/* 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 #include 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 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 txr_rect = rect(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 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(density * 60); s32 ctlpad_size = static_cast(density * 85); m_visible = true; m_texturesource = tsrc; m_control_pad_rect = rect(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 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(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(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(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(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(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(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(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(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(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(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(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(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::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 >::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::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::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::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 &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); }