minetest/src/touchscreengui.h

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/*
Copyright (C) 2014 sapier
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 2.1 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.
*/
#ifndef TOUCHSCREENGUI_HEADER
#define TOUCHSCREENGUI_HEADER
#include <IGUIEnvironment.h>
#include <IGUIButton.h>
#include <IEventReceiver.h>
#include <vector>
#include <map>
#include "game.h"
#include "client/tile.h"
using namespace irr;
using namespace irr::core;
using namespace irr::gui;
typedef enum {
forward_id = 0,
backward_id,
left_id,
right_id,
inventory_id,
drop_id,
jump_id,
crunch_id,
fly_id,
noclip_id,
fast_id,
debug_id,
chat_id,
camera_id,
range_id,
after_last_element_id
} touch_gui_button_id;
#define MIN_DIG_TIME_MS 500
#define MAX_TOUCH_COUNT 64
#define BUTTON_REPEAT_DELAY 0.2f
extern const char** touchgui_button_imagenames;
class TouchScreenGUI
{
public:
TouchScreenGUI(IrrlichtDevice *device, IEventReceiver* receiver);
~TouchScreenGUI();
void translateEvent(const SEvent &event);
void init(ISimpleTextureSource* tsrc,float density);
double getYaw() { return m_camera_yaw; }
double getPitch() { return m_camera_pitch; }
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();
private:
IrrlichtDevice* m_device;
IGUIEnvironment* m_guienv;
IEventReceiver* m_receiver;
ISimpleTextureSource* m_texturesource;
v2u32 m_screensize;
std::map<int,rect<s32> > m_hud_rects;
std::map<int,irr::EKEY_CODE> m_hud_ids;
bool m_visible; // is the gui visible
/* value in degree */
double m_camera_yaw;
double m_camera_pitch;
line3d<f32> m_shootline;
rect<s32> m_control_pad_rect;
int m_move_id;
bool m_move_has_really_moved;
s32 m_move_downtime;
bool m_move_sent_as_mouse_event;
v2s32 m_move_downlocation;
struct button_info {
float repeatcounter;
float repeatdelay;
irr::EKEY_CODE keycode;
std::vector<int> ids;
IGUIButton* guibutton;
bool immediate_release;
};
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(int eventID);
/* check if a button has changed */
void handleChangedButton(const SEvent &event);
/* initialize a button */
void initButton(touch_gui_button_id id, rect<s32> button_rect,
std::wstring caption, bool immediate_release,
float repeat_delay = BUTTON_REPEAT_DELAY);
/* load texture */
void loadButtonTexture(button_info* btn, const char* path, rect<s32> button_rect);
struct id_status{
int 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 ButtonEvent(touch_gui_button_id bID, int eventID, bool action);
/* handle pressed hud buttons */
bool isHUDButton(const SEvent &event);
/* handle released hud buttons */
bool isReleaseHUDButton(int eventID);
/* handle double taps */
bool doubleTapDetection();
/* handle release event */
void handleReleaseEvent(int evt_id);
/* doubleclick detection variables */
struct key_event {
unsigned int down_time;
s32 x;
s32 y;
};
/* array for saving last known position of a pointer */
v2s32 m_pointerpos[MAX_TOUCH_COUNT];
/* array for doubletap detection */
key_event m_key_events[2];
};
extern TouchScreenGUI *g_touchscreengui;
#endif