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>
This commit is contained in:
Muhammad Rifqi Priyo Susanto 2022-09-30 01:30:33 +07:00 committed by GitHub
parent b1233056b7
commit 3978b9b8ed
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 53 additions and 24 deletions

@ -308,10 +308,6 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
core.show_keys_menu()
return true
end
if fields["cb_touchscreen_target"] then
core.settings:set("touchtarget", fields["cb_touchscreen_target"])
return true
end
--Note dropdowns have to be handled LAST!
local ddhandled = false

@ -117,6 +117,10 @@ mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
# The length in pixels it takes for touch screen interaction to start.
touchscreen_threshold (Touch screen threshold) int 20 0 100
# Use crosshair to select object instead of whole screen.
# If enabled, a crosshair will be shown and will be used for selecting object.
touch_use_crosshair (Use crosshair for touch screen) bool false
# (Android) Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
fixed_virtual_joystick (Fixed virtual joystick) bool false

@ -920,6 +920,10 @@ private:
#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
bool m_touch_use_crosshair;
inline bool isNoCrosshairAllowed() {
return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
}
#endif
#ifdef __ANDROID__
bool m_android_chat_open;
@ -1051,6 +1055,10 @@ bool Game::startup(bool *kill,
m_invert_mouse = g_settings->getBool("invert_mouse");
m_first_loop_after_window_activation = true;
#ifdef HAVE_TOUCHSCREENGUI
m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
#endif
g_client_translations->clear();
// address can change if simple_singleplayer_mode
@ -2981,6 +2989,11 @@ void Game::updateCamera(f32 dtime)
camera->toggleCameraMode();
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
#endif
// Make the player visible depending on camera mode.
playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
@ -3091,16 +3104,14 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
shootline.end = shootline.start + camera_direction * BS * d;
#ifdef HAVE_TOUCHSCREENGUI
if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
if (g_touchscreengui && isNoCrosshairAllowed()) {
shootline = g_touchscreengui->getShootline();
// Scale shootline to the acual distance the player can reach
shootline.end = shootline.start
+ shootline.getVector().normalize() * BS * d;
shootline.end = shootline.start +
shootline.getVector().normalize() * BS * d;
shootline.start += intToFloat(camera_offset, BS);
shootline.end += intToFloat(camera_offset, BS);
}
#endif
PointedThing pointed = updatePointedThing(shootline,
@ -3991,10 +4002,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
try {
draw_crosshair = !g_settings->getBool("touchtarget");
} catch (SettingNotFoundException) {
}
if (isNoCrosshairAllowed())
draw_crosshair = false;
#endif
m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);

@ -465,8 +465,8 @@ void set_default_settings()
#endif
#ifdef HAVE_TOUCHSCREENGUI
settings->setDefault("touchtarget", "true");
settings->setDefault("touchscreen_threshold","20");
settings->setDefault("touch_use_crosshair", "false");
settings->setDefault("fixed_virtual_joystick", "false");
settings->setDefault("virtual_joystick_triggers_aux1", "false");
settings->setDefault("clickable_chat_weblinks", "false");

@ -684,6 +684,10 @@ void TouchScreenGUI::handleReleaseEvent(size_t evt_id)
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = 0;
translated->MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
if (m_draw_crosshair) {
translated->MouseInput.X = m_screensize.X / 2;
translated->MouseInput.Y = m_screensize.Y / 2;
}
m_receiver->OnEvent(*translated);
delete translated;
} else {
@ -805,6 +809,8 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
m_move_downtime = porting::getTimeMs();
m_move_downlocation = v2s32(event.TouchInput.X, event.TouchInput.Y);
m_move_sent_as_mouse_event = false;
if (m_draw_crosshair)
m_move_downlocation = v2s32(m_screensize.X / 2, m_screensize.Y / 2);
}
}
}
@ -823,9 +829,8 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
return;
if (m_has_move_id) {
if ((event.TouchInput.ID == m_move_id) &&
(!m_move_sent_as_mouse_event)) {
if (event.TouchInput.ID == m_move_id &&
(!m_move_sent_as_mouse_event || m_draw_crosshair)) {
double distance = sqrt(
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) *
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) +
@ -841,6 +846,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
// update camera_yaw and camera_pitch
s32 dx = X - m_pointerpos[event.TouchInput.ID].X;
s32 dy = Y - m_pointerpos[event.TouchInput.ID].Y;
m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
// adapt to similar behaviour as pc screen
const double d = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f) * 3.0f;
@ -849,11 +855,11 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dy * d), -180), 180);
// update shootline
// no need to update (X, Y) when using crosshair since the shootline is not used
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(X, Y));
m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
}
} else if ((event.TouchInput.ID == m_move_id) &&
(m_move_sent_as_mouse_event)) {
@ -1010,11 +1016,17 @@ bool TouchScreenGUI::doubleTapDetection()
if (distance > (20 + m_touchscreen_threshold))
return false;
v2s32 mPos = v2s32(m_key_events[0].x, m_key_events[0].y);
if (m_draw_crosshair) {
mPos.X = m_screensize.X / 2;
mPos.Y = m_screensize.Y / 2;
}
auto *translated = new SEvent();
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_key_events[0].x;
translated->MouseInput.Y = m_key_events[0].y;
translated->MouseInput.X = mPos.X;
translated->MouseInput.Y = mPos.Y;
translated->MouseInput.Shift = false;
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = EMBSM_RIGHT;
@ -1023,7 +1035,7 @@ bool TouchScreenGUI::doubleTapDetection()
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(m_key_events[0].x, m_key_events[0].y));
->getRayFromScreenCoordinates(mPos);
translated->MouseInput.Event = EMIE_RMOUSE_PRESSED_DOWN;
verbosestream << "TouchScreenGUI::translateEvent right click press" << std::endl;
@ -1124,17 +1136,23 @@ void TouchScreenGUI::step(float dtime)
u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
if (delta > MIN_DIG_TIME_MS) {
s32 mX = m_move_downlocation.X;
s32 mY = m_move_downlocation.Y;
if (m_draw_crosshair) {
mX = m_screensize.X / 2;
mY = m_screensize.Y / 2;
}
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(
v2s32(m_move_downlocation.X,m_move_downlocation.Y));
v2s32(mX, mY));
SEvent translated;
memset(&translated, 0, sizeof(SEvent));
translated.EventType = EET_MOUSE_INPUT_EVENT;
translated.MouseInput.X = m_move_downlocation.X;
translated.MouseInput.Y = m_move_downlocation.Y;
translated.MouseInput.X = mX;
translated.MouseInput.Y = mY;
translated.MouseInput.Shift = false;
translated.MouseInput.Control = false;
translated.MouseInput.ButtonStates = EMBSM_LEFT;

@ -194,6 +194,7 @@ public:
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();
@ -240,6 +241,7 @@ private:
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;