0ad/source/ps/TouchInput.h
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

91 lines
2 KiB
C++
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/* Copyright (C) 2012 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/>.
*/
#ifndef INCLUDED_TOUCHINPUT
#define INCLUDED_TOUCHINPUT
#include "lib/input.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
/**
* Maps touch events (e.g. on Android touchscreen devices) onto mouse events
* and camera movement.
*/
class CTouchInput
{
public:
CTouchInput();
~CTouchInput();
/**
* Returns whether the touch input mode is enabled for this device.
*/
bool IsEnabled();
InReaction HandleEvent(const SDL_Event_* ev);
/**
* Should be called once per frame to perform updates.
*/
void Frame();
private:
void OnFingerDown(int id, int x, int y);
void OnFingerUp(int id, int x, int y);
void OnFingerMotion(int id, int x, int y);
// Mouse emulation state:
enum
{
MOUSE_INACTIVE,
MOUSE_ACTIVATING,
MOUSE_ACTIVE_UP,
MOUSE_ACTIVE_DOWN
};
static const size_t MAX_MOUSE = 2;
int m_MouseEmulateState[MAX_MOUSE];
CVector2D m_MouseEmulateDownPos[MAX_MOUSE];
// Current finger state:
static const size_t MAX_FINGERS = 2;
bool m_Down[MAX_FINGERS];
CVector2D m_Pos[MAX_FINGERS];
CVector2D m_Prev[MAX_FINGERS];
enum
{
STATE_INACTIVE,
STATE_FIRST_TOUCH,
STATE_PANNING,
STATE_ZOOMING
};
int m_State;
double m_FirstTouchTime;
CVector2D m_FirstTouchPos;
CVector3D m_PanFocus;
float m_PanDist;
};
extern CTouchInput g_TouchInput;
extern InReaction touch_input_handler(const SDL_Event_* ev);
#endif // INCLUDED_TOUCHINPUT