minetest/src/gui/touchcontrols.h

274 lines
7.3 KiB
C++

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