minetest/src/gui/touchscreengui.h
Muhammad Rifqi Priyo Susanto 3978b9b8ed
Add crosshair support for Android (#7865)
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>
2022-09-29 20:30:33 +02:00

317 lines
7.4 KiB
C++

/*
Copyright (C) 2014 sapier
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "irrlichttypes.h"
#include <IEventReceiver.h>
#include <IGUIButton.h>
#include <IGUIEnvironment.h>
#include <IrrlichtDevice.h>
#include <map>
#include <vector>
#include "client/tile.h"
#include "client/game.h"
using namespace irr;
using namespace irr::core;
using namespace irr::gui;
typedef enum
{
jump_id = 0,
crunch_id,
zoom_id,
aux1_id,
after_last_element_id,
settings_starter_id,
rare_controls_starter_id,
fly_id,
noclip_id,
fast_id,
debug_id,
camera_id,
range_id,
minimap_id,
toggle_chat_id,
chat_id,
inventory_id,
drop_id,
forward_id,
backward_id,
left_id,
right_id,
joystick_off_id,
joystick_bg_id,
joystick_center_id
} touch_gui_button_id;
typedef enum
{
j_forward = 0,
j_backward,
j_left,
j_right,
j_aux1
} touch_gui_joystick_move_id;
typedef enum
{
AHBB_Dir_Top_Bottom,
AHBB_Dir_Bottom_Top,
AHBB_Dir_Left_Right,
AHBB_Dir_Right_Left
} autohide_button_bar_dir;
#define MIN_DIG_TIME_MS 500
#define BUTTON_REPEAT_DELAY 0.2f
#define SETTINGS_BAR_Y_OFFSET 5
#define RARE_CONTROLS_BAR_Y_OFFSET 5
// Very slow button repeat frequency
#define SLOW_BUTTON_REPEAT 1.0f
extern const char **button_imagenames;
extern const char **joystick_imagenames;
struct button_info
{
float repeatcounter;
float repeatdelay;
irr::EKEY_CODE keycode;
std::vector<size_t> ids;
IGUIButton *guibutton = nullptr;
bool immediate_release;
// 0: false, 1: (true) first texture, 2: (true) second texture
int togglable = 0;
std::vector<const char *> textures;
};
class AutoHideButtonBar
{
public:
AutoHideButtonBar(IrrlichtDevice *device, IEventReceiver *receiver);
void init(ISimpleTextureSource *tsrc, const char *starter_img, int button_id,
const v2s32 &UpperLeft, const v2s32 &LowerRight,
autohide_button_bar_dir dir, float timeout);
~AutoHideButtonBar();
// add button to be shown
void addButton(touch_gui_button_id id, const wchar_t *caption,
const char *btn_image);
// add toggle button to be shown
void addToggleButton(touch_gui_button_id id, const wchar_t *caption,
const char *btn_image_1, const char *btn_image_2);
// detect settings bar button events
bool isButton(const SEvent &event);
// step handler
void step(float dtime);
// deactivate button bar
void deactivate();
// hide the whole buttonbar
void hide();
// unhide the buttonbar
void show();
private:
ISimpleTextureSource *m_texturesource = nullptr;
irr::video::IVideoDriver *m_driver;
IGUIEnvironment *m_guienv;
IEventReceiver *m_receiver;
button_info m_starter;
std::vector<button_info *> m_buttons;
v2s32 m_upper_left;
v2s32 m_lower_right;
// show settings bar
bool m_active = false;
bool m_visible = true;
// settings bar timeout
float m_timeout = 0.0f;
float m_timeout_value = 3.0f;
bool m_initialized = false;
autohide_button_bar_dir m_dir = AHBB_Dir_Right_Left;
};
class TouchScreenGUI
{
public:
TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver);
~TouchScreenGUI();
void translateEvent(const SEvent &event);
void init(ISimpleTextureSource *tsrc);
double getYawChange()
{
double res = m_camera_yaw_change;
m_camera_yaw_change = 0;
return res;
}
double getPitch() { return m_camera_pitch; }
/*
* Returns a line which describes what the player is pointing at.
* The starting point and looking direction are significant,
* the line should be scaled to match its length to the actual distance
* the player can reach.
* The line starts at the camera and ends on the camera's far plane.
* The coordinates do not contain the camera offset.
*/
line3d<f32> getShootline() { return m_shootline; }
void step(float dtime);
void resetHud();
void registerHudItem(int index, const rect<s32> &rect);
inline void setUseCrosshair(bool use_crosshair) { m_draw_crosshair = use_crosshair; }
void Toggle(bool visible);
void hide();
void show();
private:
IrrlichtDevice *m_device;
IGUIEnvironment *m_guienv;
IEventReceiver *m_receiver;
ISimpleTextureSource *m_texturesource;
v2u32 m_screensize;
s32 button_size;
double m_touchscreen_threshold;
std::map<int, rect<s32>> m_hud_rects;
std::map<size_t, irr::EKEY_CODE> m_hud_ids;
bool m_visible; // is the gui visible
// value in degree
double m_camera_yaw_change = 0.0;
double m_camera_pitch = 0.0;
// forward, backward, left, right
touch_gui_button_id m_joystick_names[5] = {
forward_id, backward_id, left_id, right_id, aux1_id};
bool m_joystick_status[5] = {false, false, false, false, false};
/*
* A line starting at the camera and pointing towards the
* selected object.
* The line ends on the camera's far plane.
* The coordinates do not contain the camera offset.
*/
line3d<f32> m_shootline;
bool m_has_move_id = false;
size_t m_move_id;
bool m_move_has_really_moved = false;
u64 m_move_downtime = 0;
bool m_move_sent_as_mouse_event = false;
v2s32 m_move_downlocation = v2s32(-10000, -10000);
bool m_has_joystick_id = false;
size_t m_joystick_id;
bool m_joystick_has_really_moved = false;
bool m_fixed_joystick = false;
bool m_joystick_triggers_aux1 = false;
bool m_draw_crosshair = false;
button_info *m_joystick_btn_off = nullptr;
button_info *m_joystick_btn_bg = nullptr;
button_info *m_joystick_btn_center = nullptr;
button_info m_buttons[after_last_element_id];
// gui button detection
touch_gui_button_id getButtonID(s32 x, s32 y);
// gui button by eventID
touch_gui_button_id getButtonID(size_t eventID);
// check if a button has changed
void handleChangedButton(const SEvent &event);
// initialize a button
void initButton(touch_gui_button_id id, const rect<s32> &button_rect,
const std::wstring &caption, bool immediate_release,
float repeat_delay = BUTTON_REPEAT_DELAY);
// initialize a joystick button
button_info *initJoystickButton(touch_gui_button_id id,
const rect<s32> &button_rect, int texture_id,
bool visible = true);
struct id_status
{
size_t id;
int X;
int Y;
};
// vector to store known ids and their initial touch positions
std::vector<id_status> m_known_ids;
// handle a button event
void handleButtonEvent(touch_gui_button_id bID, size_t eventID, bool action);
// handle pressed hud buttons
bool isHUDButton(const SEvent &event);
// handle double taps
bool doubleTapDetection();
// handle release event
void handleReleaseEvent(size_t evt_id);
// apply joystick status
void applyJoystickStatus();
// double-click detection variables
struct key_event
{
u64 down_time;
s32 x;
s32 y;
};
// array for saving last known position of a pointer
std::map<size_t, v2s32> m_pointerpos;
// array for double tap detection
key_event m_key_events[2];
// settings bar
AutoHideButtonBar m_settingsbar;
// rare controls bar
AutoHideButtonBar m_rarecontrolsbar;
};
extern TouchScreenGUI *g_touchscreengui;