forked from 0ad/0ad
Ykkrosh
5009636e39
Basic touchscreen input for testing. Better GLSL support for map rendering. This was SVN commit r11155.
297 lines
7.8 KiB
C++
297 lines
7.8 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "TouchInput.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "lib/timer.h"
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#include "lib/external_libraries/libsdl.h"
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#include "ps/Game.h"
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// When emulation is enabled:
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// Left-click to put finger 0 down.
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// Then left-click-and-drag to move finger 0.
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// Then left-click to put finger 0 up.
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// Same with right-click for finger 1.
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#define EMULATE_FINGERS_WITH_MOUSE 0
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extern int g_xres, g_yres;
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// NOTE: All this code is currently just a basic prototype for testing;
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// it might need significant redesigning for proper usage.
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CTouchInput::CTouchInput() :
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m_State(STATE_INACTIVE)
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{
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for (size_t i = 0; i < MAX_FINGERS; ++i)
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m_Down[i] = false;
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for (size_t i = 0; i < MAX_MOUSE; ++i)
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m_MouseEmulateState[i] = MOUSE_INACTIVE;
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}
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CTouchInput::~CTouchInput()
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{
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}
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bool CTouchInput::IsEnabled()
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{
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#if OS_ANDROID || EMULATE_FINGERS_WITH_MOUSE
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return true;
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#else
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return false;
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#endif
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}
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void CTouchInput::OnFingerDown(int id, int x, int y)
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{
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debug_printf(L"finger down %d %d %d; state %d\n", id, x, y, m_State);
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m_Down[id] = true;
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m_Prev[id] = m_Pos[id] = CVector2D(x, y);
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if (m_State == STATE_INACTIVE && id == 0)
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{
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m_State = STATE_FIRST_TOUCH;
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m_FirstTouchTime = timer_Time();
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m_FirstTouchPos = CVector2D(x, y);
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}
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else if ((m_State == STATE_FIRST_TOUCH || m_State == STATE_PANNING) && id == 1)
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{
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m_State = STATE_ZOOMING;
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}
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}
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void CTouchInput::OnFingerUp(int id, int x, int y)
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{
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debug_printf(L"finger up %d %d %d; state %d\n", id, x, y, m_State);
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m_Down[id] = false;
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m_Pos[id] = CVector2D(x, y);
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if (m_State == STATE_FIRST_TOUCH && id == 0 && timer_Time() < m_FirstTouchTime + 0.5)
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{
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m_State = STATE_INACTIVE;
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SDL_Event_ ev;
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ev.ev.button.button = SDL_BUTTON_LEFT;
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ev.ev.button.x = m_Pos[0].X;
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ev.ev.button.y = m_Pos[0].Y;
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ev.ev.type = SDL_MOUSEBUTTONDOWN;
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ev.ev.button.state = SDL_PRESSED;
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SDL_PushEvent(&ev.ev);
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ev.ev.type = SDL_MOUSEBUTTONUP;
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ev.ev.button.state = SDL_RELEASED;
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SDL_PushEvent(&ev.ev);
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}
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else if (m_State == STATE_ZOOMING && id == 1)
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{
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m_State = STATE_PANNING;
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}
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else
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{
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m_State = STATE_INACTIVE;
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}
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}
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void CTouchInput::OnFingerMotion(int id, int x, int y)
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{
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debug_printf(L"finger motion %d %d %d; state %d\n", id, x, y, m_State);
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CVector2D pos(x, y);
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m_Prev[id] = m_Pos[id];
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m_Pos[id] = pos;
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if (m_State == STATE_FIRST_TOUCH && id == 0)
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{
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if ((pos - m_FirstTouchPos).Length() > 16)
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{
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m_State = STATE_PANNING;
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CCamera& camera = *(g_Game->GetView()->GetCamera());
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m_PanFocus = camera.GetWorldCoordinates(m_FirstTouchPos.X, m_FirstTouchPos.Y, true);
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m_PanDist = (m_PanFocus - camera.GetOrientation().GetTranslation()).Y;
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}
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}
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if (m_State == STATE_PANNING && id == 0)
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{
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CCamera& camera = *(g_Game->GetView()->GetCamera());
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CVector3D origin, dir;
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camera.BuildCameraRay(x, y, origin, dir);
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dir *= m_PanDist / dir.Y;
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camera.GetOrientation().Translate(m_PanFocus - dir - origin);
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camera.UpdateFrustum();
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}
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if (m_State == STATE_ZOOMING && id == 1)
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{
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float oldDist = (m_Prev[id] - m_Pos[1 - id]).Length();
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float newDist = (m_Pos[id] - m_Pos[1 - id]).Length();
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float zoomDist = (newDist - oldDist) * -0.005f * m_PanDist;
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CCamera& camera = *(g_Game->GetView()->GetCamera());
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CVector3D origin, dir;
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camera.BuildCameraRay(m_Pos[0].X, m_Pos[0].Y, origin, dir);
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dir *= zoomDist;
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camera.GetOrientation().Translate(dir);
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camera.UpdateFrustum();
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m_PanFocus = camera.GetWorldCoordinates(m_Pos[0].X, m_Pos[0].Y, true);
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m_PanDist = (m_PanFocus - camera.GetOrientation().GetTranslation()).Y;
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}
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}
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void CTouchInput::Frame()
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{
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double t = timer_Time();
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if (m_State == STATE_FIRST_TOUCH && t > m_FirstTouchTime + 1.0)
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{
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m_State = STATE_INACTIVE;
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SDL_Event_ ev;
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ev.ev.button.button = SDL_BUTTON_RIGHT;
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ev.ev.button.x = m_Pos[0].X;
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ev.ev.button.y = m_Pos[0].Y;
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ev.ev.type = SDL_MOUSEBUTTONDOWN;
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ev.ev.button.state = SDL_PRESSED;
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SDL_PushEvent(&ev.ev);
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ev.ev.type = SDL_MOUSEBUTTONUP;
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ev.ev.button.state = SDL_RELEASED;
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SDL_PushEvent(&ev.ev);
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}
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}
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InReaction CTouchInput::HandleEvent(const SDL_Event_* ev)
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{
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UNUSED2(ev); // may be unused depending on #ifs
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if (!IsEnabled())
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return IN_PASS;
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#if EMULATE_FINGERS_WITH_MOUSE
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switch(ev->ev.type)
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{
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case SDL_MOUSEBUTTONDOWN:
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{
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int button;
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if (ev->ev.button.button == SDL_BUTTON_LEFT)
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button = 0;
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else if (ev->ev.button.button == SDL_BUTTON_RIGHT)
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button = 1;
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else
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return IN_PASS;
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m_MouseEmulateDownPos[button] = CVector2D(ev->ev.button.x, ev->ev.button.y);
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if (m_MouseEmulateState[button] == MOUSE_INACTIVE)
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{
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m_MouseEmulateState[button] = MOUSE_ACTIVATING;
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OnFingerDown(button, ev->ev.button.x, ev->ev.button.y);
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}
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else if (m_MouseEmulateState[button] == MOUSE_ACTIVE_UP)
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{
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m_MouseEmulateState[button] = MOUSE_ACTIVE_DOWN;
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}
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return IN_HANDLED;
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}
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case SDL_MOUSEBUTTONUP:
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{
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int button;
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if (ev->ev.button.button == SDL_BUTTON_LEFT)
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button = 0;
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else if (ev->ev.button.button == SDL_BUTTON_RIGHT)
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button = 1;
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else
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return IN_PASS;
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if (m_MouseEmulateState[button] == MOUSE_ACTIVATING)
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{
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m_MouseEmulateState[button] = MOUSE_ACTIVE_UP;
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}
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else if (m_MouseEmulateState[button] == MOUSE_ACTIVE_DOWN)
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{
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float dist = (m_MouseEmulateDownPos[button] - CVector2D(ev->ev.button.x, ev->ev.button.y)).Length();
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if (dist <= 2)
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{
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m_MouseEmulateState[button] = MOUSE_INACTIVE;
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OnFingerUp(button, ev->ev.button.x, ev->ev.button.y);
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}
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else
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{
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m_MouseEmulateState[button] = MOUSE_ACTIVE_UP;
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}
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}
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return IN_HANDLED;
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}
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case SDL_MOUSEMOTION:
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{
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for (size_t i = 0; i < MAX_MOUSE; ++i)
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{
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if (m_MouseEmulateState[i] == MOUSE_ACTIVE_DOWN)
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{
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OnFingerMotion(i, ev->ev.motion.x, ev->ev.motion.y);
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}
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}
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return IN_HANDLED;
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}
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}
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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switch(ev->ev.type)
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{
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case SDL_FINGERDOWN:
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case SDL_FINGERUP:
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case SDL_FINGERMOTION:
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{
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// Map finger events onto the mouse, for basic testing
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debug_printf(L"finger %s tid=%lld fid=%lld s=%d x=%d y=%d dx=%d dy=%d p=%d\n",
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ev->ev.type == SDL_FINGERDOWN ? "down" :
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ev->ev.type == SDL_FINGERUP ? "up" :
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ev->ev.type == SDL_FINGERMOTION ? "motion" : "?",
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ev->ev.tfinger.touchId, ev->ev.tfinger.fingerId, ev->ev.tfinger.state,
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ev->ev.tfinger.x, ev->ev.tfinger.y, ev->ev.tfinger.dx, ev->ev.tfinger.dy, ev->ev.tfinger.pressure);
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if (ev->ev.type == SDL_FINGERDOWN)
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OnFingerDown(ev->ev.tfinger.fingerId, g_xres * (ev->ev.tfinger.x/32767.0f), g_yres * (ev->ev.tfinger.y/32767.0f));
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else if (ev->ev.type == SDL_FINGERUP)
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OnFingerUp(ev->ev.tfinger.fingerId, g_xres * (ev->ev.tfinger.x/32767.0f), g_yres * (ev->ev.tfinger.y/32767.0f));
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else if (ev->ev.type == SDL_FINGERMOTION)
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OnFingerMotion(ev->ev.tfinger.fingerId, g_xres * (ev->ev.tfinger.x/32767.0f), g_yres * (ev->ev.tfinger.y/32767.0f));
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return IN_HANDLED;
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}
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}
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#endif
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return IN_PASS;
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}
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CTouchInput g_TouchInput;
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InReaction touch_input_handler(const SDL_Event_* ev)
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{
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return g_TouchInput.HandleEvent(ev);
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}
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