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https://github.com/minetest/minetest.git
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Auto-toggle TouchControls in-game when receiving touch/mouse input
This commit is contained in:
parent
3c5f05b284
commit
4952f17df4
@ -237,6 +237,12 @@ local function load()
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zh_CN = "中文 (简体) [zh_CN]",
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zh_TW = "正體中文 (繁體) [zh_TW]",
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}
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get_setting_info("touch_controls").option_labels = {
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["auto"] = fgettext_ne("Auto"),
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["true"] = fgettext_ne("Enabled"),
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["false"] = fgettext_ne("Disabled"),
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}
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end
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@ -336,9 +342,14 @@ local function check_requirements(name, requires)
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local video_driver = core.get_active_driver()
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local shaders_support = video_driver == "opengl" or video_driver == "opengl3" or video_driver == "ogles2"
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local touch_controls = core.settings:get("touch_controls")
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local special = {
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android = PLATFORM == "Android",
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desktop = PLATFORM ~= "Android",
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-- When touch_controls is "auto", we don't which input method will be used,
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-- so we show settings for both.
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touchscreen = touch_controls == "auto" or core.is_yes(touch_controls),
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keyboard_mouse = touch_controls == "auto" or not core.is_yes(touch_controls),
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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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@ -624,6 +635,18 @@ function write_settings_early()
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end
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end
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local function regenerate_page_list(dialogdata)
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local suggested_page_id = update_filtered_pages(dialogdata.query)
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dialogdata.components = nil
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if not filtered_page_by_id[dialogdata.page_id] then
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dialogdata.leftscroll = 0
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dialogdata.rightscroll = 0
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dialogdata.page_id = suggested_page_id
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end
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end
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local function buttonhandler(this, fields)
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local dialogdata = this.data
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@ -648,27 +671,7 @@ local function buttonhandler(this, fields)
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local value = core.is_yes(fields.show_advanced)
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core.settings:set_bool("show_advanced", value)
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write_settings_early()
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end
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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.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.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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if not filtered_page_by_id[dialogdata.page_id] then
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dialogdata.leftscroll = 0
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dialogdata.rightscroll = 0
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dialogdata.page_id = suggested_page_id
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end
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regenerate_page_list(dialogdata)
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return true
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end
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@ -701,20 +704,26 @@ local function buttonhandler(this, fields)
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end
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end
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for i, comp in ipairs(dialogdata.components) do
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if comp.on_submit and comp:on_submit(fields, this) then
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write_settings_early()
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local function after_setting_change(comp)
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write_settings_early()
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if comp.setting.name == "touch_controls" then
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-- Changing the "touch_controls" setting may result in a different
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-- page list.
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regenerate_page_list(dialogdata)
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else
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-- Clear components so they regenerate
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dialogdata.components = nil
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end
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end
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for i, comp in ipairs(dialogdata.components) do
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if comp.on_submit and comp:on_submit(fields, this) then
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after_setting_change(comp)
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return true
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end
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if comp.setting and fields["reset_" .. i] then
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core.settings:remove(comp.setting.name)
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write_settings_early()
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-- Clear components so they regenerate
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dialogdata.components = nil
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after_setting_change(comp)
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return true
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end
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end
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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, !touch_controls
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# # Requires: shaders, enable_dynamic_shadows, !enable_waving_leaves
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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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@ -72,6 +72,7 @@
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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 / 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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@ -91,7 +92,7 @@ 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: !touch_controls
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# Requires: keyboard_mouse
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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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@ -112,8 +113,8 @@ 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: !touch_controls
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repeat_place_time (Place repetition interval) float 0.25 0.16 2.0
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# Requires: keyboard_mouse
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repeat_place_time (Place repetition interval) float 0.25 0.15 2.0
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# The minimum time in seconds it takes between digging nodes when holding
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# the dig button.
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@ -131,60 +132,62 @@ 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: !touch_controls
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# Requires: keyboard_mouse
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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: !touch_controls
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# Requires: keyboard_mouse
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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: !touch_controls
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# Requires: keyboard_mouse
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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: !touch_controls
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# Requires: keyboard_mouse
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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 the touchscreen controls, allowing you to play the game with a touchscreen.
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touch_controls (Enable touchscreen controls) bool true
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# "auto" means that the touchscreen controls will be enabled and disabled
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# automatically depending on the last used input method.
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touch_controls (Touchscreen controls) enum auto auto,true,false
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# Touchscreen sensitivity multiplier.
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#
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# Requires: touch_controls
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# Requires: touchscreen
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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: touch_controls
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# Requires: touchscreen
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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: touch_controls
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# Requires: touchscreen
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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: touch_controls
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# Requires: touchscreen
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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: touch_controls
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# Requires: touchscreen
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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: touch_controls
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# Requires: touchscreen
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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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@ -197,7 +200,7 @@ 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: touch_controls
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# Requires: touchscreen
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touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap
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@ -347,6 +347,9 @@ struct SEvent
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//! Type of mouse event
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EMOUSE_INPUT_EVENT Event;
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//! Is this a simulated mouse event generated by Minetest itself?
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bool Simulated;
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};
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//! Any kind of keyboard event.
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@ -538,6 +541,11 @@ struct SEvent
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struct SUserEvent UserEvent;
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struct SApplicationEvent ApplicationEvent;
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};
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SEvent() {
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// would be left uninitialized in many places otherwise
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MouseInput.Simulated = false;
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}
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};
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//! Interface of an object which can receive events.
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@ -723,6 +723,7 @@ protected:
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void processUserInput(f32 dtime);
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void processKeyInput();
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void processItemSelection(u16 *new_playeritem);
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bool shouldShowTouchControls();
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void dropSelectedItem(bool single_item = false);
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void openInventory();
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@ -1565,6 +1566,14 @@ bool Game::createClient(const GameStartData &start_data)
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return true;
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}
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bool Game::shouldShowTouchControls()
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{
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const std::string &touch_controls = g_settings->get("touch_controls");
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if (touch_controls == "auto")
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return RenderingEngine::getLastPointerType() == PointerType::Touch;
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return is_yes(touch_controls);
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}
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bool Game::initGui()
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{
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m_game_ui->init();
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@ -1579,7 +1588,7 @@ bool Game::initGui()
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gui_chat_console = make_irr<GUIChatConsole>(guienv, guienv->getRootGUIElement(),
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-1, chat_backend, client, &g_menumgr);
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if (g_settings->getBool("touch_controls")) {
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if (shouldShowTouchControls()) {
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g_touchcontrols = new TouchControls(device, texture_src);
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g_touchcontrols->setUseCrosshair(!isTouchCrosshairDisabled());
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}
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@ -2031,6 +2040,15 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
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void Game::processUserInput(f32 dtime)
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{
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bool desired = shouldShowTouchControls();
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if (desired && !g_touchcontrols) {
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g_touchcontrols = new TouchControls(device, texture_src);
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} else if (!desired && g_touchcontrols) {
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delete g_touchcontrols;
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g_touchcontrols = nullptr;
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}
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// Reset input if window not active or some menu is active
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if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console.get())) {
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if (m_game_focused) {
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@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gui/touchcontrols.h"
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#include "hud.h"
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#include "log_internal.h"
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#include "client/renderingengine.h"
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void KeyCache::populate_nonchanging()
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{
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@ -142,6 +143,11 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
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}
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}
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if (event.EventType == EET_MOUSE_INPUT_EVENT && !event.MouseInput.Simulated)
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last_pointer_type = PointerType::Mouse;
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else if (event.EventType == EET_TOUCH_INPUT_EVENT)
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last_pointer_type = PointerType::Touch;
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// Let the menu handle events, if one is active.
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if (isMenuActive()) {
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if (g_touchcontrols)
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@ -237,6 +243,26 @@ float RealInputHandler::getJoystickDirection()
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return joystick.getMovementDirection();
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}
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v2s32 RealInputHandler::getMousePos()
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{
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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return control->getPosition();
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}
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return m_mousepos;
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}
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void RealInputHandler::setMousePos(s32 x, s32 y)
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{
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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control->setPosition(x, y);
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} else {
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m_mousepos = v2s32(x, y);
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}
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}
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/*
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* RandomInputHandler
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*/
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@ -23,10 +23,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "joystick_controller.h"
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#include <list>
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#include "keycode.h"
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#include "renderingengine.h"
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class InputHandler;
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enum class PointerType {
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Mouse,
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Touch,
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};
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/****************************************************************************
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Fast key cache for main game loop
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****************************************************************************/
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@ -199,6 +203,8 @@ public:
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JoystickController *joystick = nullptr;
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PointerType getLastPointerType() { return last_pointer_type; }
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private:
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s32 mouse_wheel = 0;
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@ -223,6 +229,8 @@ private:
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// Intentionally not reset by clearInput/releaseAllKeys.
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bool fullscreen_is_down = false;
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PointerType last_pointer_type = PointerType::Mouse;
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};
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class InputHandler
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@ -331,25 +339,8 @@ public:
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m_receiver->dontListenForKeys();
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}
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virtual v2s32 getMousePos()
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{
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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return control->getPosition();
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}
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return m_mousepos;
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}
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virtual void setMousePos(s32 x, s32 y)
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{
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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control->setPosition(x, y);
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} else {
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m_mousepos = v2s32(x, y);
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}
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}
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virtual v2s32 getMousePos();
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virtual void setMousePos(s32 x, s32 y);
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virtual s32 getMouseWheel()
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{
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@ -172,7 +172,7 @@ static irr::IrrlichtDevice *createDevice(SIrrlichtCreationParameters params, std
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/* RenderingEngine class */
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RenderingEngine::RenderingEngine(IEventReceiver *receiver)
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RenderingEngine::RenderingEngine(MyEventReceiver *receiver)
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{
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sanity_check(!s_singleton);
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@ -225,6 +225,8 @@ RenderingEngine::RenderingEngine(IEventReceiver *receiver)
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// This changes the minimum allowed number of vertices in a VBO. Default is 500.
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driver->setMinHardwareBufferVertexCount(4);
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m_receiver = receiver;
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s_singleton = this;
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g_settings->registerChangedCallback("fullscreen", settingChangedCallback, this);
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <vector>
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#include <memory>
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#include <string>
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#include "client/inputhandler.h"
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#include "irrlichttypes_extrabloated.h"
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#include "debug.h"
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#include "client/shader.h"
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@ -82,7 +83,7 @@ class RenderingEngine
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public:
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static const video::SColor MENU_SKY_COLOR;
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RenderingEngine(IEventReceiver *eventReceiver);
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RenderingEngine(MyEventReceiver *eventReceiver);
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~RenderingEngine();
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void setResizable(bool resize);
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@ -167,6 +168,12 @@ public:
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const irr::core::dimension2d<u32> initial_screen_size,
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const bool initial_window_maximized);
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static PointerType getLastPointerType()
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{
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sanity_check(s_singleton && s_singleton->m_receiver);
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return s_singleton->m_receiver->getLastPointerType();
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}
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private:
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static void settingChangedCallback(const std::string &name, void *data);
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v2u32 _getWindowSize() const;
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@ -174,5 +181,6 @@ private:
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std::unique_ptr<RenderingCore> core;
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irr::IrrlichtDevice *m_device = nullptr;
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irr::video::IVideoDriver *driver;
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MyEventReceiver *m_receiver = nullptr;
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static RenderingEngine *s_singleton;
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};
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@ -97,7 +97,10 @@ 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("touch_controls", bool_to_cstr(has_touch));
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settings->setDefault("touch_controls", "auto");
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// Since GUI scaling shouldn't suddenly change during a session, we use
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// hardware detection for "touch_gui" instead of switching based on the last
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// input method used.
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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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|
@ -3615,7 +3615,7 @@ void GUIFormSpecMenu::showTooltip(const std::wstring &text,
|
||||
int tooltip_offset_x = m_btn_height;
|
||||
int tooltip_offset_y = m_btn_height;
|
||||
|
||||
if (m_pointer_type == PointerType::Touch) {
|
||||
if (RenderingEngine::getLastPointerType() == PointerType::Touch) {
|
||||
tooltip_offset_x *= 3;
|
||||
tooltip_offset_y = 0;
|
||||
if (m_pointer.X > (s32)screenSize.X / 2)
|
||||
|
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "guiFormSpecMenu.h"
|
||||
#include "client/hud.h"
|
||||
#include "client/client.h"
|
||||
#include "client/renderingengine.h"
|
||||
#include <IVideoDriver.h>
|
||||
|
||||
GUIInventoryList::GUIInventoryList(gui::IGUIEnvironment *env,
|
||||
@ -154,7 +155,7 @@ void GUIInventoryList::draw()
|
||||
// Add hovering tooltip
|
||||
bool show_tooltip = !item.empty() && hovering && !selected_item;
|
||||
// Make it possible to see item tooltips on touchscreens
|
||||
if (m_fs_menu->getPointerType() == PointerType::Touch) {
|
||||
if (RenderingEngine::getLastPointerType() == PointerType::Touch) {
|
||||
show_tooltip |= hovering && selected && m_fs_menu->getSelectedAmount() != 0;
|
||||
}
|
||||
if (show_tooltip) {
|
||||
|
@ -187,6 +187,7 @@ bool GUIModalMenu::simulateMouseEvent(ETOUCH_INPUT_EVENT touch_event, bool secon
|
||||
mouse_event.EventType = EET_MOUSE_INPUT_EVENT;
|
||||
mouse_event.MouseInput.X = m_pointer.X;
|
||||
mouse_event.MouseInput.Y = m_pointer.Y;
|
||||
mouse_event.MouseInput.Simulated = true;
|
||||
switch (touch_event) {
|
||||
case ETIE_PRESSED_DOWN:
|
||||
mouse_event.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
|
||||
@ -210,7 +211,6 @@ bool GUIModalMenu::simulateMouseEvent(ETOUCH_INPUT_EVENT touch_event, bool secon
|
||||
}
|
||||
|
||||
bool retval;
|
||||
m_simulated_mouse = true;
|
||||
do {
|
||||
if (preprocessEvent(mouse_event)) {
|
||||
retval = true;
|
||||
@ -222,7 +222,6 @@ bool GUIModalMenu::simulateMouseEvent(ETOUCH_INPUT_EVENT touch_event, bool secon
|
||||
}
|
||||
retval = target->OnEvent(mouse_event);
|
||||
} while (false);
|
||||
m_simulated_mouse = false;
|
||||
|
||||
if (!retval && !second_try)
|
||||
return simulateMouseEvent(touch_event, true);
|
||||
@ -330,7 +329,6 @@ bool GUIModalMenu::preprocessEvent(const SEvent &event)
|
||||
holder.grab(this); // keep this alive until return (it might be dropped downstream [?])
|
||||
|
||||
if (event.TouchInput.touchedCount == 1) {
|
||||
m_pointer_type = PointerType::Touch;
|
||||
m_pointer = v2s32(event.TouchInput.X, event.TouchInput.Y);
|
||||
|
||||
gui::IGUIElement *hovered = Environment->getRootGUIElement()->getElementFromPoint(core::position2d<s32>(m_pointer));
|
||||
@ -373,9 +371,8 @@ bool GUIModalMenu::preprocessEvent(const SEvent &event)
|
||||
}
|
||||
|
||||
if (event.EventType == EET_MOUSE_INPUT_EVENT) {
|
||||
if (!m_simulated_mouse) {
|
||||
// Only set the pointer type to mouse if this is a real mouse event.
|
||||
m_pointer_type = PointerType::Mouse;
|
||||
if (!event.MouseInput.Simulated) {
|
||||
// Only process if this is a real mouse event.
|
||||
m_pointer = v2s32(event.MouseInput.X, event.MouseInput.Y);
|
||||
m_touch_hovered.reset();
|
||||
}
|
||||
|
@ -26,11 +26,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <porting_android.h>
|
||||
#endif
|
||||
|
||||
enum class PointerType {
|
||||
Mouse,
|
||||
Touch,
|
||||
};
|
||||
|
||||
struct PointerAction {
|
||||
v2s32 pos;
|
||||
u64 time; // ms
|
||||
@ -74,14 +69,10 @@ public:
|
||||
porting::AndroidDialogState getAndroidUIInputState();
|
||||
#endif
|
||||
|
||||
PointerType getPointerType() { return m_pointer_type; };
|
||||
|
||||
protected:
|
||||
virtual std::wstring getLabelByID(s32 id) = 0;
|
||||
virtual std::string getNameByID(s32 id) = 0;
|
||||
|
||||
// Stores the last known pointer type.
|
||||
PointerType m_pointer_type = PointerType::Mouse;
|
||||
// Stores the last known pointer position.
|
||||
// If the last input event was a mouse event, it's the cursor position.
|
||||
// If the last input event was a touch event, it's the finger position.
|
||||
@ -102,9 +93,6 @@ protected:
|
||||
|
||||
// This is set to true if the menu is currently processing a second-touch event.
|
||||
bool m_second_touch = false;
|
||||
// This is set to true if the menu is currently processing a mouse event
|
||||
// that was synthesized by the menu itself from a touch event.
|
||||
bool m_simulated_mouse = false;
|
||||
|
||||
private:
|
||||
IMenuManager *m_menumgr;
|
||||
|
@ -418,6 +418,11 @@ TouchControls::TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc)
|
||||
m_status_text->setVisible(false);
|
||||
}
|
||||
|
||||
TouchControls::~TouchControls()
|
||||
{
|
||||
releaseAll();
|
||||
}
|
||||
|
||||
void TouchControls::addButton(std::vector<button_info> &buttons, touch_gui_button_id id,
|
||||
const std::string &image, const recti &rect, bool visible)
|
||||
{
|
||||
@ -843,6 +848,7 @@ void TouchControls::emitMouseEvent(EMOUSE_INPUT_EVENT type)
|
||||
event.MouseInput.Control = false;
|
||||
event.MouseInput.ButtonStates = 0;
|
||||
event.MouseInput.Event = type;
|
||||
event.MouseInput.Simulated = true;
|
||||
m_receiver->OnEvent(event);
|
||||
}
|
||||
|
||||
|
@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#include "itemdef.h"
|
||||
#include "client/game.h"
|
||||
#include "util/basic_macros.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
@ -136,6 +137,8 @@ class TouchControls
|
||||
{
|
||||
public:
|
||||
TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc);
|
||||
~TouchControls();
|
||||
DISABLE_CLASS_COPY(TouchControls);
|
||||
|
||||
void translateEvent(const SEvent &event);
|
||||
void applyContextControls(const TouchInteractionMode &mode);
|
||||
|
Loading…
Reference in New Issue
Block a user