0ad/source/ps/TouchInput.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

296 lines
7.5 KiB
C++
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/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TouchInput.h"
#include <cinttypes>
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "lib/timer.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/Game.h"
// When emulation is enabled:
// Left-click to put finger 0 down.
// Then left-click-and-drag to move finger 0.
// Then left-click to put finger 0 up.
// Same with right-click for finger 1.
#define EMULATE_FINGERS_WITH_MOUSE 0
extern int g_xres, g_yres;
// NOTE: All this code is currently just a basic prototype for testing;
// it might need significant redesigning for proper usage.
CTouchInput::CTouchInput() :
m_State(STATE_INACTIVE)
{
for (size_t i = 0; i < MAX_FINGERS; ++i)
m_Down[i] = false;
for (size_t i = 0; i < MAX_MOUSE; ++i)
m_MouseEmulateState[i] = MOUSE_INACTIVE;
}
CTouchInput::~CTouchInput()
{
}
bool CTouchInput::IsEnabled()
{
#if OS_ANDROID || EMULATE_FINGERS_WITH_MOUSE
return true;
#else
return false;
#endif
}
void CTouchInput::OnFingerDown(int id, int x, int y)
{
debug_printf("finger down %d %d %d; state %d\n", id, x, y, m_State);
m_Down[id] = true;
m_Prev[id] = m_Pos[id] = CVector2D(x, y);
if (m_State == STATE_INACTIVE && id == 0)
{
m_State = STATE_FIRST_TOUCH;
m_FirstTouchTime = timer_Time();
m_FirstTouchPos = CVector2D(x, y);
}
else if ((m_State == STATE_FIRST_TOUCH || m_State == STATE_PANNING) && id == 1)
{
m_State = STATE_ZOOMING;
}
}
void CTouchInput::OnFingerUp(int id, int x, int y)
{
debug_printf("finger up %d %d %d; state %d\n", id, x, y, m_State);
m_Down[id] = false;
m_Pos[id] = CVector2D(x, y);
if (m_State == STATE_FIRST_TOUCH && id == 0 && timer_Time() < m_FirstTouchTime + 0.5)
{
m_State = STATE_INACTIVE;
SDL_Event_ ev;
ev.ev.button.button = SDL_BUTTON_LEFT;
ev.ev.button.x = m_Pos[0].X;
ev.ev.button.y = m_Pos[0].Y;
ev.ev.type = SDL_MOUSEBUTTONDOWN;
ev.ev.button.state = SDL_PRESSED;
SDL_PushEvent(&ev.ev);
ev.ev.type = SDL_MOUSEBUTTONUP;
ev.ev.button.state = SDL_RELEASED;
SDL_PushEvent(&ev.ev);
}
else if (m_State == STATE_ZOOMING && id == 1)
{
m_State = STATE_PANNING;
}
else
{
m_State = STATE_INACTIVE;
}
}
void CTouchInput::OnFingerMotion(int id, int x, int y)
{
debug_printf("finger motion %d %d %d; state %d\n", id, x, y, m_State);
CVector2D pos(x, y);
m_Prev[id] = m_Pos[id];
m_Pos[id] = pos;
if (m_State == STATE_FIRST_TOUCH && id == 0)
{
if ((pos - m_FirstTouchPos).Length() > 16)
{
m_State = STATE_PANNING;
const CCamera& camera = *(g_Game->GetView()->GetCamera());
m_PanFocus = camera.GetWorldCoordinates(m_FirstTouchPos.X, m_FirstTouchPos.Y, true);
m_PanDist = (m_PanFocus - camera.GetOrientation().GetTranslation()).Y;
}
}
if (m_State == STATE_PANNING && id == 0)
{
CCamera& camera = *(g_Game->GetView()->GetCamera());
CVector3D origin, dir;
camera.BuildCameraRay(x, y, origin, dir);
dir *= m_PanDist / dir.Y;
camera.GetOrientation().Translate(m_PanFocus - dir - origin);
camera.UpdateFrustum();
}
if (m_State == STATE_ZOOMING && id == 1)
{
float oldDist = (m_Prev[id] - m_Pos[1 - id]).Length();
float newDist = (m_Pos[id] - m_Pos[1 - id]).Length();
float zoomDist = (newDist - oldDist) * -0.005f * m_PanDist;
CCamera& camera = *(g_Game->GetView()->GetCamera());
CVector3D origin, dir;
camera.BuildCameraRay(m_Pos[0].X, m_Pos[0].Y, origin, dir);
dir *= zoomDist;
camera.GetOrientation().Translate(dir);
camera.UpdateFrustum();
m_PanFocus = camera.GetWorldCoordinates(m_Pos[0].X, m_Pos[0].Y, true);
m_PanDist = (m_PanFocus - camera.GetOrientation().GetTranslation()).Y;
}
}
void CTouchInput::Frame()
{
double t = timer_Time();
if (m_State == STATE_FIRST_TOUCH && t > m_FirstTouchTime + 1.0)
{
m_State = STATE_INACTIVE;
SDL_Event_ ev;
ev.ev.button.button = SDL_BUTTON_RIGHT;
ev.ev.button.x = m_Pos[0].X;
ev.ev.button.y = m_Pos[0].Y;
ev.ev.type = SDL_MOUSEBUTTONDOWN;
ev.ev.button.state = SDL_PRESSED;
SDL_PushEvent(&ev.ev);
ev.ev.type = SDL_MOUSEBUTTONUP;
ev.ev.button.state = SDL_RELEASED;
SDL_PushEvent(&ev.ev);
}
}
InReaction CTouchInput::HandleEvent(const SDL_Event_* ev)
{
UNUSED2(ev); // may be unused depending on #ifs
if (!IsEnabled())
return IN_PASS;
#if EMULATE_FINGERS_WITH_MOUSE
switch(ev->ev.type)
{
case SDL_MOUSEBUTTONDOWN:
{
int button;
if (ev->ev.button.button == SDL_BUTTON_LEFT)
button = 0;
else if (ev->ev.button.button == SDL_BUTTON_RIGHT)
button = 1;
else
return IN_PASS;
m_MouseEmulateDownPos[button] = CVector2D(ev->ev.button.x, ev->ev.button.y);
if (m_MouseEmulateState[button] == MOUSE_INACTIVE)
{
m_MouseEmulateState[button] = MOUSE_ACTIVATING;
OnFingerDown(button, ev->ev.button.x, ev->ev.button.y);
}
else if (m_MouseEmulateState[button] == MOUSE_ACTIVE_UP)
{
m_MouseEmulateState[button] = MOUSE_ACTIVE_DOWN;
}
return IN_HANDLED;
}
case SDL_MOUSEBUTTONUP:
{
int button;
if (ev->ev.button.button == SDL_BUTTON_LEFT)
button = 0;
else if (ev->ev.button.button == SDL_BUTTON_RIGHT)
button = 1;
else
return IN_PASS;
if (m_MouseEmulateState[button] == MOUSE_ACTIVATING)
{
m_MouseEmulateState[button] = MOUSE_ACTIVE_UP;
}
else if (m_MouseEmulateState[button] == MOUSE_ACTIVE_DOWN)
{
float dist = (m_MouseEmulateDownPos[button] - CVector2D(ev->ev.button.x, ev->ev.button.y)).Length();
if (dist <= 2)
{
m_MouseEmulateState[button] = MOUSE_INACTIVE;
OnFingerUp(button, ev->ev.button.x, ev->ev.button.y);
}
else
{
m_MouseEmulateState[button] = MOUSE_ACTIVE_UP;
}
}
return IN_HANDLED;
}
case SDL_MOUSEMOTION:
{
for (size_t i = 0; i < MAX_MOUSE; ++i)
{
if (m_MouseEmulateState[i] == MOUSE_ACTIVE_DOWN)
{
OnFingerMotion(i, ev->ev.motion.x, ev->ev.motion.y);
}
}
return IN_HANDLED;
}
}
#endif
switch(ev->ev.type)
{
case SDL_FINGERDOWN:
case SDL_FINGERUP:
case SDL_FINGERMOTION:
{
// Map finger events onto the mouse, for basic testing
debug_printf("finger %s tid=%" PRId64 " fid=%" PRId64 " x=%f y=%f dx=%f dy=%f p=%f\n",
ev->ev.type == SDL_FINGERDOWN ? "down" :
ev->ev.type == SDL_FINGERUP ? "up" :
ev->ev.type == SDL_FINGERMOTION ? "motion" : "?",
ev->ev.tfinger.touchId, ev->ev.tfinger.fingerId,
ev->ev.tfinger.x, ev->ev.tfinger.y, ev->ev.tfinger.dx, ev->ev.tfinger.dy, ev->ev.tfinger.pressure);
if (ev->ev.type == SDL_FINGERDOWN)
OnFingerDown(ev->ev.tfinger.fingerId, g_xres * ev->ev.tfinger.x, g_yres * ev->ev.tfinger.y);
else if (ev->ev.type == SDL_FINGERUP)
OnFingerUp(ev->ev.tfinger.fingerId, g_xres * ev->ev.tfinger.x, g_yres * ev->ev.tfinger.y);
else if (ev->ev.type == SDL_FINGERMOTION)
OnFingerMotion(ev->ev.tfinger.fingerId, g_xres * ev->ev.tfinger.x, g_yres * ev->ev.tfinger.y);
return IN_HANDLED;
}
}
return IN_PASS;
}
CTouchInput g_TouchInput;
InReaction touch_input_handler(const SDL_Event_* ev)
{
return g_TouchInput.HandleEvent(ev);
}