minetest/src/gui/touchscreenlayout.cpp
grorp 6a1d22b2c5
Implement an editor to customize the touchscreen controls (#14933)
- The editor is accessible via the pause menu and the settings menu.
- Buttons can be moved via drag & drop.
- Buttons can be added/removed. The grid menu added by #14918 is used to show
  all buttons not included in the layout.
- Custom layouts are responsive and adapt to changed screen size / DPI /
  hud_scaling.
- The layout is saved as JSON in the "touch_layout" setting.
2024-11-24 11:33:39 +01:00

346 lines
8.3 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2024 grorp, Gregor Parzefall <grorp@posteo.de>
#include "touchscreenlayout.h"
#include "client/renderingengine.h"
#include "client/texturesource.h"
#include "convert_json.h"
#include "gettext.h"
#include "settings.h"
#include <json/json.h>
#include "IGUIFont.h"
#include "IGUIStaticText.h"
const char *button_names[] = {
"jump",
"sneak",
"zoom",
"aux1",
"overflow",
"chat",
"inventory",
"drop",
"exit",
"fly",
"fast",
"noclip",
"debug",
"camera",
"range",
"minimap",
"toggle_chat",
"joystick_off",
"joystick_bg",
"joystick_center",
};
// compare with GUIKeyChangeMenu::init_keys
const char *button_titles[] = {
N_("Jump"),
N_("Sneak"),
N_("Zoom"),
N_("Aux1"),
N_("Overflow menu"),
N_("Chat"),
N_("Inventory"),
N_("Drop"),
N_("Exit"),
N_("Toggle fly"),
N_("Toggle fast"),
N_("Toggle noclip"),
N_("Toggle debug"),
N_("Change camera"),
N_("Range select"),
N_("Toggle minimap"),
N_("Toggle chat log"),
N_("Joystick"),
N_("Joystick"),
N_("Joystick"),
};
const char *button_image_names[] = {
"jump_btn.png",
"down.png",
"zoom.png",
"aux1_btn.png",
"overflow_btn.png",
"chat_btn.png",
"inventory_btn.png",
"drop_btn.png",
"exit_btn.png",
"fly_btn.png",
"fast_btn.png",
"noclip_btn.png",
"debug_btn.png",
"camera_btn.png",
"rangeview_btn.png",
"minimap_btn.png",
// toggle button: switches between "chat_hide_btn.png" and "chat_show_btn.png"
"chat_hide_btn.png",
"joystick_off.png",
"joystick_bg.png",
"joystick_center.png",
};
v2s32 ButtonMeta::getPos(v2u32 screensize, s32 button_size) const
{
return v2s32((position.X * screensize.X) + (offset.X * button_size),
(position.Y * screensize.Y) + (offset.Y * button_size));
}
void ButtonMeta::setPos(v2s32 pos, v2u32 screensize, s32 button_size)
{
v2s32 third(screensize.X / 3, screensize.Y / 3);
if (pos.X < third.X)
position.X = 0.0f;
else if (pos.X < 2 * third.X)
position.X = 0.5f;
else
position.X = 1.0f;
if (pos.Y < third.Y)
position.Y = 0.0f;
else if (pos.Y < 2 * third.Y)
position.Y = 0.5f;
else
position.Y = 1.0f;
offset.X = (pos.X - (position.X * screensize.X)) / button_size;
offset.Y = (pos.Y - (position.Y * screensize.Y)) / button_size;
}
bool ButtonLayout::isButtonAllowed(touch_gui_button_id id)
{
return id != joystick_off_id && id != joystick_bg_id && id != joystick_center_id &&
id != touch_gui_button_id_END;
}
bool ButtonLayout::isButtonRequired(touch_gui_button_id id)
{
return id == overflow_id;
}
s32 ButtonLayout::getButtonSize(v2u32 screensize)
{
return std::min(screensize.Y / 4.5f,
RenderingEngine::getDisplayDensity() * 65.0f *
g_settings->getFloat("hud_scaling"));
}
const ButtonLayout ButtonLayout::predefined {{
{jump_id, {
v2f(1.0f, 1.0f),
v2f(-1.0f, -0.5f),
}},
{sneak_id, {
v2f(1.0f, 1.0f),
v2f(-2.5f, -0.5f),
}},
{zoom_id, {
v2f(1.0f, 1.0f),
v2f(-0.75f, -3.5f),
}},
{aux1_id, {
v2f(1.0f, 1.0f),
v2f(-0.75f, -2.0f),
}},
{overflow_id, {
v2f(1.0f, 1.0f),
v2f(-0.75f, -5.0f),
}},
}};
ButtonLayout ButtonLayout::loadFromSettings()
{
bool restored = false;
ButtonLayout layout;
std::string str = g_settings->get("touch_layout");
if (!str.empty()) {
std::istringstream iss(str);
try {
layout.deserializeJson(iss);
restored = true;
} catch (const Json::Exception &e) {
warningstream << "Could not parse touchscreen layout: " << e.what() << std::endl;
}
}
if (!restored)
return predefined;
return layout;
}
std::unordered_map<touch_gui_button_id, irr_ptr<video::ITexture>> ButtonLayout::texture_cache;
video::ITexture *ButtonLayout::getTexture(touch_gui_button_id btn, ISimpleTextureSource *tsrc)
{
if (texture_cache.count(btn) > 0)
return texture_cache.at(btn).get();
video::ITexture *tex = tsrc->getTexture(button_image_names[btn]);
if (!tex)
// necessary in the mainmenu
tex = tsrc->getTexture(porting::path_share + "/textures/base/pack/" +
button_image_names[btn]);
irr_ptr<video::ITexture> ptr;
ptr.grab(tex);
texture_cache[btn] = ptr;
return tex;
}
void ButtonLayout::clearTextureCache()
{
texture_cache.clear();
}
core::recti ButtonLayout::getRect(touch_gui_button_id btn,
v2u32 screensize, s32 button_size, ISimpleTextureSource *tsrc)
{
const ButtonMeta &meta = layout.at(btn);
v2s32 pos = meta.getPos(screensize, button_size);
v2u32 orig_size = getTexture(btn, tsrc)->getOriginalSize();
v2s32 size((button_size * orig_size.X) / orig_size.Y, button_size);
return core::recti(pos - size / 2, core::dimension2di(size));
}
std::vector<touch_gui_button_id> ButtonLayout::getMissingButtons()
{
std::vector<touch_gui_button_id> missing_buttons;
for (u8 i = 0; i < touch_gui_button_id_END; i++) {
touch_gui_button_id btn = (touch_gui_button_id)i;
if (isButtonAllowed(btn) && layout.count(btn) == 0)
missing_buttons.push_back(btn);
}
return missing_buttons;
}
void ButtonLayout::serializeJson(std::ostream &os) const
{
Json::Value root = Json::objectValue;
root["layout"] = Json::objectValue;
for (const auto &[id, meta] : layout) {
Json::Value button = Json::objectValue;
button["position_x"] = meta.position.X;
button["position_y"] = meta.position.Y;
button["offset_x"] = meta.offset.X;
button["offset_y"] = meta.offset.Y;
root["layout"][button_names[id]] = button;
}
fastWriteJson(root, os);
}
static touch_gui_button_id button_name_to_id(const std::string &name)
{
for (u8 i = 0; i < touch_gui_button_id_END; i++) {
if (name == button_names[i])
return (touch_gui_button_id)i;
}
return touch_gui_button_id_END;
}
void ButtonLayout::deserializeJson(std::istream &is)
{
layout.clear();
Json::Value root;
is >> root;
if (!root["layout"].isObject())
throw Json::RuntimeError("invalid type for layout");
Json::Value &obj = root["layout"];
Json::ValueIterator iter;
for (iter = obj.begin(); iter != obj.end(); iter++) {
touch_gui_button_id id = button_name_to_id(iter.name());
if (!isButtonAllowed(id))
throw Json::RuntimeError("invalid button name");
Json::Value &value = *iter;
if (!value.isObject())
throw Json::RuntimeError("invalid type for button metadata");
ButtonMeta meta;
if (!value["position_x"].isNumeric() || !value["position_y"].isNumeric())
throw Json::RuntimeError("invalid type for position_x or position_y in button metadata");
meta.position.X = value["position_x"].asFloat();
meta.position.Y = value["position_y"].asFloat();
if (!value["offset_x"].isNumeric() || !value["offset_y"].isNumeric())
throw Json::RuntimeError("invalid type for offset_x or offset_y in button metadata");
meta.offset.X = value["offset_x"].asFloat();
meta.offset.Y = value["offset_y"].asFloat();
layout.emplace(id, meta);
}
}
void layout_button_grid(v2u32 screensize, ISimpleTextureSource *tsrc,
const std::vector<touch_gui_button_id> &buttons,
// pos refers to the center of the button
const std::function<void(touch_gui_button_id btn, v2s32 pos, core::recti rect)> &callback)
{
s32 cols = 4;
s32 rows = 3;
f32 screen_aspect = (f32)screensize.X / (f32)screensize.Y;
while ((s32)buttons.size() > cols * rows) {
f32 aspect = (f32)cols / (f32)rows;
if (aspect > screen_aspect)
rows++;
else
cols++;
}
s32 button_size = ButtonLayout::getButtonSize(screensize);
v2s32 spacing(screensize.X / (cols + 1), screensize.Y / (rows + 1));
v2s32 pos(spacing);
for (touch_gui_button_id btn : buttons) {
v2u32 orig_size = ButtonLayout::getTexture(btn, tsrc)->getOriginalSize();
v2s32 size((button_size * orig_size.X) / orig_size.Y, button_size);
core::recti rect(pos - size / 2, core::dimension2di(size));
if (rect.LowerRightCorner.X > (s32)screensize.X) {
pos.X = spacing.X;
pos.Y += spacing.Y;
rect = core::recti(pos - size / 2, core::dimension2di(size));
}
callback(btn, pos, rect);
pos.X += spacing.X;
}
}
void make_button_grid_title(gui::IGUIStaticText *text, touch_gui_button_id btn, v2s32 pos, core::recti rect)
{
std::wstring str = wstrgettext(button_titles[btn]);
text->setText(str.c_str());
gui::IGUIFont *font = text->getActiveFont();
core::dimension2du dim = font->getDimension(str.c_str());
dim = core::dimension2du(dim.Width * 1.25f, dim.Height * 1.25f); // avoid clipping
text->setRelativePosition(core::recti(pos.X - dim.Width / 2, rect.LowerRightCorner.Y,
pos.X + dim.Width / 2, rect.LowerRightCorner.Y + dim.Height));
text->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
}