/* Copyright (C) 2014 sapier Copyright (C) 2024 grorp, Gregor Parzefall 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. */ #pragma once #include "irrlichttypes.h" #include #include #include #include #include #include #include #include #include "itemdef.h" #include "client/tile.h" #include "client/game.h" using namespace irr; using namespace irr::core; using namespace irr::gui; enum class TapState { None, ShortTap, LongTap, }; typedef enum { jump_id = 0, crunch_id, zoom_id, aux1_id, after_last_element_id, settings_starter_id, rare_controls_starter_id, fly_id, noclip_id, fast_id, debug_id, camera_id, range_id, minimap_id, toggle_chat_id, chat_id, inventory_id, drop_id, exit_id, joystick_off_id, joystick_bg_id, joystick_center_id } touch_gui_button_id; typedef enum { AHBB_Dir_Top_Bottom, AHBB_Dir_Bottom_Top, AHBB_Dir_Left_Right, AHBB_Dir_Right_Left } autohide_button_bar_dir; #define MIN_DIG_TIME_MS 500 #define BUTTON_REPEAT_DELAY 0.2f #define SETTINGS_BAR_Y_OFFSET 5 #define RARE_CONTROLS_BAR_Y_OFFSET 5 // Our simulated clicks last some milliseconds so that server-side mods have a // chance to detect them via l_get_player_control. // If you tap faster than this value, the simulated clicks are of course shorter. #define SIMULATED_CLICK_DURATION_MS 50 extern const std::string button_image_names[]; extern const std::string joystick_image_names[]; struct button_info { float repeat_counter; float repeat_delay; EKEY_CODE keycode; std::vector ids; IGUIButton *gui_button = nullptr; bool immediate_release; enum { NOT_TOGGLEABLE, FIRST_TEXTURE, SECOND_TEXTURE } toggleable = NOT_TOGGLEABLE; std::vector textures; }; class AutoHideButtonBar { public: AutoHideButtonBar(IrrlichtDevice *device, IEventReceiver *receiver); void init(ISimpleTextureSource *tsrc, const std::string &starter_img, int button_id, const v2s32 &UpperLeft, const v2s32 &LowerRight, autohide_button_bar_dir dir, float timeout); ~AutoHideButtonBar(); // add button to be shown void addButton(touch_gui_button_id id, const wchar_t *caption, const std::string &btn_image); // add toggle button to be shown void addToggleButton(touch_gui_button_id id, const wchar_t *caption, const std::string &btn_image_1, const std::string &btn_image_2); // detect button bar button events bool isButton(const SEvent &event); // step handler void step(float dtime); // return whether the button bar is active bool active() { return m_active; } // deactivate the button bar void deactivate(); // hide the whole button bar void hide(); // unhide the button bar void show(); private: ISimpleTextureSource *m_texturesource = nullptr; irr::video::IVideoDriver *m_driver; IGUIEnvironment *m_guienv; IEventReceiver *m_receiver; button_info m_starter; std::vector> m_buttons; v2s32 m_upper_left; v2s32 m_lower_right; // show button bar bool m_active = false; bool m_visible = true; // button bar timeout float m_timeout = 0.0f; float m_timeout_value = 3.0f; bool m_initialized = false; autohide_button_bar_dir m_dir = AHBB_Dir_Right_Left; }; class TouchScreenGUI { public: TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver); ~TouchScreenGUI(); void translateEvent(const SEvent &event); void applyContextControls(const TouchInteractionMode &mode); void init(ISimpleTextureSource *tsrc); double getYawChange() { double res = m_camera_yaw_change; m_camera_yaw_change = 0; return res; } double getPitchChange() { double res = m_camera_pitch_change; m_camera_pitch_change = 0; return res; } /** * 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 getShootline() { return m_shootline; } float getMovementDirection() { return m_joystick_direction; } float getMovementSpeed() { return m_joystick_speed; } void step(float dtime); inline void setUseCrosshair(bool use_crosshair) { m_draw_crosshair = use_crosshair; } void setVisible(bool visible); void hide(); void show(); void resetHotbarRects(); void registerHotbarRect(u16 index, const rect &rect); std::optional getHotbarSelection(); private: bool m_initialized = false; IrrlichtDevice *m_device; IGUIEnvironment *m_guienv; IEventReceiver *m_receiver; ISimpleTextureSource *m_texturesource; v2u32 m_screensize; s32 button_size; double m_touchscreen_threshold; bool m_visible; // is the whole touch screen gui visible std::unordered_map> m_hotbar_rects; std::optional m_hotbar_selection = std::nullopt; // value in degree double m_camera_yaw_change = 0.0; double m_camera_pitch_change = 0.0; /** * 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 m_shootline; bool m_has_move_id = false; size_t m_move_id; bool m_move_has_really_moved = false; u64 m_move_downtime = 0; bool m_has_joystick_id = false; size_t m_joystick_id; bool m_joystick_has_really_moved = false; float m_joystick_direction = 0.0f; // assume forward float m_joystick_speed = 0.0f; // no movement bool m_joystick_status_aux1 = false; bool m_fixed_joystick = false; bool m_joystick_triggers_aux1 = false; bool m_draw_crosshair = false; std::shared_ptr m_joystick_btn_off = nullptr; std::shared_ptr m_joystick_btn_bg = nullptr; std::shared_ptr m_joystick_btn_center = nullptr; 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 &button_rect, const std::wstring &caption, bool immediate_release, float repeat_delay = BUTTON_REPEAT_DELAY); // initialize a joystick button std::shared_ptr initJoystickButton(touch_gui_button_id id, const rect &button_rect, int texture_id, bool visible = true); struct id_status { size_t id; int X; int Y; }; // vector to store known ids and their initial touch positions std::vector m_known_ids; // handle a button event void handleButtonEvent(touch_gui_button_id bID, size_t eventID, bool action); // handle pressing hotbar items bool isHotbarButton(const SEvent &event); // handle release event void handleReleaseEvent(size_t evt_id); // apply joystick status void applyJoystickStatus(); // array for saving last known position of a pointer std::unordered_map m_pointer_pos; // settings bar AutoHideButtonBar m_settings_bar; // rare controls bar AutoHideButtonBar m_rare_controls_bar; v2s32 getPointerPos(); void emitMouseEvent(EMOUSE_INPUT_EVENT type); TapState m_tap_state = TapState::None; bool m_dig_pressed = false; u64 m_dig_pressed_until = 0; bool m_place_pressed = false; u64 m_place_pressed_until = 0; }; extern TouchScreenGUI *g_touchscreengui;