float m_joystick_direction = 0.0f; // assume forward
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float m_joystick_speed = 0.0f; // no movement
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bool m_joystick_status_aux1 = false;
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bool m_fixed_joystick = false;
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bool m_joystick_triggers_aux1 = false;
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bool m_draw_crosshair = false;
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