197 lines
4.6 KiB
C++
197 lines
4.6 KiB
C++
/*
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Copyright (C) 2014 sapier
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Copyright (C) 2014-2019 Maksim Gamarnik [MoNTE48] MoNTE48@mail.ua
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 3.0 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef TOUCHSCREENGUI_HEADER
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#define TOUCHSCREENGUI_HEADER
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#include <IEventReceiver.h>
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#include <IGUIButton.h>
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#include <IGUIEnvironment.h>
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#include <map>
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#include <vector>
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#include "client/tile.h"
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#include "game.h"
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using namespace irr;
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using namespace irr::core;
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using namespace irr::gui;
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typedef enum {
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forward_one,
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forward_two,
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forward_three,
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backward_one,
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backward_two,
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backward_three,
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left_id,
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right_id,
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empty_id,
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inventory_id,
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drop_id,
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jump_id,
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crunch_id,
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escape_id,
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minimap_id,
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range_id,
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chat_id,
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/* noclip_id,
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fast_id,
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camera_id, */
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after_last_element_id
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} touch_gui_button_id;
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#define SLOW_BUTTON_REPEAT 1.0f
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#define MIN_DIG_TIME 0.5f
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#define BUTTON_REPEAT_DELAY 0.2f
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struct button_info {
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float repeatcounter;
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float repeatdelay;
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irr::EKEY_CODE keycode;
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std::vector<size_t> ids;
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IGUIButton *guibutton = NULL;
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bool immediate_release;
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};
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class TouchScreenGUI {
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public:
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TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver);
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~TouchScreenGUI();
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void translateEvent(const SEvent &event);
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void init(ISimpleTextureSource *tsrc);
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double getYawChange() {
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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 getPitch() { return m_camera_pitch; }
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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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line3d<f32> getShootline() { return m_shootline; }
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void step(float dtime);
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void resetHud();
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void registerHudItem(int index, const rect<s32> &rect);
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void Toggle(bool visible);
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void hide();
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void show();
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#ifdef __IOS__
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void handleReleaseAll();
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#endif
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private:
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IrrlichtDevice *m_device;
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IGUIEnvironment *m_guienv;
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IEventReceiver *m_receiver;
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ISimpleTextureSource *m_texturesource;
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v2u32 m_screensize;
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std::map<int, rect<s32> > m_hud_rects;
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std::map<size_t, irr::EKEY_CODE> m_hud_ids;
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bool m_visible; // is the gui visible
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// value in degree
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double m_camera_yaw_change;
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double m_camera_pitch;
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/* A line starting at the camera and pointing towards the
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* 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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line3d<f32> m_shootline;
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rect<s32> m_control_pad_rect;
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size_t m_move_id;
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bool m_move_has_really_moved;
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u64 m_move_downtime;
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bool m_move_sent_as_mouse_event;
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v2s32 m_move_downlocation;
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button_info m_buttons[after_last_element_id];
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// gui button detection
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touch_gui_button_id getButtonID(s32 x, s32 y);
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// gui button by eventID
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touch_gui_button_id getButtonID(size_t eventID);
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// check if a button has changed
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void handleChangedButton(const SEvent &event);
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// initialize a button
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void initButton(touch_gui_button_id id, rect<s32> button_rect,
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std::wstring caption, bool immediate_release,
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float repeat_delay = BUTTON_REPEAT_DELAY);
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struct id_status {
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size_t id;
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int X;
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int Y;
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};
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// vector to store known ids and their initial touch positions
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std::vector<id_status> m_known_ids;
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// handle a button event
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void handleButtonEvent(touch_gui_button_id bID, size_t eventID, bool action);
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// handle pressed hud buttons
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bool isHUDButton(const SEvent &event);
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// handle quick touch
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bool quickTapDetection();
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// handle release event
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void handleReleaseEvent(size_t evt_id);
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// long-click detection variables
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struct key_event {
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u64 down_time;
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s32 x;
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s32 y;
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};
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// array for saving last known position of a pointer
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std::map<size_t, v2s32> m_pointerpos;
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// array for long-click detection
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key_event m_key_events[2];
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};
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extern TouchScreenGUI *g_touchscreengui;
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#endif
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