mirror of https://github.com/minetest/minetest.git
Auto-toggle TouchControls in-game when receiving touch/mouse input
This commit is contained in:
parent
28d8a00173
commit
fb059f1e30
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@ -19,7 +19,7 @@
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local BASE_SPACING = 0.1
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local function get_scroll_btn_width()
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return core.settings:get_bool("enable_touch") and 0.8 or 0.5
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return core.settings:get_bool("gui_touch") and 0.8 or 0.5
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end
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local function buttonbar_formspec(self)
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@ -190,7 +190,7 @@ local function get_info_formspec(text)
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return table.concat({
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"formspec_version[6]",
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"size[15.75,9.5]",
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core.settings:get_bool("enable_touch") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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core.settings:get_bool("gui_touch") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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"label[4,4.35;", text, "]",
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"container[0,", H - 0.8 - 0.375, "]",
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@ -221,7 +221,7 @@ local function get_formspec(dlgdata)
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local formspec = {
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"formspec_version[6]",
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"size[15.75,9.5]",
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core.settings:get_bool("enable_touch") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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core.settings:get_bool("gui_touch") and "padding[0.01,0.01]" or "position[0.5,0.55]",
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"style[status,downloading,queued;border=false]",
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@ -472,7 +472,7 @@ end
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local function handle_events(event)
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if event == "DialogShow" then
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-- On touchscreen, don't show the "MINETEST" header behind the dialog.
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mm_game_theme.set_engine(core.settings:get_bool("enable_touch"))
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mm_game_theme.set_engine(core.settings:get_bool("gui_touch"))
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-- If ContentDB is already loaded, auto-install packages here.
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do_auto_install()
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@ -313,11 +313,14 @@ local function check_requirements(name, requires)
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local video_driver = core.get_active_driver()
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local shaders_support = video_driver == "opengl" or video_driver == "opengl3" or video_driver == "ogles2"
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local touch_controls = core.settings:get("touch_controls")
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local special = {
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android = PLATFORM == "Android",
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desktop = PLATFORM ~= "Android",
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touchscreen_gui = core.settings:get_bool("enable_touch"),
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keyboard_mouse = not core.settings:get_bool("enable_touch"),
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-- When touch_controls is "auto", we don't which input method will be used,
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-- so we show settings for both.
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touchscreen = touch_controls == "auto" or core.is_yes(touch_controls),
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keyboard_mouse = touch_controls == "auto" or not core.is_yes(touch_controls),
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shaders_support = shaders_support,
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shaders = core.settings:get_bool("enable_shaders") and shaders_support,
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opengl = video_driver == "opengl",
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@ -449,13 +452,13 @@ local function get_formspec(dialogdata)
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local extra_h = 1 -- not included in tabsize.height
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local tabsize = {
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width = core.settings:get_bool("enable_touch") and 16.5 or 15.5,
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height = core.settings:get_bool("enable_touch") and (10 - extra_h) or 12,
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width = core.settings:get_bool("gui_touch") and 16.5 or 15.5,
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height = core.settings:get_bool("gui_touch") and (10 - extra_h) or 12,
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}
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local scrollbar_w = core.settings:get_bool("enable_touch") and 0.6 or 0.4
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local scrollbar_w = core.settings:get_bool("gui_touch") and 0.6 or 0.4
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local left_pane_width = core.settings:get_bool("enable_touch") and 4.5 or 4.25
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local left_pane_width = core.settings:get_bool("gui_touch") and 4.5 or 4.25
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local left_pane_padding = 0.25
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local search_width = left_pane_width + scrollbar_w - (0.75 * 2)
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@ -469,7 +472,7 @@ local function get_formspec(dialogdata)
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local fs = {
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"formspec_version[6]",
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"size[", tostring(tabsize.width), ",", tostring(tabsize.height + extra_h), "]",
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core.settings:get_bool("enable_touch") and "padding[0.01,0.01]" or "",
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core.settings:get_bool("gui_touch") and "padding[0.01,0.01]" or "",
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"bgcolor[#0000]",
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-- HACK: this is needed to allow resubmitting the same formspec
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@ -618,6 +621,18 @@ function write_settings_early()
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end
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end
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local function regenerate_page_list(dialogdata)
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local suggested_page_id = update_filtered_pages(dialogdata.query)
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dialogdata.components = nil
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if not filtered_page_by_id[dialogdata.page_id] then
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dialogdata.leftscroll = 0
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dialogdata.rightscroll = 0
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dialogdata.page_id = suggested_page_id
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end
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end
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local function buttonhandler(this, fields)
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local dialogdata = this.data
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@ -642,27 +657,7 @@ local function buttonhandler(this, fields)
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local value = core.is_yes(fields.show_advanced)
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core.settings:set_bool("show_advanced", value)
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write_settings_early()
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end
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-- enable_touch is a checkbox in a setting component. We handle this
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-- setting differently so we can hide/show pages using the next if-statement
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if fields.enable_touch ~= nil then
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local value = core.is_yes(fields.enable_touch)
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core.settings:set_bool("enable_touch", value)
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write_settings_early()
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end
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if fields.show_advanced ~= nil or fields.enable_touch ~= nil then
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local suggested_page_id = update_filtered_pages(dialogdata.query)
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dialogdata.components = nil
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if not filtered_page_by_id[dialogdata.page_id] then
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dialogdata.leftscroll = 0
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dialogdata.rightscroll = 0
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dialogdata.page_id = suggested_page_id
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end
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regenerate_page_list(dialogdata)
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return true
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end
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@ -695,20 +690,26 @@ local function buttonhandler(this, fields)
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end
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end
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for i, comp in ipairs(dialogdata.components) do
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if comp.on_submit and comp:on_submit(fields, this) then
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write_settings_early()
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local function after_setting_change(comp)
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write_settings_early()
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if comp.setting.name == "touch_controls" then
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-- Changing the "touch_controls" setting may result in a different
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-- page list.
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regenerate_page_list(dialogdata)
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else
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-- Clear components so they regenerate
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dialogdata.components = nil
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end
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end
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for i, comp in ipairs(dialogdata.components) do
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if comp.on_submit and comp:on_submit(fields, this) then
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after_setting_change(comp)
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return true
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end
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if comp.setting and fields["reset_" .. i] then
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core.settings:remove(comp.setting.name)
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write_settings_early()
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-- Clear components so they regenerate
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dialogdata.components = nil
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after_setting_change(comp)
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return true
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end
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end
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@ -94,7 +94,7 @@ function singleplayer_refresh_gamebar()
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local btnbar = buttonbar_create(
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"game_button_bar",
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core.settings:get_bool("enable_touch") and {x = 0, y = 7.25} or {x = 0, y = 7.475},
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core.settings:get_bool("gui_touch") and {x = 0, y = 7.25} or {x = 0, y = 7.475},
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{x = 15.5, y = 1.25},
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"#000000",
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game_buttonbar_button_handler)
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@ -61,7 +61,7 @@
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#
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# # This is a comment
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# #
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# # Requires: shaders, enable_dynamic_shadows, !touchscreen_gui
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# # Requires: shaders, enable_dynamic_shadows, !touchscreen
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# name (Readable name) type type_args
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#
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# A requirement can be the name of a boolean setting or an engine-defined value.
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@ -72,7 +72,7 @@
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# * shaders_support (a video driver that supports shaders, may not be enabled)
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# * shaders (both enable_shaders and shaders_support)
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# * desktop / android
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# * touchscreen_gui / keyboard_mouse
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# * touchscreen / keyboard_mouse
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# * opengl / gles
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# * You can negate any requirement by prepending with !
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#
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@ -152,40 +152,42 @@ invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
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[*Touchscreen]
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# Enables touchscreen mode, allowing you to play the game with a touchscreen.
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enable_touch (Enable touchscreen) bool true
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# Enables the touchscreen controls, allowing you to play the game with a touchscreen.
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# "auto" means that the touchscreen controls will be enabled and disabled
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# automatically depending on the last used input method.
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touch_controls (Enable touchscreen controls) enum auto auto,true,false
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# Touchscreen sensitivity multiplier.
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#
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# Requires: touchscreen_gui
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# Requires: touchscreen
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touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
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# The length in pixels after which a touch interaction is considered movement.
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#
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# Requires: touchscreen_gui
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# Requires: touchscreen
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touchscreen_threshold (Movement threshold) int 20 0 100
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# The delay in milliseconds after which a touch interaction is considered a long tap.
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#
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# Requires: touchscreen_gui
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# Requires: touchscreen
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touch_long_tap_delay (Threshold for long taps) int 400 100 1000
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# Use crosshair to select object instead of whole screen.
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# If enabled, a crosshair will be shown and will be used for selecting object.
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#
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# Requires: touchscreen_gui
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# Requires: touchscreen
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touch_use_crosshair (Use crosshair for touch screen) bool false
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# Fixes the position of virtual joystick.
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# If disabled, virtual joystick will center to first-touch's position.
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#
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# Requires: touchscreen_gui
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# Requires: touchscreen
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fixed_virtual_joystick (Fixed virtual joystick) bool false
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# Use virtual joystick to trigger "Aux1" button.
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# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
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#
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# Requires: touchscreen_gui
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# Requires: touchscreen
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virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
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# The gesture for for punching players/entities.
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@ -198,7 +200,7 @@ virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool fals
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# Known from the classic Minetest mobile controls.
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# Combat is more or less impossible.
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#
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# Requires: touchscreen_gui
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# Requires: touchscreen
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touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap
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@ -685,6 +687,10 @@ language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,i
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[**GUI]
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# When enabled, the GUI is optimized to be more usable on touchscreens.
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# Whether this is enabled by default depends on your hardware.
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gui_touch (Optimize GUI for touchscreens) bool false
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# Scale GUI by a user specified value.
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# Use a nearest-neighbor-anti-alias filter to scale the GUI.
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# This will smooth over some of the rough edges, and blend
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@ -7,6 +7,7 @@
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#include "ILogger.h"
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#include "Keycodes.h"
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#include "irrString.h"
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#include <cstring>
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namespace irr
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{
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@ -297,6 +298,11 @@ enum EGUI_EVENT_TYPE
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//! SEvents hold information about an event. See irr::IEventReceiver for details on event handling.
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struct SEvent
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{
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SEvent()
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{
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memset(this, 0, sizeof(*this));
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}
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//! Any kind of GUI event.
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struct SGUIEvent
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{
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@ -345,6 +351,9 @@ struct SEvent
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//! Type of mouse event
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EMOUSE_INPUT_EVENT Event;
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//! Is this a simulated mouse event generated by Minetest itself?
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bool Simulated;
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};
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//! Any kind of keyboard event.
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@ -40,6 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content/subgames.h"
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#include "client/event_manager.h"
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#include "fontengine.h"
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#include "gui/pointer_type.h"
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#include "gui/touchcontrols.h"
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#include "itemdef.h"
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#include "log.h"
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@ -1242,6 +1243,7 @@ void Game::shutdown()
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// Clear text when exiting.
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m_game_ui->clearText();
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g_touchcontrols_tsrc = nullptr;
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if (g_touchcontrols)
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g_touchcontrols->hide();
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@ -1573,8 +1575,9 @@ bool Game::initGui()
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gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
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-1, chat_backend, client, &g_menumgr);
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if (g_settings->getBool("enable_touch"))
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g_touchcontrols = new TouchControls(device, texture_src);
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g_touchcontrols_tsrc = texture_src;
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if (should_show_touch_controls())
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g_touchcontrols = new TouchControls(device, g_touchcontrols_tsrc);
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return true;
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}
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@ -18,6 +18,7 @@ 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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#include "gui/pointer_type.h"
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#include "util/numeric.h"
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#include "inputhandler.h"
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#include "gui/mainmenumanager.h"
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@ -113,13 +114,28 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
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return true;
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}
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if (event.EventType == EET_MOUSE_INPUT_EVENT && !event.MouseInput.Simulated)
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g_last_pointer_type = PointerType::Mouse;
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else if (event.EventType == EET_TOUCH_INPUT_EVENT)
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g_last_pointer_type = PointerType::Touch;
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// Let the menu handle events, if one is active.
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if (isMenuActive()) {
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if (g_touchcontrols)
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g_touchcontrols->setVisible(false);
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g_touchcontrols->hide();
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return g_menumgr.preprocessEvent(event);
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}
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bool should_show = should_show_touch_controls();
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if (g_touchcontrols_tsrc && !should_show && g_touchcontrols) {
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TouchControls *gui = g_touchcontrols;
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g_touchcontrols = nullptr;
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delete gui;
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} else if (g_touchcontrols_tsrc && should_show && !g_touchcontrols) {
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g_touchcontrols = new TouchControls(RenderingEngine::get_raw_device(),
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g_touchcontrols_tsrc);
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}
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// Remember whether each key is down or up
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if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
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const KeyPress keyCode(event.KeyInput);
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@ -44,7 +44,7 @@ ClientDynamicInfo ClientDynamicInfo::getCurrent()
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v2f32 ClientDynamicInfo::calculateMaxFSSize(v2u32 render_target_size, f32 gui_scaling)
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{
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f32 factor = (g_settings->getBool("enable_touch") ? 10 : 15) / gui_scaling;
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f32 factor = (g_settings->getBool("gui_touch") ? 10 : 15) / gui_scaling;
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f32 ratio = (f32)render_target_size.X / (f32)render_target_size.Y;
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if (ratio < 1)
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return { factor, factor / ratio };
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@ -104,7 +104,8 @@ void set_default_settings()
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// Client
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settings->setDefault("address", "");
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settings->setDefault("enable_sound", "true");
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settings->setDefault("enable_touch", bool_to_cstr(has_touch));
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settings->setDefault("touch_controls", "auto");
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settings->setDefault("gui_touch", bool_to_cstr(has_touch));
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settings->setDefault("sound_volume", "0.8");
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settings->setDefault("sound_volume_unfocused", "0.3");
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settings->setDefault("mute_sound", "false");
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@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "constants.h"
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#include "gamedef.h"
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#include "client/keycode.h"
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#include "gui/pointer_type.h"
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#include "util/strfnd.h"
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#include <IGUIButton.h>
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#include <IGUICheckBox.h>
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@ -315,7 +316,7 @@ void GUIFormSpecMenu::parseSize(parserData* data, const std::string &element)
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data->invsize.Y = MYMAX(0, stof(parts[1]));
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lockSize(false);
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if (!g_settings->getBool("enable_touch") && parts.size() == 3) {
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if (!g_settings->getBool("gui_touch") && parts.size() == 3) {
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if (parts[2] == "true") {
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lockSize(true,v2u32(800,600));
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}
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@ -3283,7 +3284,7 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
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s32 min_screen_dim = std::min(padded_screensize.X, padded_screensize.Y);
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double prefer_imgsize;
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if (g_settings->getBool("enable_touch")) {
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if (g_settings->getBool("gui_touch")) {
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// The preferred imgsize should be larger to accommodate the
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// smaller screensize.
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prefer_imgsize = min_screen_dim / 10 * gui_scaling;
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@ -3770,7 +3771,7 @@ void GUIFormSpecMenu::showTooltip(const std::wstring &text,
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int tooltip_offset_x = m_btn_height;
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int tooltip_offset_y = m_btn_height;
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if (m_pointer_type == PointerType::Touch) {
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if (g_last_pointer_type == PointerType::Touch) {
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tooltip_offset_x *= 3;
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tooltip_offset_y = 0;
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if (m_pointer.X > (s32)screenSize.X / 2)
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@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "guiInventoryList.h"
|
||||
#include "gui/pointer_type.h"
|
||||
#include "guiFormSpecMenu.h"
|
||||
#include "client/hud.h"
|
||||
#include "client/client.h"
|
||||
|
@ -153,7 +154,7 @@ void GUIInventoryList::draw()
|
|||
// Add hovering tooltip
|
||||
bool show_tooltip = !item.empty() && hovering && !selected_item;
|
||||
// Make it possible to see item tooltips on touchscreens
|
||||
if (m_fs_menu->getPointerType() == PointerType::Touch) {
|
||||
if (g_last_pointer_type == PointerType::Touch) {
|
||||
show_tooltip |= hovering && selected && m_fs_menu->getSelectedAmount() != 0;
|
||||
}
|
||||
if (show_tooltip) {
|
||||
|
|
|
@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "modalMenu.h"
|
||||
#include "gettext.h"
|
||||
#include "gui/guiInventoryList.h"
|
||||
#include "gui/pointer_type.h"
|
||||
#include "porting.h"
|
||||
#include "settings.h"
|
||||
#include "touchcontrols.h"
|
||||
|
@ -62,7 +63,7 @@ GUIModalMenu::GUIModalMenu(gui::IGUIEnvironment* env, gui::IGUIElement* parent,
|
|||
m_gui_scale = std::max(g_settings->getFloat("gui_scaling"), 0.5f);
|
||||
const float screen_dpi_scale = RenderingEngine::getDisplayDensity();
|
||||
|
||||
if (g_settings->getBool("enable_touch")) {
|
||||
if (g_settings->getBool("gui_touch")) {
|
||||
m_gui_scale *= 1.1f - 0.3f * screen_dpi_scale + 0.2f * screen_dpi_scale * screen_dpi_scale;
|
||||
} else {
|
||||
m_gui_scale *= screen_dpi_scale;
|
||||
|
@ -193,6 +194,7 @@ bool GUIModalMenu::simulateMouseEvent(ETOUCH_INPUT_EVENT touch_event, bool secon
|
|||
mouse_event.EventType = EET_MOUSE_INPUT_EVENT;
|
||||
mouse_event.MouseInput.X = m_pointer.X;
|
||||
mouse_event.MouseInput.Y = m_pointer.Y;
|
||||
mouse_event.MouseInput.Simulated = true;
|
||||
switch (touch_event) {
|
||||
case ETIE_PRESSED_DOWN:
|
||||
mouse_event.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
|
||||
|
@ -216,7 +218,6 @@ bool GUIModalMenu::simulateMouseEvent(ETOUCH_INPUT_EVENT touch_event, bool secon
|
|||
}
|
||||
|
||||
bool retval;
|
||||
m_simulated_mouse = true;
|
||||
do {
|
||||
if (preprocessEvent(mouse_event)) {
|
||||
retval = true;
|
||||
|
@ -228,7 +229,6 @@ bool GUIModalMenu::simulateMouseEvent(ETOUCH_INPUT_EVENT touch_event, bool secon
|
|||
}
|
||||
retval = target->OnEvent(mouse_event);
|
||||
} while (false);
|
||||
m_simulated_mouse = false;
|
||||
|
||||
if (!retval && !second_try)
|
||||
return simulateMouseEvent(touch_event, true);
|
||||
|
@ -331,7 +331,6 @@ bool GUIModalMenu::preprocessEvent(const SEvent &event)
|
|||
holder.grab(this); // keep this alive until return (it might be dropped downstream [?])
|
||||
|
||||
if (event.TouchInput.touchedCount == 1) {
|
||||
m_pointer_type = PointerType::Touch;
|
||||
m_pointer = v2s32(event.TouchInput.X, event.TouchInput.Y);
|
||||
|
||||
gui::IGUIElement *hovered = Environment->getRootGUIElement()->getElementFromPoint(core::position2d<s32>(m_pointer));
|
||||
|
@ -374,9 +373,8 @@ bool GUIModalMenu::preprocessEvent(const SEvent &event)
|
|||
}
|
||||
|
||||
if (event.EventType == EET_MOUSE_INPUT_EVENT) {
|
||||
if (!m_simulated_mouse) {
|
||||
// Only set the pointer type to mouse if this is a real mouse event.
|
||||
m_pointer_type = PointerType::Mouse;
|
||||
if (!event.MouseInput.Simulated) {
|
||||
// Only process if this is a real mouse event.
|
||||
m_pointer = v2s32(event.MouseInput.X, event.MouseInput.Y);
|
||||
m_touch_hovered.reset();
|
||||
}
|
||||
|
|
|
@ -26,10 +26,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include <porting_android.h>
|
||||
#endif
|
||||
|
||||
enum class PointerType {
|
||||
Mouse,
|
||||
Touch,
|
||||
};
|
||||
|
||||
struct PointerAction {
|
||||
v2s32 pos;
|
||||
|
@ -74,14 +70,10 @@ public:
|
|||
porting::AndroidDialogState getAndroidUIInputState();
|
||||
#endif
|
||||
|
||||
PointerType getPointerType() { return m_pointer_type; };
|
||||
|
||||
protected:
|
||||
virtual std::wstring getLabelByID(s32 id) = 0;
|
||||
virtual std::string getNameByID(s32 id) = 0;
|
||||
|
||||
// Stores the last known pointer type.
|
||||
PointerType m_pointer_type = PointerType::Mouse;
|
||||
// Stores the last known pointer position.
|
||||
// If the last input event was a mouse event, it's the cursor position.
|
||||
// If the last input event was a touch event, it's the finger position.
|
||||
|
@ -96,9 +88,6 @@ protected:
|
|||
|
||||
// This is set to true if the menu is currently processing a second-touch event.
|
||||
bool m_second_touch = false;
|
||||
// This is set to true if the menu is currently processing a mouse event
|
||||
// that was synthesized by the menu itself from a touch event.
|
||||
bool m_simulated_mouse = false;
|
||||
|
||||
private:
|
||||
IMenuManager *m_menumgr;
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
#pragma once
|
||||
#include "client/texturesource.h"
|
||||
|
||||
enum class PointerType {
|
||||
Mouse,
|
||||
Touch,
|
||||
};
|
||||
|
||||
inline PointerType g_last_pointer_type = PointerType::Mouse;
|
||||
inline ITextureSource *g_touchcontrols_tsrc = nullptr;
|
|
@ -31,6 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "client/keycode.h"
|
||||
#include "client/renderingengine.h"
|
||||
#include "util/numeric.h"
|
||||
#include "pointer_type.h"
|
||||
#include <ISceneCollisionManager.h>
|
||||
|
||||
#include <iostream>
|
||||
|
@ -515,6 +516,11 @@ TouchControls::TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc)
|
|||
}
|
||||
}
|
||||
|
||||
TouchControls::~TouchControls()
|
||||
{
|
||||
releaseAll();
|
||||
}
|
||||
|
||||
void TouchControls::addButton(touch_gui_button_id id, const std::string &image, const recti &rect)
|
||||
{
|
||||
IGUIImage *btn_gui_button = m_guienv->addImage(rect, nullptr, id);
|
||||
|
@ -796,6 +802,23 @@ void TouchControls::applyJoystickStatus()
|
|||
}
|
||||
}
|
||||
|
||||
void TouchControls::releaseAll()
|
||||
{
|
||||
while (!m_pointer_pos.empty())
|
||||
handleReleaseEvent(m_pointer_pos.begin()->first);
|
||||
|
||||
// Release those manually too since the change initiated by
|
||||
// handleReleaseEvent will only be applied later by applyContextControls.
|
||||
if (m_dig_pressed) {
|
||||
emitMouseEvent(EMIE_LMOUSE_LEFT_UP);
|
||||
m_dig_pressed = false;
|
||||
}
|
||||
if (m_place_pressed) {
|
||||
emitMouseEvent(EMIE_RMOUSE_LEFT_UP);
|
||||
m_place_pressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
void TouchControls::step(float dtime)
|
||||
{
|
||||
// simulate keyboard repeats
|
||||
|
@ -844,6 +867,9 @@ void TouchControls::registerHotbarRect(u16 index, const recti &rect)
|
|||
|
||||
void TouchControls::setVisible(bool visible)
|
||||
{
|
||||
if (m_visible == visible)
|
||||
return;
|
||||
|
||||
m_visible = visible;
|
||||
for (auto &button : m_buttons) {
|
||||
if (button.gui_button)
|
||||
|
@ -853,10 +879,8 @@ void TouchControls::setVisible(bool visible)
|
|||
if (m_joystick_btn_off)
|
||||
m_joystick_btn_off->setVisible(visible);
|
||||
|
||||
// clear all active buttons
|
||||
if (!visible) {
|
||||
while (!m_pointer_pos.empty())
|
||||
handleReleaseEvent(m_pointer_pos.begin()->first);
|
||||
releaseAll();
|
||||
for (AutoHideButtonBar &bar : m_buttonbars) {
|
||||
bar.deactivate();
|
||||
bar.hide();
|
||||
|
@ -869,17 +893,11 @@ void TouchControls::setVisible(bool visible)
|
|||
|
||||
void TouchControls::hide()
|
||||
{
|
||||
if (!m_visible)
|
||||
return;
|
||||
|
||||
setVisible(false);
|
||||
}
|
||||
|
||||
void TouchControls::show()
|
||||
{
|
||||
if (m_visible)
|
||||
return;
|
||||
|
||||
setVisible(true);
|
||||
}
|
||||
|
||||
|
@ -904,6 +922,7 @@ void TouchControls::emitMouseEvent(EMOUSE_INPUT_EVENT type)
|
|||
event.MouseInput.Control = false;
|
||||
event.MouseInput.ButtonStates = 0;
|
||||
event.MouseInput.Event = type;
|
||||
event.MouseInput.Simulated = true;
|
||||
m_receiver->OnEvent(event);
|
||||
}
|
||||
|
||||
|
@ -990,3 +1009,12 @@ void TouchControls::applyContextControls(const TouchInteractionMode &mode)
|
|||
m_place_pressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool should_show_touch_controls()
|
||||
{
|
||||
const std::string &touch_controls = g_settings->get("touch_controls");
|
||||
|
||||
if (touch_controls == "auto")
|
||||
return g_last_pointer_type == PointerType::Touch;
|
||||
return is_yes(touch_controls);
|
||||
}
|
||||
|
|
|
@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#include "itemdef.h"
|
||||
#include "client/game.h"
|
||||
#include "util/basic_macros.h"
|
||||
|
||||
using namespace irr;
|
||||
using namespace irr::core;
|
||||
|
@ -187,6 +188,8 @@ class TouchControls
|
|||
{
|
||||
public:
|
||||
TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc);
|
||||
~TouchControls();
|
||||
DISABLE_CLASS_COPY(TouchControls);
|
||||
|
||||
void translateEvent(const SEvent &event);
|
||||
void applyContextControls(const TouchInteractionMode &mode);
|
||||
|
@ -220,7 +223,6 @@ public:
|
|||
void step(float dtime);
|
||||
inline void setUseCrosshair(bool use_crosshair) { m_draw_crosshair = use_crosshair; }
|
||||
|
||||
void setVisible(bool visible);
|
||||
void hide();
|
||||
void show();
|
||||
|
||||
|
@ -238,6 +240,7 @@ private:
|
|||
double m_touchscreen_threshold;
|
||||
u16 m_long_tap_delay;
|
||||
bool m_visible = true; // is the whole touch screen gui visible
|
||||
void setVisible(bool visible);
|
||||
|
||||
std::unordered_map<u16, recti> m_hotbar_rects;
|
||||
std::optional<u16> m_hotbar_selection = std::nullopt;
|
||||
|
@ -295,6 +298,9 @@ private:
|
|||
// apply joystick status
|
||||
void applyJoystickStatus();
|
||||
|
||||
// release all buttons etc.
|
||||
void releaseAll();
|
||||
|
||||
// map to store the IDs and original positions of currently pressed pointers
|
||||
std::unordered_map<size_t, v2s32> m_pointer_downpos;
|
||||
// map to store the IDs and positions of currently pressed pointers
|
||||
|
@ -315,3 +321,5 @@ private:
|
|||
};
|
||||
|
||||
extern TouchControls *g_touchcontrols;
|
||||
|
||||
bool should_show_touch_controls();
|
||||
|
|
Loading…
Reference in New Issue