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274 lines
7.3 KiB
C++
274 lines
7.3 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2014 sapier
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// Copyright (C) 2024 grorp, Gregor Parzefall
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#pragma once
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#include "IGUIStaticText.h"
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#include "irrlichttypes.h"
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#include <IEventReceiver.h>
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#include <IGUIImage.h>
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#include <IGUIEnvironment.h>
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#include <memory>
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#include <optional>
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#include <unordered_map>
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#include <vector>
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#include "itemdef.h"
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#include "client/game.h"
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#include "util/basic_macros.h"
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#include "client/texturesource.h"
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namespace irr
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{
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class IrrlichtDevice;
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}
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using namespace irr::core;
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using namespace irr::gui;
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// We cannot use irr_ptr for Irrlicht GUI elements we own.
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// Option 1: Pass IGUIElement* returned by IGUIEnvironment::add* into irr_ptr
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// constructor.
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// -> We steal the reference owned by IGUIEnvironment and drop it later,
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// causing the IGUIElement to be deleted while IGUIEnvironment still
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// references it.
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// Option 2: Pass IGUIElement* returned by IGUIEnvironment::add* into irr_ptr::grab.
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// -> We add another reference and drop it later, but since IGUIEnvironment
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// still references the IGUIElement, it is never deleted.
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// To make IGUIEnvironment drop its reference to the IGUIElement, we have to call
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// IGUIElement::remove, so that's what we'll do.
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template <typename T>
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std::shared_ptr<T> grab_gui_element(T *element)
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{
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static_assert(std::is_base_of_v<IGUIElement, T>,
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"grab_gui_element only works for IGUIElement");
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return std::shared_ptr<T>(element, [](T *e) {
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e->remove();
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});
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}
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enum class TapState
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{
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None,
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ShortTap,
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LongTap,
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};
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enum touch_gui_button_id
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{
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jump_id = 0,
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sneak_id,
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zoom_id,
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aux1_id,
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overflow_id,
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// usually in the "settings bar"
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fly_id,
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noclip_id,
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fast_id,
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debug_id,
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camera_id,
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range_id,
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minimap_id,
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toggle_chat_id,
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// usually in the "rare controls bar"
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chat_id,
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inventory_id,
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drop_id,
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exit_id,
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// the joystick
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joystick_off_id,
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joystick_bg_id,
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joystick_center_id,
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};
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#define BUTTON_REPEAT_DELAY 0.5f
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#define BUTTON_REPEAT_INTERVAL 0.333f
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// Our simulated clicks last some milliseconds so that server-side mods have a
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// chance to detect them via l_get_player_control.
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// If you tap faster than this value, the simulated clicks are of course shorter.
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#define SIMULATED_CLICK_DURATION_MS 50
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struct button_info
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{
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float repeat_counter;
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EKEY_CODE keycode;
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std::vector<size_t> pointer_ids;
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std::shared_ptr<IGUIImage> gui_button = nullptr;
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enum {
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NOT_TOGGLEABLE,
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FIRST_TEXTURE,
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SECOND_TEXTURE
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} toggleable = NOT_TOGGLEABLE;
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std::string toggle_textures[2];
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void emitAction(bool action, video::IVideoDriver *driver,
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IEventReceiver *receiver, ISimpleTextureSource *tsrc);
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};
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class TouchControls
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{
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public:
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TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc);
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~TouchControls();
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DISABLE_CLASS_COPY(TouchControls);
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void translateEvent(const SEvent &event);
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void applyContextControls(const TouchInteractionMode &mode);
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double getYawChange()
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{
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double res = m_camera_yaw_change;
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m_camera_yaw_change = 0;
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return res;
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}
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double getPitchChange() {
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double res = m_camera_pitch_change;
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m_camera_pitch_change = 0;
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return res;
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}
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/**
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* Returns a line which describes what the player is pointing at.
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* The starting point and looking direction are significant,
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* the line should be scaled to match its length to the actual distance
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* the player can reach.
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* The line starts at the camera and ends on the camera's far plane.
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* The coordinates do not contain the camera offset.
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*/
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line3d<f32> getShootline() { return m_shootline; }
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float getJoystickDirection() { return m_joystick_direction; }
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float getJoystickSpeed() { return m_joystick_speed; }
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void step(float dtime);
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inline void setUseCrosshair(bool use_crosshair) { m_draw_crosshair = use_crosshair; }
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void setVisible(bool visible);
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void hide();
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void show();
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void resetHotbarRects();
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void registerHotbarRect(u16 index, const recti &rect);
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std::optional<u16> getHotbarSelection();
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bool isStatusTextOverriden() { return m_overflow_open; }
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IGUIStaticText *getStatusText() { return m_status_text.get(); }
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private:
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IrrlichtDevice *m_device = nullptr;
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IGUIEnvironment *m_guienv = nullptr;
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IEventReceiver *m_receiver = nullptr;
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ISimpleTextureSource *m_texturesource = nullptr;
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v2u32 m_screensize;
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s32 m_button_size;
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double m_touchscreen_threshold;
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u16 m_long_tap_delay;
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bool m_visible = true;
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std::unordered_map<u16, recti> m_hotbar_rects;
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std::optional<u16> m_hotbar_selection = std::nullopt;
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// value in degree
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double m_camera_yaw_change = 0.0;
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double m_camera_pitch_change = 0.0;
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/**
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* A line starting at the camera and pointing towards the selected object.
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* The line ends on the camera's far plane.
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* The coordinates do not contain the camera offset.
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*/
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line3d<f32> m_shootline;
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bool m_has_move_id = false;
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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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// This is needed so that we don't miss if m_has_move_id is true for less
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// than one client step, i.e. press and release happen in the same step.
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bool m_had_move_id = false;
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bool m_move_prevent_short_tap = false;
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bool m_has_joystick_id = false;
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size_t m_joystick_id;
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bool m_joystick_has_really_moved = false;
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float m_joystick_direction = 0.0f; // assume forward
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float m_joystick_speed = 0.0f; // no movement
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bool m_joystick_status_aux1 = false;
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bool m_fixed_joystick = false;
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bool m_joystick_triggers_aux1 = false;
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bool m_draw_crosshair = false;
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std::shared_ptr<IGUIImage> m_joystick_btn_off;
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std::shared_ptr<IGUIImage> m_joystick_btn_bg;
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std::shared_ptr<IGUIImage> m_joystick_btn_center;
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std::vector<button_info> m_buttons;
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std::shared_ptr<IGUIImage> m_overflow_btn;
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bool m_overflow_open = false;
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std::shared_ptr<IGUIStaticText> m_overflow_bg;
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std::vector<button_info> m_overflow_buttons;
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std::vector<std::shared_ptr<IGUIStaticText>> m_overflow_button_titles;
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std::vector<recti> m_overflow_button_rects;
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std::shared_ptr<IGUIStaticText> m_status_text;
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void toggleOverflowMenu();
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void updateVisibility();
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void releaseAll();
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// initialize a button
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void addButton(std::vector<button_info> &buttons,
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touch_gui_button_id id, const std::string &image,
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const recti &rect, bool visible=true);
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void addToggleButton(std::vector<button_info> &buttons,
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touch_gui_button_id id,
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const std::string &image_1, const std::string &image_2,
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const recti &rect, bool visible=true);
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IGUIImage *makeButtonDirect(touch_gui_button_id id,
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const recti &rect, bool visible);
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// handle pressing hotbar items
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bool isHotbarButton(const SEvent &event);
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// handle release event
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void handleReleaseEvent(size_t pointer_id);
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// apply joystick status
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void applyJoystickStatus();
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// map to store the IDs and original positions of currently pressed pointers
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std::unordered_map<size_t, v2s32> m_pointer_downpos;
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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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v2s32 getPointerPos();
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void emitMouseEvent(EMOUSE_INPUT_EVENT type);
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TouchInteractionMode m_last_mode = TouchInteractionMode_END;
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TapState m_tap_state = TapState::None;
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bool m_dig_pressed = false;
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u64 m_dig_pressed_until = 0;
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bool m_place_pressed = false;
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u64 m_place_pressed_until = 0;
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};
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extern TouchControls *g_touchcontrols;
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