MultiCraft/src/touchscreengui.cpp

831 lines
24 KiB
C++

/*
Copyright (C) 2014 sapier
Copyright (C) 2014-2019 Maksim Gamarnik [MoNTE48] MoNTE48@mail.ua
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 3.0 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "touchscreengui.h"
#include "log.h"
#include "keycode.h"
#include "settings.h"
#include "porting.h"
#include "guiscalingfilter.h"
#include <iostream>
#include <algorithm>
using namespace irr::core;
const char *touchgui_button_imagenames[][2] = {
{"up_one_btn.png", "up_one_press.png"},
{"up_two_btn.png","up_two_press.png"},
{"up_three_btn.png", "up_three_press.png"},
{"down_one_btn.png", "down_one_press.png"},
{"down_two_btn.png", "down_two_press.png"},
{"down_three_btn.png", "down_three_press.png"},
{"left_btn.png", "left_press.png"},
{"right_btn.png", "right_press.png"},
{"empty_btn.png"},
{"inventory_btn.png"},
{"drop_btn.png"},
{"jump_btn.png"},
{"down_btn.png"},
{"escape_btn.png"},
{"minimap_btn.png"},
{"rangeview_btn.png"},
{"camera_btn.png"},
{"chat_btn.png"}
// {"noclip_btn.png"},
// {"fast_btn.png"}
};
static irr::EKEY_CODE id2keycode(touch_gui_button_id id) {
std::string key = "";
switch (id) {
case forward_one:
key = "forward";
break;
case forward_two:
key = "forward";
break;
case forward_three:
key = "forward";
break;
case backward_one:
key = "backward";
break;
case backward_two:
key = "backward";
break;
case backward_three:
key = "backward";
break;
case left_id:
key = "left";
break;
case right_id:
key = "right";
break;
case empty_id:
key = "forward";
break;
case inventory_id:
key = "inventory";
break;
case drop_id:
key = "drop";
break;
case jump_id:
key = "jump";
break;
case crunch_id:
key = "sneak";
break;
case escape_id:
return irr::KEY_ESCAPE;
case minimap_id:
key = "minimap";
break;
case range_id:
key = "rangeselect";
break;
case camera_id:
key = "camera_mode";
break;
case chat_id:
key = "chat";
break;
/* case noclip_id:
key = "noclip";
break;
case fast_id:
key = "fast";
break; */
case after_last_element_id:
break;
}
assert(!key.empty());
return keyname_to_keycode(g_settings->get("keymap_" + key).c_str());
}
TouchScreenGUI *g_touchscreengui;
static void load_button_texture(button_info *btn, touch_gui_button_id id,
rect<s32> button_rect, ISimpleTextureSource *tsrc,
video::IVideoDriver *driver) {
const char *path = touchgui_button_imagenames[id][0];
const char *path_pressed = (touchgui_button_imagenames[id][1]) ? touchgui_button_imagenames[id][1] : path;
unsigned int tid;
video::ITexture *texture = guiScalingImageButton(driver,
tsrc->getTexture(path, &tid),
button_rect.getWidth(),
button_rect.getHeight());
video::ITexture *texture_pressed = texture;
if (strcmp(path, path_pressed) != 0) {
texture_pressed = guiScalingImageButton(driver,
tsrc->getTexture(path_pressed, &tid),
button_rect.getWidth(),
button_rect.getHeight());
texture_pressed = (texture_pressed) ? texture_pressed : texture;
}
if (texture) {
btn->guibutton->setUseAlphaChannel(true);
if (g_settings->getBool("gui_scaling_filter")) {
rect<s32> txr_rect = rect<s32>(0, 0, button_rect.getWidth(), button_rect.getHeight());
btn->guibutton->setImage(texture, txr_rect);
btn->guibutton->setPressedImage(texture_pressed, txr_rect);
btn->guibutton->setScaleImage(false);
} else {
btn->guibutton->setImage(texture);
btn->guibutton->setPressedImage(texture_pressed);
btn->guibutton->setScaleImage(true);
}
btn->guibutton->setDrawBorder(false);
btn->guibutton->setText(L"");
}
}
TouchScreenGUI::TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver) :
m_device(device),
m_guienv(device->getGUIEnvironment()),
m_camera_yaw_change(0.0),
m_camera_pitch(0.0),
m_visible(false),
m_move_id(-1),
m_receiver(receiver),
m_move_has_really_moved(false),
m_move_downtime(0),
m_move_sent_as_mouse_event(false),
// use some downlocation way off screen as init value to avoid invalid behaviour
m_move_downlocation(v2s32(-10000, -10000)) {
for (unsigned int i = 0; i < after_last_element_id; i++) {
m_buttons[i].guibutton = 0;
m_buttons[i].repeatcounter = -1;
m_buttons[i].repeatdelay = BUTTON_REPEAT_DELAY;
}
m_screensize = m_device->getVideoDriver()->getScreenSize();
}
void TouchScreenGUI::initButton(touch_gui_button_id id, rect<s32> button_rect,
std::wstring caption, bool immediate_release, float repeat_delay) {
button_info *btn = &m_buttons[id];
btn->guibutton = m_guienv->addButton(button_rect, nullptr, id, caption.c_str());
btn->guibutton->grab();
btn->repeatcounter = -1;
btn->repeatdelay = repeat_delay;
btn->keycode = id2keycode(id);
btn->immediate_release = immediate_release;
btn->ids.clear();
load_button_texture(btn, id, button_rect,
m_texturesource, m_device->getVideoDriver());
}
void TouchScreenGUI::init(ISimpleTextureSource *tsrc) {
assert(tsrc != nullptr);
float density = porting::getDisplayDensity() * g_settings->getFloat("hud_scaling");
s32 button_size = static_cast<s32>(density * 60);
s32 ctlpad_size = static_cast<s32>(density * 85);
m_visible = true;
m_texturesource = tsrc;
m_control_pad_rect = rect<s32>(0, (m_screensize.Y - ctlpad_size * 3),
(ctlpad_size * 3), m_screensize.Y);
/*
draw control pad
0 3 6
1 4 7
2 5 8
*/
int number = 0;
for (int y = 0; y < 3; ++y)
for (int x = 0; x < 3; ++x, ++number) {
v2s32 tl;
tl.X = ctlpad_size * y;
tl.Y = m_screensize.Y - ctlpad_size * (3 - x);
rect<s32> button_rect(tl.X, tl.Y, tl.X + ctlpad_size, tl.Y + ctlpad_size);
touch_gui_button_id id = after_last_element_id;
std::wstring caption;
switch (number) {
case 0:
id = forward_one;
caption = L"^";
break;
case 3:
id = forward_two;
caption = L"^";
break;
case 6:
id = forward_three;
caption = L"^";
break;
case 1:
id = left_id;
caption = L"<";
break;
case 4:
id = empty_id;
break;
case 2:
id = backward_one;
caption = L"v";
break;
case 5:
id = backward_two;
caption = L"v";
break;
case 8:
id = backward_three;
caption = L"v";
break;
case 7:
id = right_id;
caption = L">";
break;
default:
break;
}
if (id != after_last_element_id)
initButton(id, button_rect, caption, false);
}
// init inventory button
initButton(inventory_id,
rect<s32>(m_screensize.X - button_size * 1.5,
m_screensize.Y - button_size * 1.5,
m_screensize.X,
m_screensize.Y),
L"inv", false, SLOW_BUTTON_REPEAT);
// init crunch button
initButton(crunch_id,
rect<s32>(m_screensize.X - button_size * 3,
m_screensize.Y - button_size / 1.5,
m_screensize.X - button_size * 1.5,
m_screensize.Y),
L"H", false, SLOW_BUTTON_REPEAT);
// init jump button
initButton(jump_id,
rect<s32>(m_screensize.X - button_size * 3,
m_screensize.Y - button_size * 3,
m_screensize.X - button_size * 1.5,
m_screensize.Y - button_size * 1.5),
L"x", false, SLOW_BUTTON_REPEAT);
// init drop button
initButton(drop_id,
rect<s32>(m_screensize.X - button_size,
m_screensize.Y / 2 - button_size,
m_screensize.X,
m_screensize.Y / 2),
L"drop", false, SLOW_BUTTON_REPEAT);
//dirty implementation of positions for iOS
double button_075 = 1;
double button_05 = 1;
double button_05b = 0;
#ifdef __IOS__
button_075 = 0.75;
button_05 = 2;
button_05b = button_size / 2;
#endif
// init pause button [1]
initButton(escape_id,
rect<s32>(m_screensize.X / 2 - button_size * 2 * button_075,
0,
m_screensize.X / 2 - button_size / button_05,
button_size),
L"Exit", false, SLOW_BUTTON_REPEAT);
// init minimap button [2]
#ifndef __IOS__
// iOS have memory leak with enabled minimap
initButton(minimap_id,
rect<s32>(m_screensize.X / 2 - button_size,
0,
m_screensize.X / 2,
button_size),
L"minimap", false, SLOW_BUTTON_REPEAT);
#endif
// init rangeselect button [3]
initButton(range_id,
rect<s32>(m_screensize.X / 2 - button_05b,
0,
m_screensize.X / 2 + button_size / button_05,
button_size),
L"far", false, SLOW_BUTTON_REPEAT);
// init camera button [4]
initButton(camera_id,
rect<s32>(m_screensize.X / 2 + button_size / button_05,
0,
m_screensize.X / 2 + button_size * 2 * button_075,
button_size),
L"cam", false, SLOW_BUTTON_REPEAT);
// init chat button
initButton(chat_id,
rect<s32>(m_screensize.X - button_size * 1.25,
0,
m_screensize.X,
button_size),
L"far", false, SLOW_BUTTON_REPEAT);
// init noclip button
/* initButton(noclip_id,
rect<s32>(m_screensize.X - button_size * 0.75,
m_screensize.Y - button_size * 4.75,
m_screensize.X,
m_screensize.Y - button_size * 4),
L"clip", false, SLOW_BUTTON_REPEAT);
// init fast button
initButton(fast_id,
rect<s32>(m_screensize.X - button_size * 0.75,
m_screensize.Y - button_size * 4,
m_screensize.X,
m_screensize.Y - button_size * 3.25),
L"fast", false, SLOW_BUTTON_REPEAT); */
}
touch_gui_button_id TouchScreenGUI::getButtonID(s32 x, s32 y) {
IGUIElement *rootguielement = m_guienv->getRootGUIElement();
if (rootguielement != nullptr) {
gui::IGUIElement *element =
rootguielement->getElementFromPoint(core::position2d<s32>(x, y));
if (element) {
for (unsigned int i = 0; i < after_last_element_id; i++) {
if (element == m_buttons[i].guibutton)
return (touch_gui_button_id) i;
}
}
}
return after_last_element_id;
}
touch_gui_button_id TouchScreenGUI::getButtonID(size_t eventID) {
for (unsigned int i = 0; i < after_last_element_id; i++) {
button_info *btn = &m_buttons[i];
std::vector<size_t>::iterator id =
std::find(btn->ids.begin(), btn->ids.end(), eventID);
if (id != btn->ids.end())
return (touch_gui_button_id) i;
}
return after_last_element_id;
}
bool TouchScreenGUI::isHUDButton(const SEvent &event) {
// check if hud item is pressed
for (std::map<int,rect<s32> >::iterator iter = m_hud_rects.begin();
iter != m_hud_rects.end(); ++iter) {
if (iter->second.isPointInside(
v2s32(event.TouchInput.X,
event.TouchInput.Y)
)) {
if (iter->first < 9) {
SEvent *translated = new SEvent();
memset(translated, 0, sizeof(SEvent));
translated->EventType = irr::EET_KEY_INPUT_EVENT;
translated->KeyInput.Key = (irr::EKEY_CODE) (KEY_KEY_1 + iter->first);
translated->KeyInput.Control = false;
translated->KeyInput.Shift = false;
translated->KeyInput.PressedDown = true;
m_receiver->OnEvent(*translated);
m_hud_ids[event.TouchInput.ID] = translated->KeyInput.Key;
delete translated;
return true;
}
}
}
return false;
}
void TouchScreenGUI::handleButtonEvent(touch_gui_button_id button,
size_t eventID, bool action) {
button_info *btn = &m_buttons[button];
SEvent *translated = new SEvent();
memset(translated, 0, sizeof(SEvent));
translated->EventType = irr::EET_KEY_INPUT_EVENT;
translated->KeyInput.Key = btn->keycode;
translated->KeyInput.Control = false;
translated->KeyInput.Shift = false;
translated->KeyInput.Char = 0;
// add this event
if (action) {
assert(std::find(btn->ids.begin(), btn->ids.end(), eventID) == btn->ids.end());
btn->ids.push_back(eventID);
if (btn->ids.size() > 1)
return;
btn->repeatcounter = 0;
m_buttons[button].guibutton->setPressed(true);
translated->KeyInput.PressedDown = true;
translated->KeyInput.Key = btn->keycode;
m_receiver->OnEvent(*translated);
}
// remove event
if (!action || btn->immediate_release) {
std::vector<size_t>::iterator pos =
std::find(btn->ids.begin(),btn->ids.end(), eventID);
// has to be in touch list
assert(pos != btn->ids.end());
btn->ids.erase(pos);
if (!btn->ids.empty())
return;
m_buttons[button].guibutton->setPressed(false);
translated->KeyInput.PressedDown = false;
btn->repeatcounter = -1;
m_receiver->OnEvent(*translated);
}
delete translated;
}
void TouchScreenGUI::handleReleaseEvent(size_t evt_id) {
touch_gui_button_id button = getButtonID(evt_id);
// handle button events
if (button != after_last_element_id)
handleButtonEvent(button, evt_id, false);
// handle the point used for moving view
if (evt_id == m_move_id) {
m_move_id = -1;
// if this pointer issued a mouse event issue symmetric release here
if (m_move_sent_as_mouse_event) {
SEvent *translated = new SEvent;
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_move_downlocation.X;
translated->MouseInput.Y = m_move_downlocation.Y;
translated->MouseInput.Shift = false;
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = 0;
translated->MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
m_receiver->OnEvent(*translated);
delete translated;
} else if (!m_move_has_really_moved) {
SEvent *translated = new SEvent;
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_move_downlocation.X;
translated->MouseInput.Y = m_move_downlocation.Y;
translated->MouseInput.Shift = false;
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = 0;
translated->MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
m_receiver->OnEvent(*translated);
delete translated;
quickTapDetection();
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(
v2s32(m_move_downlocation.X, m_move_downlocation.Y));
}
}
for (std::vector<id_status>::iterator iter = m_known_ids.begin();
iter != m_known_ids.end(); ++iter) {
if (iter->id == evt_id) {
m_known_ids.erase(iter);
break;
}
}
}
void TouchScreenGUI::handleReleaseAll()
{
m_known_ids.clear();
if (m_move_id != -1)
handleReleaseEvent(m_move_id);
for (int i = 0; i < after_last_element_id; i++)
m_buttons[i].ids.clear();
}
void TouchScreenGUI::translateEvent(const SEvent &event) {
if (!m_visible) {
infostream << "TouchScreenGUI::translateEvent got event but not visible?!" << std::endl;
return;
}
if (event.EventType != EET_TOUCH_INPUT_EVENT)
return;
if (event.TouchInput.Event == ETIE_PRESSED_DOWN) {
/* add to own copy of eventlist ...
* android would provide this information but irrlicht guys don't
* wanna design a efficient interface */
id_status toadd{};
toadd.id = event.TouchInput.ID;
toadd.X = event.TouchInput.X;
toadd.Y = event.TouchInput.Y;
m_known_ids.push_back(toadd);
size_t eventID = event.TouchInput.ID;
touch_gui_button_id button =
getButtonID(event.TouchInput.X, event.TouchInput.Y);
// handle button events
if (button != after_last_element_id) {
handleButtonEvent(button, eventID, true);
// ignore events inside the control pad and HUD if not already handled
} else if (!(m_control_pad_rect.isPointInside(v2s32(toadd.X, toadd.Y)) || isHUDButton(event))) {
// handle non button events
// if we don't already have a moving point make this the moving one
if (m_move_id == -1) {
m_move_id = event.TouchInput.ID;
m_move_has_really_moved = false;
m_move_downtime = porting::getTimeMs();
m_move_downlocation = v2s32(event.TouchInput.X, event.TouchInput.Y);
m_move_sent_as_mouse_event = false;
// update shootline (in case the game handles the event we send below)
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(m_move_downlocation);
// send a middle click event so the game can handle single touches
SEvent *translated = new SEvent;
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_move_downlocation.X;
translated->MouseInput.Y = m_move_downlocation.Y;
translated->MouseInput.ButtonStates = EMBSM_MIDDLE; // << important!
translated->MouseInput.Event = EMIE_MMOUSE_LEFT_UP;
m_receiver->OnEvent(*translated);
delete translated;
}
}
m_pointerpos[event.TouchInput.ID] = v2s32(event.TouchInput.X, event.TouchInput.Y);
} else if (event.TouchInput.Event == ETIE_LEFT_UP) {
verbosestream << "Up event for pointerid: " << event.TouchInput.ID << std::endl;
handleReleaseEvent(event.TouchInput.ID);
} else {
assert(event.TouchInput.Event == ETIE_MOVED);
if (m_pointerpos[event.TouchInput.ID] ==
v2s32(event.TouchInput.X, event.TouchInput.Y)) {
return;
}
if (m_move_id != -1) {
if ((event.TouchInput.ID == m_move_id) &&
(!m_move_sent_as_mouse_event || !g_settings->getBool("touchtarget"))) {
double distance = sqrt(
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) *
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) +
(m_pointerpos[event.TouchInput.ID].Y - event.TouchInput.Y) *
(m_pointerpos[event.TouchInput.ID].Y - event.TouchInput.Y));
if (distance > g_settings->getU16("touchscreen_threshold") ||
(m_move_has_really_moved)) {
m_move_has_really_moved = true;
s32 X = event.TouchInput.X;
s32 Y = event.TouchInput.Y;
// update camera_yaw and camera_pitch
s32 dx = X - m_pointerpos[event.TouchInput.ID].X;
s32 dy = Y - m_pointerpos[event.TouchInput.ID].Y;
// adapt to similar behaviour as pc screen
double d = g_settings->getFloat("mouse_sensitivity");
m_camera_yaw_change -= dx * d;
m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dy * d), -180), 180);
// update shootline
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(X, Y));
m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
}
} else if ((event.TouchInput.ID == m_move_id) &&
(m_move_sent_as_mouse_event)) {
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(
v2s32(event.TouchInput.X, event.TouchInput.Y));
}
} else {
handleChangedButton(event);
}
}
}
void TouchScreenGUI::handleChangedButton(const SEvent &event) {
for (unsigned int i = 0; i < after_last_element_id; i++) {
if (m_buttons[i].ids.empty())
continue;
for (std::vector<size_t>::iterator iter = m_buttons[i].ids.begin();
iter != m_buttons[i].ids.end(); ++iter) {
if (event.TouchInput.ID == *iter) {
int current_button_id =
getButtonID(event.TouchInput.X, event.TouchInput.Y);
if (current_button_id == i)
continue;
// remove old button
handleButtonEvent((touch_gui_button_id) i, *iter, false);
if (current_button_id == after_last_element_id)
return;
handleButtonEvent((touch_gui_button_id) current_button_id, *iter, true);
return;
}
}
}
int current_button_id = getButtonID(event.TouchInput.X, event.TouchInput.Y);
if (current_button_id == after_last_element_id)
return;
button_info *btn = &m_buttons[current_button_id];
if (std::find(btn->ids.begin(), btn->ids.end(), event.TouchInput.ID)
== btn->ids.end())
handleButtonEvent((touch_gui_button_id) current_button_id,
event.TouchInput.ID, true);
}
// Punch or left click
bool TouchScreenGUI::quickTapDetection() {
m_key_events[0].down_time = m_key_events[1].down_time;
m_key_events[0].x = m_key_events[1].x;
m_key_events[0].y = m_key_events[1].y;
// ignore the occasional touch
u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
if (delta < 50)
return false;
SEvent *translated = new SEvent();
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_key_events[0].x;
translated->MouseInput.Y = m_key_events[0].y;
translated->MouseInput.Shift = false;
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = EMBSM_RIGHT;
// update shootline
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(m_key_events[0].x, m_key_events[0].y));
translated->MouseInput.Event = EMIE_RMOUSE_PRESSED_DOWN;
verbosestream << "TouchScreenGUI::translateEvent right click press" << std::endl;
m_receiver->OnEvent(*translated);
translated->MouseInput.ButtonStates = 0;
translated->MouseInput.Event = EMIE_RMOUSE_LEFT_UP;
verbosestream << "TouchScreenGUI::translateEvent right click release" << std::endl;
m_receiver->OnEvent(*translated);
delete translated;
return true;
}
TouchScreenGUI::~TouchScreenGUI() {
for (unsigned int i = 0; i < after_last_element_id; i++) {
button_info *btn = &m_buttons[i];
if (btn->guibutton != nullptr) {
btn->guibutton->drop();
btn->guibutton = nullptr;
}
}
}
void TouchScreenGUI::step(float dtime) {
// simulate keyboard repeats
for (unsigned int i = 0; i < after_last_element_id; i++) {
button_info *btn = &m_buttons[i];
if (!btn->ids.empty()) {
btn->repeatcounter += dtime;
if (btn->repeatcounter < btn->repeatdelay) continue;
btn->repeatcounter = 0;
SEvent translated{};
memset(&translated, 0, sizeof(SEvent));
translated.EventType = irr::EET_KEY_INPUT_EVENT;
translated.KeyInput.Key = btn->keycode;
translated.KeyInput.PressedDown = false;
m_receiver->OnEvent(translated);
translated.KeyInput.PressedDown = true;
m_receiver->OnEvent(translated);
}
}
// if a new placed pointer isn't moved for some time start digging
if ((m_move_id != -1) &&
(!m_move_has_really_moved) &&
(!m_move_sent_as_mouse_event)) {
u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());
if (delta > (MIN_DIG_TIME * 1000.F)) {
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(
v2s32(m_move_downlocation.X, m_move_downlocation.Y));
SEvent translated{};
memset(&translated, 0, sizeof(SEvent));
translated.EventType = EET_MOUSE_INPUT_EVENT;
translated.MouseInput.X = m_move_downlocation.X;
translated.MouseInput.Y = m_move_downlocation.Y;
translated.MouseInput.Shift = false;
translated.MouseInput.Control = false;
translated.MouseInput.ButtonStates = EMBSM_LEFT;
translated.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
verbosestream << "TouchScreenGUI::step left click press" << std::endl;
m_receiver->OnEvent(translated);
m_move_sent_as_mouse_event = true;
}
}
}
void TouchScreenGUI::resetHud() {
m_hud_rects.clear();
}
void TouchScreenGUI::registerHudItem(int index, const rect<s32> &rect) {
m_hud_rects[index] = rect;
}
void TouchScreenGUI::Toggle(bool visible) {
m_visible = visible;
for (unsigned int i = 0; i < after_last_element_id; i++) {
button_info *btn = &m_buttons[i];
if (btn->guibutton != nullptr)
btn->guibutton->setVisible(visible);
}
// clear all active buttons
if (!visible) {
while (!m_known_ids.empty()) {
handleReleaseEvent(m_known_ids.begin()->id);
}
}
}
void TouchScreenGUI::hide() {
if (!m_visible)
return;
Toggle(false);
}
void TouchScreenGUI::show() {
if (m_visible)
return;
Toggle(true);
}