forked from Mirrorlandia_minetest/minetest
3978b9b8ed
If enabled, a crosshair will be shown to select object. This will give Android players a way to play like they play on desktop. On third-person back camera mode, player is forced to use crosshair. On third-person front camera mode, player is unable to select anything. Co-authored-by: ROllerozxa <temporaryemail4meh+github@gmail.com> Co-authored-by: rubenwardy <rw@rubenwardy.com>
317 lines
7.4 KiB
C++
317 lines
7.4 KiB
C++
/*
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Copyright (C) 2014 sapier
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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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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes.h"
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#include <IEventReceiver.h>
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#include <IGUIButton.h>
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#include <IGUIEnvironment.h>
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#include <IrrlichtDevice.h>
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#include <map>
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#include <vector>
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#include "client/tile.h"
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#include "client/game.h"
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using namespace irr;
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using namespace irr::core;
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using namespace irr::gui;
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typedef enum
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{
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jump_id = 0,
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crunch_id,
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zoom_id,
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aux1_id,
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after_last_element_id,
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settings_starter_id,
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rare_controls_starter_id,
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fly_id,
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noclip_id,
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fast_id,
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debug_id,
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camera_id,
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range_id,
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minimap_id,
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toggle_chat_id,
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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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} touch_gui_button_id;
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typedef enum
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{
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j_forward = 0,
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j_backward,
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j_left,
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j_right,
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j_aux1
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} touch_gui_joystick_move_id;
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typedef enum
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{
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AHBB_Dir_Top_Bottom,
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AHBB_Dir_Bottom_Top,
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AHBB_Dir_Left_Right,
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AHBB_Dir_Right_Left
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} autohide_button_bar_dir;
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#define MIN_DIG_TIME_MS 500
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#define BUTTON_REPEAT_DELAY 0.2f
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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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// Very slow button repeat frequency
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#define SLOW_BUTTON_REPEAT 1.0f
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extern const char **button_imagenames;
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extern const char **joystick_imagenames;
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struct button_info
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{
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float repeatcounter;
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float repeatdelay;
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irr::EKEY_CODE keycode;
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std::vector<size_t> ids;
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IGUIButton *guibutton = nullptr;
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bool immediate_release;
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// 0: false, 1: (true) first texture, 2: (true) second texture
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int togglable = 0;
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std::vector<const char *> textures;
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};
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class AutoHideButtonBar
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{
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public:
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AutoHideButtonBar(IrrlichtDevice *device, IEventReceiver *receiver);
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void init(ISimpleTextureSource *tsrc, const char *starter_img, int button_id,
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const v2s32 &UpperLeft, const v2s32 &LowerRight,
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autohide_button_bar_dir dir, float timeout);
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~AutoHideButtonBar();
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// add button to be shown
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void addButton(touch_gui_button_id id, const wchar_t *caption,
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const char *btn_image);
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// add toggle button to be shown
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void addToggleButton(touch_gui_button_id id, const wchar_t *caption,
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const char *btn_image_1, const char *btn_image_2);
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// detect settings bar button events
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bool isButton(const SEvent &event);
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// step handler
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void step(float dtime);
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// deactivate button bar
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void deactivate();
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// hide the whole buttonbar
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void hide();
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// unhide the buttonbar
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void show();
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private:
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ISimpleTextureSource *m_texturesource = nullptr;
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irr::video::IVideoDriver *m_driver;
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IGUIEnvironment *m_guienv;
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IEventReceiver *m_receiver;
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button_info m_starter;
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std::vector<button_info *> m_buttons;
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v2s32 m_upper_left;
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v2s32 m_lower_right;
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// show settings bar
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bool m_active = false;
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bool m_visible = true;
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// settings bar timeout
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float m_timeout = 0.0f;
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float m_timeout_value = 3.0f;
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bool m_initialized = false;
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autohide_button_bar_dir m_dir = AHBB_Dir_Right_Left;
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};
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class TouchScreenGUI
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{
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public:
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TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver);
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~TouchScreenGUI();
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void translateEvent(const SEvent &event);
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void init(ISimpleTextureSource *tsrc);
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double getYawChange()
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{
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double res = m_camera_yaw_change;
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m_camera_yaw_change = 0;
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return res;
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}
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double getPitch() { return m_camera_pitch; }
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/*
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* Returns a line which describes what the player is pointing at.
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* The starting point and looking direction are significant,
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* the line should be scaled to match its length to the actual distance
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* the player can reach.
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* The line starts at the camera and ends on the camera's far plane.
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* The coordinates do not contain the camera offset.
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*/
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line3d<f32> getShootline() { return m_shootline; }
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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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inline void setUseCrosshair(bool use_crosshair) { m_draw_crosshair = use_crosshair; }
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void Toggle(bool visible);
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void hide();
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void show();
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private:
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IrrlichtDevice *m_device;
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IGUIEnvironment *m_guienv;
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IEventReceiver *m_receiver;
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ISimpleTextureSource *m_texturesource;
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v2u32 m_screensize;
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s32 button_size;
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double m_touchscreen_threshold;
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std::map<int, rect<s32>> m_hud_rects;
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std::map<size_t, irr::EKEY_CODE> m_hud_ids;
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bool m_visible; // is the gui visible
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// value in degree
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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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* The line ends on the camera's far plane.
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* The coordinates do not contain the camera offset.
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*/
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line3d<f32> m_shootline;
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bool m_has_move_id = false;
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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);
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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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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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button_info *m_joystick_btn_off = nullptr;
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button_info *m_joystick_btn_bg = nullptr;
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button_info *m_joystick_btn_center = nullptr;
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button_info m_buttons[after_last_element_id];
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// gui button detection
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touch_gui_button_id getButtonID(s32 x, s32 y);
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// gui button by eventID
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touch_gui_button_id getButtonID(size_t eventID);
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// check if a button has changed
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void handleChangedButton(const SEvent &event);
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// initialize a button
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void initButton(touch_gui_button_id id, const rect<s32> &button_rect,
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const std::wstring &caption, bool immediate_release,
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float repeat_delay = BUTTON_REPEAT_DELAY);
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// initialize a joystick button
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button_info *initJoystickButton(touch_gui_button_id id,
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const rect<s32> &button_rect, int texture_id,
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bool visible = true);
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struct id_status
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{
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size_t id;
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int X;
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int Y;
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};
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// vector to store known ids and their initial touch positions
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std::vector<id_status> m_known_ids;
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// handle a button event
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void handleButtonEvent(touch_gui_button_id bID, size_t eventID, bool action);
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// handle pressed hud buttons
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bool isHUDButton(const SEvent &event);
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// handle double taps
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bool doubleTapDetection();
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// handle release event
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void handleReleaseEvent(size_t evt_id);
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// apply joystick status
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void applyJoystickStatus();
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// double-click detection variables
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struct key_event
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{
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u64 down_time;
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s32 x;
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s32 y;
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};
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// array for saving last known position of a pointer
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std::map<size_t, v2s32> m_pointerpos;
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// array for double tap detection
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key_event m_key_events[2];
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// settings bar
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AutoHideButtonBar m_settingsbar;
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// rare controls bar
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AutoHideButtonBar m_rarecontrolsbar;
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};
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extern TouchScreenGUI *g_touchscreengui;
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