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https://github.com/minetest/minetest.git
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split enable_touch to touch_controls (for touchscreen controls) and touch_gui
touch_gui provide adjustment to the interface, so it's more touch friendly Signed-off-by: David Heidelberg <david@ixit.cz>
This commit is contained in:
parent
1977517d7a
commit
3a59fabefe
@ -19,7 +19,7 @@
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local BASE_SPACING = 0.1
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local function get_scroll_btn_width()
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return core.settings:get_bool("enable_touch") and 0.8 or 0.5
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return core.settings:get_bool("touch_gui") and 0.8 or 0.5
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end
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local function buttonbar_formspec(self)
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@ -181,7 +181,7 @@ local function get_info_formspec(text)
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return table.concat({
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"formspec_version[6]",
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"size[15.75,9.5]",
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core.settings:get_bool("enable_touch") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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core.settings:get_bool("touch_gui") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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"label[4,4.35;", text, "]",
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"container[0,", H - 0.8 - 0.375, "]",
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@ -212,7 +212,7 @@ local function get_formspec(dlgdata)
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local formspec = {
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"formspec_version[6]",
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"size[15.75,9.5]",
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core.settings:get_bool("enable_touch") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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core.settings:get_bool("touch_gui") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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"style[status,downloading,queued;border=false]",
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@ -463,7 +463,7 @@ end
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local function handle_events(event)
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if event == "DialogShow" then
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-- On touchscreen, don't show the "MINETEST" header behind the dialog.
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mm_game_theme.set_engine(core.settings:get_bool("enable_touch"))
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mm_game_theme.set_engine(core.settings:get_bool("touch_gui"))
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-- If ContentDB is already loaded, auto-install packages here.
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do_auto_install()
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@ -22,13 +22,13 @@ end
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local function get_loading_formspec()
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local ENABLE_TOUCH = core.settings:get_bool("enable_touch")
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local w = ENABLE_TOUCH and 14 or 7
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local TOUCH_GUI = core.settings:get_bool("touch_gui")
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local w = TOUCH_GUI and 14 or 7
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local formspec = {
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"formspec_version[3]",
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"size[", w, ",9.05]",
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ENABLE_TOUCH and "padding[0.01,0.01]" or "position[0.5,0.55]",
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TOUCH_GUI and "padding[0.01,0.01]" or "position[0.5,0.55]",
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"label[3,4.525;", fgettext("Loading..."), "]",
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}
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return table.concat(formspec)
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@ -110,18 +110,18 @@ local function get_formspec(data)
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message_bg = mt_color_orange
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end
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local ENABLE_TOUCH = core.settings:get_bool("enable_touch")
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local TOUCH_GUI = core.settings:get_bool("touch_gui")
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local w = ENABLE_TOUCH and 14 or 7
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local w = TOUCH_GUI and 14 or 7
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local padded_w = w - 2*0.375
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local dropdown_w = ENABLE_TOUCH and 10.2 or 4.25
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local dropdown_w = TOUCH_GUI and 10.2 or 4.25
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local button_w = (padded_w - 0.25) / 3
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local button_pad = button_w / 2
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local formspec = {
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"formspec_version[3]",
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"size[", w, ",9.05]",
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ENABLE_TOUCH and "padding[0.01,0.01]" or "position[0.5,0.55]",
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TOUCH_GUI and "padding[0.01,0.01]" or "position[0.5,0.55]",
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"style[title;border=false]",
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"box[0,0;", w, ",0.8;#3333]",
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"button[0,0;", w, ",0.8;title;", fgettext("Install $1", package.title) , "]",
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@ -110,7 +110,7 @@ local function load()
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local change_keys = {
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query_text = "Controls",
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requires = {
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keyboard_mouse = true,
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touch_controls = false,
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},
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get_formspec = function(self, avail_w)
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local btn_w = math.min(avail_w, 3)
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@ -324,8 +324,6 @@ local function check_requirements(name, requires)
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local special = {
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android = PLATFORM == "Android",
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desktop = PLATFORM ~= "Android",
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touchscreen_gui = core.settings:get_bool("enable_touch"),
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keyboard_mouse = not core.settings:get_bool("enable_touch"),
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shaders_support = shaders_support,
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shaders = core.settings:get_bool("enable_shaders") and shaders_support,
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opengl = video_driver == "opengl",
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@ -457,13 +455,13 @@ local function get_formspec(dialogdata)
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local extra_h = 1 -- not included in tabsize.height
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local tabsize = {
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width = core.settings:get_bool("enable_touch") and 16.5 or 15.5,
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height = core.settings:get_bool("enable_touch") and (10 - extra_h) or 12,
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width = core.settings:get_bool("touch_gui") and 16.5 or 15.5,
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height = core.settings:get_bool("touch_gui") and (10 - extra_h) or 12,
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}
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local scrollbar_w = core.settings:get_bool("enable_touch") and 0.6 or 0.4
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local scrollbar_w = core.settings:get_bool("touch_gui") and 0.6 or 0.4
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local left_pane_width = core.settings:get_bool("enable_touch") and 4.5 or 4.25
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local left_pane_width = core.settings:get_bool("touch_gui") and 4.5 or 4.25
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local left_pane_padding = 0.25
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local search_width = left_pane_width + scrollbar_w - (0.75 * 2)
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@ -477,7 +475,7 @@ local function get_formspec(dialogdata)
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local fs = {
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"formspec_version[6]",
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"size[", tostring(tabsize.width), ",", tostring(tabsize.height + extra_h), "]",
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core.settings:get_bool("enable_touch") and "padding[0.01,0.01]" or "",
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core.settings:get_bool("touch_gui") and "padding[0.01,0.01]" or "",
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"bgcolor[#0000]",
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-- HACK: this is needed to allow resubmitting the same formspec
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@ -652,15 +650,15 @@ local function buttonhandler(this, fields)
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write_settings_early()
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end
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-- enable_touch is a checkbox in a setting component. We handle this
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-- touch_controls is a checkbox in a setting component. We handle this
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-- setting differently so we can hide/show pages using the next if-statement
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if fields.enable_touch ~= nil then
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local value = core.is_yes(fields.enable_touch)
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core.settings:set_bool("enable_touch", value)
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if fields.touch_controls ~= nil then
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local value = core.is_yes(fields.touch_controls)
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core.settings:set_bool("touch_controls", value)
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write_settings_early()
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end
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if fields.show_advanced ~= nil or fields.enable_touch ~= nil then
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if fields.show_advanced ~= nil or fields.touch_controls ~= nil then
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local suggested_page_id = update_filtered_pages(dialogdata.query)
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dialogdata.components = nil
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@ -94,7 +94,7 @@ function singleplayer_refresh_gamebar()
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local btnbar = buttonbar_create(
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"game_button_bar",
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core.settings:get_bool("enable_touch") and {x = 0, y = 7.25} or {x = 0, y = 7.475},
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core.settings:get_bool("touch_gui") and {x = 0, y = 7.25} or {x = 0, y = 7.475},
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{x = 15.5, y = 1.25},
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"#000000",
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game_buttonbar_button_handler)
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@ -61,7 +61,7 @@
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#
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# # This is a comment
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# #
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# # Requires: shaders, enable_dynamic_shadows, !touchscreen_gui
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# # Requires: shaders, enable_dynamic_shadows, !touch_controls
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# name (Readable name) type type_args
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#
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# A requirement can be the name of a boolean setting or an engine-defined value.
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@ -72,7 +72,6 @@
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# * shaders_support (a video driver that supports shaders, may not be enabled)
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# * shaders (both enable_shaders and shaders_support)
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# * desktop / android
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# * touchscreen_gui / keyboard_mouse
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# * opengl / gles
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# * You can negate any requirement by prepending with !
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#
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@ -92,7 +91,7 @@ camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
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# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
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#
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# Requires: keyboard_mouse
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# Requires: !touch_controls
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cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
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# If enabled, you can place nodes at the position (feet + eye level) where you stand.
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@ -113,7 +112,7 @@ always_fly_fast (Always fly fast) bool true
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# The time in seconds it takes between repeated node placements when holding
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# the place button.
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#
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# Requires: keyboard_mouse
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# Requires: !touch_controls
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repeat_place_time (Place repetition interval) float 0.25 0.16 2.0
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# The minimum time in seconds it takes between digging nodes when holding
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@ -132,62 +131,62 @@ safe_dig_and_place (Safe digging and placing) bool false
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# Invert vertical mouse movement.
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#
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# Requires: keyboard_mouse
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# Requires: !touch_controls
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invert_mouse (Invert mouse) bool false
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# Mouse sensitivity multiplier.
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#
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# Requires: keyboard_mouse
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# Requires: !touch_controls
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mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
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# Enable mouse wheel (scroll) for item selection in hotbar.
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#
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# Requires: keyboard_mouse
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# Requires: !touch_controls
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enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
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# Invert mouse wheel (scroll) direction for item selection in hotbar.
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#
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# Requires: keyboard_mouse
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# Requires: !touch_controls
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invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
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[*Touchscreen]
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# Enables touchscreen mode, allowing you to play the game with a touchscreen.
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# Enables the touchscreen controls, allowing you to play the game with a touchscreen.
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#
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# Requires: !android
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enable_touch (Enable touchscreen) bool true
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touch_controls (Enable touchscreen controls) bool true
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# Touchscreen sensitivity multiplier.
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#
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# Requires: touchscreen_gui
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# Requires: touch_controls
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touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
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# The length in pixels after which a touch interaction is considered movement.
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#
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# Requires: touchscreen_gui
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# Requires: touch_controls
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touchscreen_threshold (Movement threshold) int 20 0 100
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# The delay in milliseconds after which a touch interaction is considered a long tap.
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#
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# Requires: touchscreen_gui
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# Requires: touch_controls
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touch_long_tap_delay (Threshold for long taps) int 400 100 1000
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# Use crosshair to select object instead of whole screen.
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# If enabled, a crosshair will be shown and will be used for selecting object.
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#
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# Requires: touchscreen_gui
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# Requires: touch_controls
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touch_use_crosshair (Use crosshair for touch screen) bool false
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# Fixes the position of virtual joystick.
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# If disabled, virtual joystick will center to first-touch's position.
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#
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# Requires: touchscreen_gui
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# Requires: touch_controls
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fixed_virtual_joystick (Fixed virtual joystick) bool false
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# Use virtual joystick to trigger "Aux1" button.
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# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
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#
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# Requires: touchscreen_gui
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# Requires: touch_controls
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virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
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# The gesture for punching players/entities.
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@ -200,7 +199,7 @@ virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool fals
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# Known from the classic Minetest mobile controls.
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# Combat is more or less impossible.
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#
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# Requires: touchscreen_gui
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# Requires: touch_controls
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touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap
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@ -687,6 +686,10 @@ language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,i
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[**GUI]
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# When enabled, the GUI is optimized to be more usable on touchscreens.
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# Whether this is enabled by default depends on your hardware form-factor.
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touch_gui (Optimize GUI for touchscreens) bool false
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# Scale GUI by a user specified value.
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# Use a nearest-neighbor-anti-alias filter to scale the GUI.
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# This will smooth over some of the rough edges, and blend
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@ -1578,7 +1578,7 @@ bool Game::initGui()
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gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
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-1, chat_backend, client, &g_menumgr);
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if (g_settings->getBool("enable_touch"))
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if (g_settings->getBool("touch_controls"))
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g_touchcontrols = new TouchControls(device, texture_src);
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return true;
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@ -44,7 +44,7 @@ ClientDynamicInfo ClientDynamicInfo::getCurrent()
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v2f32 ClientDynamicInfo::calculateMaxFSSize(v2u32 render_target_size, f32 gui_scaling)
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{
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f32 factor = (g_settings->getBool("enable_touch") ? 10 : 15) / gui_scaling;
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f32 factor = (g_settings->getBool("touch_gui") ? 10 : 15) / gui_scaling;
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f32 ratio = (f32)render_target_size.X / (f32)render_target_size.Y;
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if (ratio < 1)
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return { factor, factor / ratio };
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@ -97,7 +97,8 @@ void set_default_settings()
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// Client
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settings->setDefault("address", "");
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settings->setDefault("enable_sound", "true");
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settings->setDefault("enable_touch", bool_to_cstr(has_touch));
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settings->setDefault("touch_controls", bool_to_cstr(has_touch));
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settings->setDefault("touch_gui", bool_to_cstr(has_touch));
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settings->setDefault("sound_volume", "0.8");
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settings->setDefault("sound_volume_unfocused", "0.3");
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settings->setDefault("mute_sound", "false");
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@ -315,7 +315,7 @@ void GUIFormSpecMenu::parseSize(parserData* data, const std::string &element)
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data->invsize.Y = MYMAX(0, stof(parts[1]));
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lockSize(false);
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if (!g_settings->getBool("enable_touch") && parts.size() == 3) {
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if (!g_settings->getBool("touch_gui") && parts.size() == 3) {
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if (parts[2] == "true") {
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lockSize(true,v2u32(800,600));
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}
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@ -3166,7 +3166,7 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
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s32 min_screen_dim = std::min(padded_screensize.X, padded_screensize.Y);
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double prefer_imgsize;
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if (g_settings->getBool("enable_touch")) {
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if (g_settings->getBool("touch_gui")) {
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// The preferred imgsize should be larger to accommodate the
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// smaller screensize.
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prefer_imgsize = min_screen_dim / 10 * gui_scaling;
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@ -11,4 +11,12 @@ void migrate_settings()
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g_settings->getBool("opaque_water") ? "false" : "true");
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g_settings->remove("opaque_water");
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}
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// Converts enable_touch to touch_controls/touch_gui
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if (g_settings->existsLocal("enable_touch")) {
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bool value = g_settings->getBool("enable_touch");
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g_settings->setBool("touch_controls", value);
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g_settings->setBool("touch_gui", value);
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g_settings->remove("enable_touch");
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}
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}
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