0ad/source/ps/TouchInput.cpp
Ykkrosh 5009636e39 Improve Android compatibility.
Basic touchscreen input for testing.
Better GLSL support for map rendering.

This was SVN commit r11155.
2012-02-25 17:29:27 +00:00

297 lines
7.8 KiB
C++

/* 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/>.
*/
#include "precompiled.h"
#include "TouchInput.h"
#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(L"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(L"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(L"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;
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
#if SDL_VERSION_ATLEAST(2, 0, 0)
switch(ev->ev.type)
{
case SDL_FINGERDOWN:
case SDL_FINGERUP:
case SDL_FINGERMOTION:
{
// Map finger events onto the mouse, for basic testing
debug_printf(L"finger %s tid=%lld fid=%lld s=%d x=%d y=%d dx=%d dy=%d p=%d\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.state,
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/32767.0f), g_yres * (ev->ev.tfinger.y/32767.0f));
else if (ev->ev.type == SDL_FINGERUP)
OnFingerUp(ev->ev.tfinger.fingerId, g_xres * (ev->ev.tfinger.x/32767.0f), g_yres * (ev->ev.tfinger.y/32767.0f));
else if (ev->ev.type == SDL_FINGERMOTION)
OnFingerMotion(ev->ev.tfinger.fingerId, g_xres * (ev->ev.tfinger.x/32767.0f), g_yres * (ev->ev.tfinger.y/32767.0f));
return IN_HANDLED;
}
}
#endif
return IN_PASS;
}
CTouchInput g_TouchInput;
InReaction touch_input_handler(const SDL_Event_* ev)
{
return g_TouchInput.HandleEvent(ev);
}