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Restore pre-5.9.0-dev behavior of touch_use_crosshair=false shootline (#14389)
* Fix incorrect shootline after releasing pointer if touch_use_crosshair=false This happened because Android reuses pointer IDs. Also includes a refactor to merge "m_known_ids" and "m_pointer_pos". * Restore pre-5.9.0-dev behavior of shootline when !m_has_move_id
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@ -716,12 +716,9 @@ void TouchScreenGUI::handleReleaseEvent(size_t evt_id)
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<< evt_id << std::endl;
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}
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for (auto iter = m_known_ids.begin(); iter != m_known_ids.end(); ++iter) {
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if (iter->id == evt_id) {
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m_known_ids.erase(iter);
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break;
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}
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}
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// By the way: Android reuses pointer IDs, so m_pointer_pos[evt_id]
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// will be overwritten soon anyway.
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m_pointer_pos.erase(evt_id);
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}
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void TouchScreenGUI::translateEvent(const SEvent &event)
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@ -748,17 +745,6 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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const v2s32 dir_fixed = touch_pos - fixed_joystick_center;
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if (event.TouchInput.Event == ETIE_PRESSED_DOWN) {
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/*
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* Add to own copy of event list...
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* android would provide this information but Irrlicht guys don't
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* wanna design an efficient interface
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*/
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id_status to_be_added{};
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to_be_added.id = event.TouchInput.ID;
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to_be_added.X = event.TouchInput.X;
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to_be_added.Y = event.TouchInput.Y;
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m_known_ids.push_back(to_be_added);
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size_t eventID = event.TouchInput.ID;
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touch_gui_button_id button = getButtonID(X, Y);
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@ -815,6 +801,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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m_move_id = event.TouchInput.ID;
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m_move_has_really_moved = false;
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m_move_downtime = porting::getTimeMs();
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m_move_pos = touch_pos;
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// DON'T reset m_tap_state here, otherwise many short taps
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// will be ignored if you tap very fast.
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}
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@ -833,8 +820,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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m_pointer_pos[event.TouchInput.ID] == touch_pos)
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return;
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const v2s32 free_joystick_center = v2s32(m_pointer_pos[event.TouchInput.ID].X,
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m_pointer_pos[event.TouchInput.ID].Y);
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const v2s32 free_joystick_center = m_pointer_pos[event.TouchInput.ID];
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const v2s32 dir_free = touch_pos - free_joystick_center;
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const double touch_threshold_sq = m_touchscreen_threshold * m_touchscreen_threshold;
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@ -843,6 +829,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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if (dir_free.getLengthSQ() > touch_threshold_sq || m_move_has_really_moved) {
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m_move_has_really_moved = true;
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m_move_pos = touch_pos;
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m_pointer_pos[event.TouchInput.ID] = touch_pos;
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if (m_tap_state == TapState::None || m_draw_crosshair) {
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@ -1023,7 +1010,9 @@ void TouchScreenGUI::step(float dtime)
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// thus the camera position can change, it doesn't suffice to update the
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// shootline when a touch event occurs.
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// Note that the shootline isn't used if touch_use_crosshair is enabled.
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if (!m_draw_crosshair) {
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// Only updating when m_has_move_id means that the shootline will stay at
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// it's last in-world position when the player doesn't need it.
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if (!m_draw_crosshair && m_has_move_id) {
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v2s32 pointer_pos = getPointerPos();
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m_shootline = m_device
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->getSceneManager()
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@ -1061,8 +1050,8 @@ void TouchScreenGUI::setVisible(bool visible)
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// clear all active buttons
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if (!visible) {
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while (!m_known_ids.empty())
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handleReleaseEvent(m_known_ids.begin()->id);
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while (!m_pointer_pos.empty())
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handleReleaseEvent(m_pointer_pos.begin()->first);
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m_settings_bar.hide();
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m_rare_controls_bar.hide();
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@ -1092,7 +1081,9 @@ v2s32 TouchScreenGUI::getPointerPos()
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{
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if (m_draw_crosshair)
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return v2s32(m_screensize.X / 2, m_screensize.Y / 2);
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return m_pointer_pos[m_move_id];
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// We can't just use m_pointer_pos[m_move_id] because applyContextControls
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// may emit release events after m_pointer_pos[m_move_id] is erased.
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return m_move_pos;
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}
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void TouchScreenGUI::emitMouseEvent(EMOUSE_INPUT_EVENT type)
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@ -246,6 +246,8 @@ private:
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size_t m_move_id;
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bool m_move_has_really_moved = false;
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u64 m_move_downtime = 0;
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// m_move_pos stays valid even after m_move_id has been released.
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v2s32 m_move_pos;
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bool m_has_joystick_id = false;
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size_t m_joystick_id;
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@ -281,16 +283,6 @@ private:
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const rect<s32> &button_rect, int texture_id,
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bool visible = true);
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struct id_status
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{
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size_t id;
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int X;
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int Y;
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};
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// vector to store known ids and their initial touch positions
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std::vector<id_status> m_known_ids;
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// handle a button event
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void handleButtonEvent(touch_gui_button_id bID, size_t eventID, bool action);
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@ -303,7 +295,7 @@ private:
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// apply joystick status
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void applyJoystickStatus();
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// array for saving last known position of a pointer
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// map to store the IDs and positions of currently pressed pointers
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std::unordered_map<size_t, v2s32> m_pointer_pos;
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// settings bar
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