Auto-toggle TouchControls in-game when receiving touch/mouse input

This commit is contained in:
grorp 2024-09-28 11:23:09 +02:00 committed by grorp
parent 3c5f05b284
commit 4952f17df4
15 changed files with 152 additions and 89 deletions

@ -237,6 +237,12 @@ local function load()
zh_CN = "中文 (简体) [zh_CN]", zh_CN = "中文 (简体) [zh_CN]",
zh_TW = "正體中文 (繁體) [zh_TW]", zh_TW = "正體中文 (繁體) [zh_TW]",
} }
get_setting_info("touch_controls").option_labels = {
["auto"] = fgettext_ne("Auto"),
["true"] = fgettext_ne("Enabled"),
["false"] = fgettext_ne("Disabled"),
}
end end
@ -336,9 +342,14 @@ local function check_requirements(name, requires)
local video_driver = core.get_active_driver() local video_driver = core.get_active_driver()
local shaders_support = video_driver == "opengl" or video_driver == "opengl3" or video_driver == "ogles2" local shaders_support = video_driver == "opengl" or video_driver == "opengl3" or video_driver == "ogles2"
local touch_controls = core.settings:get("touch_controls")
local special = { local special = {
android = PLATFORM == "Android", android = PLATFORM == "Android",
desktop = PLATFORM ~= "Android", desktop = PLATFORM ~= "Android",
-- When touch_controls is "auto", we don't which input method will be used,
-- so we show settings for both.
touchscreen = touch_controls == "auto" or core.is_yes(touch_controls),
keyboard_mouse = touch_controls == "auto" or not core.is_yes(touch_controls),
shaders_support = shaders_support, shaders_support = shaders_support,
shaders = core.settings:get_bool("enable_shaders") and shaders_support, shaders = core.settings:get_bool("enable_shaders") and shaders_support,
opengl = video_driver == "opengl", opengl = video_driver == "opengl",
@ -624,6 +635,18 @@ function write_settings_early()
end end
end end
local function regenerate_page_list(dialogdata)
local suggested_page_id = update_filtered_pages(dialogdata.query)
dialogdata.components = nil
if not filtered_page_by_id[dialogdata.page_id] then
dialogdata.leftscroll = 0
dialogdata.rightscroll = 0
dialogdata.page_id = suggested_page_id
end
end
local function buttonhandler(this, fields) local function buttonhandler(this, fields)
local dialogdata = this.data local dialogdata = this.data
@ -648,27 +671,7 @@ local function buttonhandler(this, fields)
local value = core.is_yes(fields.show_advanced) local value = core.is_yes(fields.show_advanced)
core.settings:set_bool("show_advanced", value) core.settings:set_bool("show_advanced", value)
write_settings_early() write_settings_early()
end regenerate_page_list(dialogdata)
-- touch_controls is a checkbox in a setting component. We handle this
-- setting differently so we can hide/show pages using the next if-statement
if fields.touch_controls ~= nil then
local value = core.is_yes(fields.touch_controls)
core.settings:set_bool("touch_controls", value)
write_settings_early()
end
if fields.show_advanced ~= nil or fields.touch_controls ~= nil then
local suggested_page_id = update_filtered_pages(dialogdata.query)
dialogdata.components = nil
if not filtered_page_by_id[dialogdata.page_id] then
dialogdata.leftscroll = 0
dialogdata.rightscroll = 0
dialogdata.page_id = suggested_page_id
end
return true return true
end end
@ -701,20 +704,26 @@ local function buttonhandler(this, fields)
end end
end end
for i, comp in ipairs(dialogdata.components) do local function after_setting_change(comp)
if comp.on_submit and comp:on_submit(fields, this) then write_settings_early()
write_settings_early() if comp.setting.name == "touch_controls" then
-- Changing the "touch_controls" setting may result in a different
-- page list.
regenerate_page_list(dialogdata)
else
-- Clear components so they regenerate -- Clear components so they regenerate
dialogdata.components = nil dialogdata.components = nil
end
end
for i, comp in ipairs(dialogdata.components) do
if comp.on_submit and comp:on_submit(fields, this) then
after_setting_change(comp)
return true return true
end end
if comp.setting and fields["reset_" .. i] then if comp.setting and fields["reset_" .. i] then
core.settings:remove(comp.setting.name) core.settings:remove(comp.setting.name)
write_settings_early() after_setting_change(comp)
-- Clear components so they regenerate
dialogdata.components = nil
return true return true
end end
end end

@ -61,7 +61,7 @@
# #
# # This is a comment # # This is a comment
# # # #
# # Requires: shaders, enable_dynamic_shadows, !touch_controls # # Requires: shaders, enable_dynamic_shadows, !enable_waving_leaves
# name (Readable name) type type_args # name (Readable name) type type_args
# #
# A requirement can be the name of a boolean setting or an engine-defined value. # A requirement can be the name of a boolean setting or an engine-defined value.
@ -72,6 +72,7 @@
# * shaders_support (a video driver that supports shaders, may not be enabled) # * shaders_support (a video driver that supports shaders, may not be enabled)
# * shaders (both enable_shaders and shaders_support) # * shaders (both enable_shaders and shaders_support)
# * desktop / android # * desktop / android
# * touchscreen / keyboard_mouse
# * opengl / gles # * opengl / gles
# * You can negate any requirement by prepending with ! # * You can negate any requirement by prepending with !
# #
@ -91,7 +92,7 @@ camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls. # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
# #
# Requires: !touch_controls # Requires: keyboard_mouse
cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99 cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
# If enabled, you can place nodes at the position (feet + eye level) where you stand. # If enabled, you can place nodes at the position (feet + eye level) where you stand.
@ -112,8 +113,8 @@ always_fly_fast (Always fly fast) bool true
# The time in seconds it takes between repeated node placements when holding # The time in seconds it takes between repeated node placements when holding
# the place button. # the place button.
# #
# Requires: !touch_controls # Requires: keyboard_mouse
repeat_place_time (Place repetition interval) float 0.25 0.16 2.0 repeat_place_time (Place repetition interval) float 0.25 0.15 2.0
# The minimum time in seconds it takes between digging nodes when holding # The minimum time in seconds it takes between digging nodes when holding
# the dig button. # the dig button.
@ -131,60 +132,62 @@ safe_dig_and_place (Safe digging and placing) bool false
# Invert vertical mouse movement. # Invert vertical mouse movement.
# #
# Requires: !touch_controls # Requires: keyboard_mouse
invert_mouse (Invert mouse) bool false invert_mouse (Invert mouse) bool false
# Mouse sensitivity multiplier. # Mouse sensitivity multiplier.
# #
# Requires: !touch_controls # Requires: keyboard_mouse
mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0 mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
# Enable mouse wheel (scroll) for item selection in hotbar. # Enable mouse wheel (scroll) for item selection in hotbar.
# #
# Requires: !touch_controls # Requires: keyboard_mouse
enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
# Invert mouse wheel (scroll) direction for item selection in hotbar. # Invert mouse wheel (scroll) direction for item selection in hotbar.
# #
# Requires: !touch_controls # Requires: keyboard_mouse
invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
[*Touchscreen] [*Touchscreen]
# Enables the touchscreen controls, allowing you to play the game with a touchscreen. # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
touch_controls (Enable touchscreen controls) bool true # "auto" means that the touchscreen controls will be enabled and disabled
# automatically depending on the last used input method.
touch_controls (Touchscreen controls) enum auto auto,true,false
# Touchscreen sensitivity multiplier. # Touchscreen sensitivity multiplier.
# #
# Requires: touch_controls # Requires: touchscreen
touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0 touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
# The length in pixels after which a touch interaction is considered movement. # The length in pixels after which a touch interaction is considered movement.
# #
# Requires: touch_controls # Requires: touchscreen
touchscreen_threshold (Movement threshold) int 20 0 100 touchscreen_threshold (Movement threshold) int 20 0 100
# The delay in milliseconds after which a touch interaction is considered a long tap. # The delay in milliseconds after which a touch interaction is considered a long tap.
# #
# Requires: touch_controls # Requires: touchscreen
touch_long_tap_delay (Threshold for long taps) int 400 100 1000 touch_long_tap_delay (Threshold for long taps) int 400 100 1000
# Use crosshair to select object instead of whole screen. # Use crosshair to select object instead of whole screen.
# If enabled, a crosshair will be shown and will be used for selecting object. # If enabled, a crosshair will be shown and will be used for selecting object.
# #
# Requires: touch_controls # Requires: touchscreen
touch_use_crosshair (Use crosshair for touch screen) bool false touch_use_crosshair (Use crosshair for touch screen) bool false
# Fixes the position of virtual joystick. # Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position. # If disabled, virtual joystick will center to first-touch's position.
# #
# Requires: touch_controls # Requires: touchscreen
fixed_virtual_joystick (Fixed virtual joystick) bool false fixed_virtual_joystick (Fixed virtual joystick) bool false
# Use virtual joystick to trigger "Aux1" button. # Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
# #
# Requires: touch_controls # Requires: touchscreen
virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
# The gesture for punching players/entities. # The gesture for punching players/entities.
@ -197,7 +200,7 @@ virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool fals
# Known from the classic Minetest mobile controls. # Known from the classic Minetest mobile controls.
# Combat is more or less impossible. # Combat is more or less impossible.
# #
# Requires: touch_controls # Requires: touchscreen
touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap

@ -347,6 +347,9 @@ struct SEvent
//! Type of mouse event //! Type of mouse event
EMOUSE_INPUT_EVENT Event; EMOUSE_INPUT_EVENT Event;
//! Is this a simulated mouse event generated by Minetest itself?
bool Simulated;
}; };
//! Any kind of keyboard event. //! Any kind of keyboard event.
@ -538,6 +541,11 @@ struct SEvent
struct SUserEvent UserEvent; struct SUserEvent UserEvent;
struct SApplicationEvent ApplicationEvent; struct SApplicationEvent ApplicationEvent;
}; };
SEvent() {
// would be left uninitialized in many places otherwise
MouseInput.Simulated = false;
}
}; };
//! Interface of an object which can receive events. //! Interface of an object which can receive events.

@ -723,6 +723,7 @@ protected:
void processUserInput(f32 dtime); void processUserInput(f32 dtime);
void processKeyInput(); void processKeyInput();
void processItemSelection(u16 *new_playeritem); void processItemSelection(u16 *new_playeritem);
bool shouldShowTouchControls();
void dropSelectedItem(bool single_item = false); void dropSelectedItem(bool single_item = false);
void openInventory(); void openInventory();
@ -1565,6 +1566,14 @@ bool Game::createClient(const GameStartData &start_data)
return true; return true;
} }
bool Game::shouldShowTouchControls()
{
const std::string &touch_controls = g_settings->get("touch_controls");
if (touch_controls == "auto")
return RenderingEngine::getLastPointerType() == PointerType::Touch;
return is_yes(touch_controls);
}
bool Game::initGui() bool Game::initGui()
{ {
m_game_ui->init(); m_game_ui->init();
@ -1579,7 +1588,7 @@ bool Game::initGui()
gui_chat_console = make_irr<GUIChatConsole>(guienv, guienv->getRootGUIElement(), gui_chat_console = make_irr<GUIChatConsole>(guienv, guienv->getRootGUIElement(),
-1, chat_backend, client, &g_menumgr); -1, chat_backend, client, &g_menumgr);
if (g_settings->getBool("touch_controls")) { if (shouldShowTouchControls()) {
g_touchcontrols = new TouchControls(device, texture_src); g_touchcontrols = new TouchControls(device, texture_src);
g_touchcontrols->setUseCrosshair(!isTouchCrosshairDisabled()); g_touchcontrols->setUseCrosshair(!isTouchCrosshairDisabled());
} }
@ -2031,6 +2040,15 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
void Game::processUserInput(f32 dtime) void Game::processUserInput(f32 dtime)
{ {
bool desired = shouldShowTouchControls();
if (desired && !g_touchcontrols) {
g_touchcontrols = new TouchControls(device, texture_src);
} else if (!desired && g_touchcontrols) {
delete g_touchcontrols;
g_touchcontrols = nullptr;
}
// Reset input if window not active or some menu is active // Reset input if window not active or some menu is active
if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console.get())) { if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console.get())) {
if (m_game_focused) { if (m_game_focused) {

@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gui/touchcontrols.h" #include "gui/touchcontrols.h"
#include "hud.h" #include "hud.h"
#include "log_internal.h" #include "log_internal.h"
#include "client/renderingengine.h"
void KeyCache::populate_nonchanging() void KeyCache::populate_nonchanging()
{ {
@ -142,6 +143,11 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
} }
} }
if (event.EventType == EET_MOUSE_INPUT_EVENT && !event.MouseInput.Simulated)
last_pointer_type = PointerType::Mouse;
else if (event.EventType == EET_TOUCH_INPUT_EVENT)
last_pointer_type = PointerType::Touch;
// Let the menu handle events, if one is active. // Let the menu handle events, if one is active.
if (isMenuActive()) { if (isMenuActive()) {
if (g_touchcontrols) if (g_touchcontrols)
@ -237,6 +243,26 @@ float RealInputHandler::getJoystickDirection()
return joystick.getMovementDirection(); return joystick.getMovementDirection();
} }
v2s32 RealInputHandler::getMousePos()
{
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
return control->getPosition();
}
return m_mousepos;
}
void RealInputHandler::setMousePos(s32 x, s32 y)
{
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
control->setPosition(x, y);
} else {
m_mousepos = v2s32(x, y);
}
}
/* /*
* RandomInputHandler * RandomInputHandler
*/ */

@ -23,10 +23,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "joystick_controller.h" #include "joystick_controller.h"
#include <list> #include <list>
#include "keycode.h" #include "keycode.h"
#include "renderingengine.h"
class InputHandler; class InputHandler;
enum class PointerType {
Mouse,
Touch,
};
/**************************************************************************** /****************************************************************************
Fast key cache for main game loop Fast key cache for main game loop
****************************************************************************/ ****************************************************************************/
@ -199,6 +203,8 @@ public:
JoystickController *joystick = nullptr; JoystickController *joystick = nullptr;
PointerType getLastPointerType() { return last_pointer_type; }
private: private:
s32 mouse_wheel = 0; s32 mouse_wheel = 0;
@ -223,6 +229,8 @@ private:
// Intentionally not reset by clearInput/releaseAllKeys. // Intentionally not reset by clearInput/releaseAllKeys.
bool fullscreen_is_down = false; bool fullscreen_is_down = false;
PointerType last_pointer_type = PointerType::Mouse;
}; };
class InputHandler class InputHandler
@ -331,25 +339,8 @@ public:
m_receiver->dontListenForKeys(); m_receiver->dontListenForKeys();
} }
virtual v2s32 getMousePos() virtual v2s32 getMousePos();
{ virtual void setMousePos(s32 x, s32 y);
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
return control->getPosition();
}
return m_mousepos;
}
virtual void setMousePos(s32 x, s32 y)
{
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
control->setPosition(x, y);
} else {
m_mousepos = v2s32(x, y);
}
}
virtual s32 getMouseWheel() virtual s32 getMouseWheel()
{ {

@ -172,7 +172,7 @@ static irr::IrrlichtDevice *createDevice(SIrrlichtCreationParameters params, std
/* RenderingEngine class */ /* RenderingEngine class */
RenderingEngine::RenderingEngine(IEventReceiver *receiver) RenderingEngine::RenderingEngine(MyEventReceiver *receiver)
{ {
sanity_check(!s_singleton); sanity_check(!s_singleton);
@ -225,6 +225,8 @@ RenderingEngine::RenderingEngine(IEventReceiver *receiver)
// This changes the minimum allowed number of vertices in a VBO. Default is 500. // This changes the minimum allowed number of vertices in a VBO. Default is 500.
driver->setMinHardwareBufferVertexCount(4); driver->setMinHardwareBufferVertexCount(4);
m_receiver = receiver;
s_singleton = this; s_singleton = this;
g_settings->registerChangedCallback("fullscreen", settingChangedCallback, this); g_settings->registerChangedCallback("fullscreen", settingChangedCallback, this);

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <vector> #include <vector>
#include <memory> #include <memory>
#include <string> #include <string>
#include "client/inputhandler.h"
#include "irrlichttypes_extrabloated.h" #include "irrlichttypes_extrabloated.h"
#include "debug.h" #include "debug.h"
#include "client/shader.h" #include "client/shader.h"
@ -82,7 +83,7 @@ class RenderingEngine
public: public:
static const video::SColor MENU_SKY_COLOR; static const video::SColor MENU_SKY_COLOR;
RenderingEngine(IEventReceiver *eventReceiver); RenderingEngine(MyEventReceiver *eventReceiver);
~RenderingEngine(); ~RenderingEngine();
void setResizable(bool resize); void setResizable(bool resize);
@ -167,6 +168,12 @@ public:
const irr::core::dimension2d<u32> initial_screen_size, const irr::core::dimension2d<u32> initial_screen_size,
const bool initial_window_maximized); const bool initial_window_maximized);
static PointerType getLastPointerType()
{
sanity_check(s_singleton && s_singleton->m_receiver);
return s_singleton->m_receiver->getLastPointerType();
}
private: private:
static void settingChangedCallback(const std::string &name, void *data); static void settingChangedCallback(const std::string &name, void *data);
v2u32 _getWindowSize() const; v2u32 _getWindowSize() const;
@ -174,5 +181,6 @@ private:
std::unique_ptr<RenderingCore> core; std::unique_ptr<RenderingCore> core;
irr::IrrlichtDevice *m_device = nullptr; irr::IrrlichtDevice *m_device = nullptr;
irr::video::IVideoDriver *driver; irr::video::IVideoDriver *driver;
MyEventReceiver *m_receiver = nullptr;
static RenderingEngine *s_singleton; static RenderingEngine *s_singleton;
}; };

@ -97,7 +97,10 @@ void set_default_settings()
// Client // Client
settings->setDefault("address", ""); settings->setDefault("address", "");
settings->setDefault("enable_sound", "true"); settings->setDefault("enable_sound", "true");
settings->setDefault("touch_controls", bool_to_cstr(has_touch)); settings->setDefault("touch_controls", "auto");
// Since GUI scaling shouldn't suddenly change during a session, we use
// hardware detection for "touch_gui" instead of switching based on the last
// input method used.
settings->setDefault("touch_gui", bool_to_cstr(has_touch)); settings->setDefault("touch_gui", bool_to_cstr(has_touch));
settings->setDefault("sound_volume", "0.8"); settings->setDefault("sound_volume", "0.8");
settings->setDefault("sound_volume_unfocused", "0.3"); settings->setDefault("sound_volume_unfocused", "0.3");

@ -3615,7 +3615,7 @@ void GUIFormSpecMenu::showTooltip(const std::wstring &text,
int tooltip_offset_x = m_btn_height; int tooltip_offset_x = m_btn_height;
int tooltip_offset_y = 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_x *= 3;
tooltip_offset_y = 0; tooltip_offset_y = 0;
if (m_pointer.X > (s32)screenSize.X / 2) 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 "guiFormSpecMenu.h"
#include "client/hud.h" #include "client/hud.h"
#include "client/client.h" #include "client/client.h"
#include "client/renderingengine.h"
#include <IVideoDriver.h> #include <IVideoDriver.h>
GUIInventoryList::GUIInventoryList(gui::IGUIEnvironment *env, GUIInventoryList::GUIInventoryList(gui::IGUIEnvironment *env,
@ -154,7 +155,7 @@ void GUIInventoryList::draw()
// Add hovering tooltip // Add hovering tooltip
bool show_tooltip = !item.empty() && hovering && !selected_item; bool show_tooltip = !item.empty() && hovering && !selected_item;
// Make it possible to see item tooltips on touchscreens // 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; show_tooltip |= hovering && selected && m_fs_menu->getSelectedAmount() != 0;
} }
if (show_tooltip) { 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.EventType = EET_MOUSE_INPUT_EVENT;
mouse_event.MouseInput.X = m_pointer.X; mouse_event.MouseInput.X = m_pointer.X;
mouse_event.MouseInput.Y = m_pointer.Y; mouse_event.MouseInput.Y = m_pointer.Y;
mouse_event.MouseInput.Simulated = true;
switch (touch_event) { switch (touch_event) {
case ETIE_PRESSED_DOWN: case ETIE_PRESSED_DOWN:
mouse_event.MouseInput.Event = EMIE_LMOUSE_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; bool retval;
m_simulated_mouse = true;
do { do {
if (preprocessEvent(mouse_event)) { if (preprocessEvent(mouse_event)) {
retval = true; retval = true;
@ -222,7 +222,6 @@ bool GUIModalMenu::simulateMouseEvent(ETOUCH_INPUT_EVENT touch_event, bool secon
} }
retval = target->OnEvent(mouse_event); retval = target->OnEvent(mouse_event);
} while (false); } while (false);
m_simulated_mouse = false;
if (!retval && !second_try) if (!retval && !second_try)
return simulateMouseEvent(touch_event, true); 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 [?]) holder.grab(this); // keep this alive until return (it might be dropped downstream [?])
if (event.TouchInput.touchedCount == 1) { if (event.TouchInput.touchedCount == 1) {
m_pointer_type = PointerType::Touch;
m_pointer = v2s32(event.TouchInput.X, event.TouchInput.Y); m_pointer = v2s32(event.TouchInput.X, event.TouchInput.Y);
gui::IGUIElement *hovered = Environment->getRootGUIElement()->getElementFromPoint(core::position2d<s32>(m_pointer)); 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 (event.EventType == EET_MOUSE_INPUT_EVENT) {
if (!m_simulated_mouse) { if (!event.MouseInput.Simulated) {
// Only set the pointer type to mouse if this is a real mouse event. // Only process if this is a real mouse event.
m_pointer_type = PointerType::Mouse;
m_pointer = v2s32(event.MouseInput.X, event.MouseInput.Y); m_pointer = v2s32(event.MouseInput.X, event.MouseInput.Y);
m_touch_hovered.reset(); m_touch_hovered.reset();
} }

@ -26,11 +26,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <porting_android.h> #include <porting_android.h>
#endif #endif
enum class PointerType {
Mouse,
Touch,
};
struct PointerAction { struct PointerAction {
v2s32 pos; v2s32 pos;
u64 time; // ms u64 time; // ms
@ -74,14 +69,10 @@ public:
porting::AndroidDialogState getAndroidUIInputState(); porting::AndroidDialogState getAndroidUIInputState();
#endif #endif
PointerType getPointerType() { return m_pointer_type; };
protected: protected:
virtual std::wstring getLabelByID(s32 id) = 0; virtual std::wstring getLabelByID(s32 id) = 0;
virtual std::string getNameByID(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. // 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 mouse event, it's the cursor position.
// If the last input event was a touch event, it's the finger 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. // This is set to true if the menu is currently processing a second-touch event.
bool m_second_touch = false; 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: private:
IMenuManager *m_menumgr; IMenuManager *m_menumgr;

@ -418,6 +418,11 @@ TouchControls::TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc)
m_status_text->setVisible(false); m_status_text->setVisible(false);
} }
TouchControls::~TouchControls()
{
releaseAll();
}
void TouchControls::addButton(std::vector<button_info> &buttons, touch_gui_button_id id, void TouchControls::addButton(std::vector<button_info> &buttons, touch_gui_button_id id,
const std::string &image, const recti &rect, bool visible) 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.Control = false;
event.MouseInput.ButtonStates = 0; event.MouseInput.ButtonStates = 0;
event.MouseInput.Event = type; event.MouseInput.Event = type;
event.MouseInput.Simulated = true;
m_receiver->OnEvent(event); m_receiver->OnEvent(event);
} }

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "itemdef.h" #include "itemdef.h"
#include "client/game.h" #include "client/game.h"
#include "util/basic_macros.h"
namespace irr namespace irr
{ {
@ -136,6 +137,8 @@ class TouchControls
{ {
public: public:
TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc); TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc);
~TouchControls();
DISABLE_CLASS_COPY(TouchControls);
void translateEvent(const SEvent &event); void translateEvent(const SEvent &event);
void applyContextControls(const TouchInteractionMode &mode); void applyContextControls(const TouchInteractionMode &mode);