MultiCraft/src/touchscreengui.h
2020-06-04 11:36:58 +02:00

200 lines
4.6 KiB
C++

/*
Copyright (C) 2014 sapier
Copyright (C) 2014-2020 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.
*/
#pragma once
#include <IEventReceiver.h>
#include <IGUIButton.h>
#include <IGUIEnvironment.h>
#include <map>
#include <vector>
#include "client/tile.h"
#include "game.h"
using namespace irr;
using namespace irr::core;
using namespace irr::gui;
typedef enum
{
forward_one,
forward_two,
forward_three,
backward_one,
backward_two,
backward_three,
left_id,
right_id,
empty_id,
inventory_id,
drop_id,
jump_id,
crunch_id,
escape_id,
minimap_id,
range_id,
camera_id,
chat_id,
// noclip_id,
// fast_id,
after_last_element_id
} touch_gui_button_id;
#define MIN_DIG_TIME 500
#define BUTTON_REPEAT_DELAY 0.2f
#define SLOW_BUTTON_REPEAT 1.0f
struct button_info
{
float repeatcounter;
float repeatdelay;
irr::EKEY_CODE keycode;
std::vector<size_t> ids;
IGUIButton *guibutton = NULL;
bool immediate_release;
};
class TouchScreenGUI
{
public:
TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver);
~TouchScreenGUI();
void translateEvent(const SEvent &event);
void init(ISimpleTextureSource *tsrc);
double getYawChange()
{
double res = m_camera_yaw_change;
m_camera_yaw_change = 0;
return res;
}
double getPitch() { return m_camera_pitch; }
/* 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; }
void step(float dtime);
void resetHud();
void registerHudItem(int index, const rect<s32> &rect);
void Toggle(bool visible);
void hide();
void show();
void handleReleaseAll();
private:
IrrlichtDevice *m_device;
IGUIEnvironment *m_guienv;
IEventReceiver *m_receiver;
ISimpleTextureSource *m_texturesource;
v2u32 m_screensize;
double m_touchscreen_threshold;
std::map<int, rect<s32> > m_hud_rects;
std::map<size_t, irr::EKEY_CODE> m_hud_ids;
bool m_visible; // is the gui visible
// value in degree
double m_camera_yaw_change;
double m_camera_pitch;
/* 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;
rect<s32> m_control_pad_rect;
size_t m_move_id;
bool m_move_has_really_moved;
u64 m_move_downtime;
bool m_move_sent_as_mouse_event;
v2s32 m_move_downlocation;
button_info m_buttons[after_last_element_id];
// gui button detection
touch_gui_button_id getButtonID(s32 x, s32 y);
// gui button by eventID
touch_gui_button_id getButtonID(size_t eventID);
// check if a button has changed
void handleChangedButton(const SEvent &event);
// initialize a button
void initButton(touch_gui_button_id id, const rect<s32> &button_rect,
const std::wstring &caption, bool immediate_release,
float repeat_delay = BUTTON_REPEAT_DELAY);
struct id_status
{
size_t id;
int X;
int Y;
};
// vector to store known ids and their initial touch positions
std::vector<id_status> m_known_ids;
// handle a button event
void handleButtonEvent(touch_gui_button_id bID, size_t eventID, bool action);
// handle pressed hud buttons
bool isHUDButton(const SEvent &event);
// handle quick touch
bool quickTapDetection();
// handle release event
void handleReleaseEvent(size_t evt_id);
// long-click detection variables
struct key_event
{
u64 down_time;
s32 x;
s32 y;
};
// array for saving last known position of a pointer
std::map<size_t, v2s32> m_pointerpos;
// array for long-click detection
key_event m_key_events[2];
};
extern TouchScreenGUI *g_touchscreengui;