Initial touch input support
This commit adds virtual buttons on-screen to let you navigate through menus, and play the game.
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@ -104,6 +104,7 @@ set(VVV_SRC
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src/TerminalScripts.cpp
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src/Textbox.cpp
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src/Tower.cpp
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src/Touch.cpp
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src/UtilityClass.cpp
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src/WarpClass.cpp
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src/XMLUtils.cpp
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@ -88,6 +88,9 @@ def zipRepoAssetsTask = tasks.register("zipRepoAssets", Zip) {
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from('../../lang') { spec ->
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spec.into('lang')
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}
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from('../../touch') { spec ->
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spec.into('graphics')
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}
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archiveFileName.set('repo.zip')
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destinationDirectory.value(layout.buildDirectory.dir("generated/main/assets"))
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}
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@ -314,6 +314,8 @@ int FILESYSTEM_init(char *argvZero, char* baseDir, char *assetsPath, char* langD
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doesFontsDirExist = mount_pre_datazip(NULL, "fonts", "graphics/", fontsDir);
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mount_pre_datazip(NULL, "touch", "graphics/", NULL);
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/* Mount the stock content last */
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if (assetsPath)
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{
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@ -19,6 +19,7 @@
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#include "RoomnameTranslator.h"
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#include "Screen.h"
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#include "Script.h"
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#include "Touch.h"
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#include "UtilityClass.h"
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#include "VFormat.h"
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#include "Vlogging.h"
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@ -1174,6 +1175,31 @@ void Graphics::draw_texture(SDL_Texture* image, const int x, const int y)
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copy_texture(image, NULL, &dstrect);
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}
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void Graphics::draw_texture(SDL_Texture* image, const int x, const int y, const int scalex, const int scaley)
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{
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int w, h;
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if (query_texture(image, NULL, NULL, &w, &h) != 0)
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{
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return;
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}
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int flip = SDL_FLIP_NONE;
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if (scalex < 0)
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{
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flip |= SDL_FLIP_HORIZONTAL;
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}
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if (scaley < 0)
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{
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flip |= SDL_FLIP_VERTICAL;
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}
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const SDL_Rect dstrect = { x, y, w * SDL_abs(scalex), h * SDL_abs(scaley) };
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copy_texture(image, NULL, &dstrect, 0, NULL, (SDL_RendererFlip)flip);
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}
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void Graphics::draw_texture_part(SDL_Texture* image, const int x, const int y, const int x2, const int y2, const int w, const int h, const int scalex, const int scaley)
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{
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const SDL_Rect srcrect = {x2, y2, w, h};
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@ -3379,6 +3405,8 @@ void Graphics::screenshake(void)
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get_stretch_info(&rect);
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copy_texture(tempShakeTexture, NULL, &rect, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE);
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touch::render();
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}
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void Graphics::updatescreenshake(void)
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@ -3453,6 +3481,8 @@ void Graphics::render(void)
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get_stretch_info(&rect);
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copy_texture(gameTexture, NULL, &rect, 0, NULL, flipmode ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE);
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touch::render();
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}
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void Graphics::renderwithscreeneffects(void)
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@ -150,6 +150,8 @@ public:
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void draw_texture(SDL_Texture* image, int x, int y);
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void draw_texture(SDL_Texture* image, int x, int y, int scalex, int scaley);
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void draw_texture_part(SDL_Texture* image, int x, int y, int x2, int y2, int w, int h, int scalex, int scaley);
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void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, int scalex, int scaley);
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@ -248,6 +250,7 @@ public:
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int screenshake_y;
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void draw_window_background(void);
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void draw_touch(void);
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void get_stretch_info(SDL_Rect* rect);
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@ -429,6 +429,10 @@ void GraphicsResources::init(void)
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im_image10 = LoadImage("graphics/ending.png");
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im_image11 = LoadImage("graphics/site4.png", TEX_WHITE);
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im_button_left = LoadImage("graphics/buttons/button_left.png");
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im_button_right = LoadImage("graphics/buttons/button_right.png");
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im_button_map = LoadImage("graphics/buttons/button_map.png");
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im_sprites_translated = NULL;
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im_flipsprites_translated = NULL;
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@ -476,6 +480,10 @@ void GraphicsResources::destroy(void)
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CLEAR(im_sprites_translated);
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CLEAR(im_flipsprites_translated);
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CLEAR(im_button_left);
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CLEAR(im_button_right);
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CLEAR(im_button_map);
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#undef CLEAR
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VVV_freefunc(SDL_FreeSurface, im_sprites_surf);
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@ -48,6 +48,11 @@ public:
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SDL_Texture* im_sprites_translated;
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SDL_Texture* im_flipsprites_translated;
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/* Touch */
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SDL_Texture* im_button_left;
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SDL_Texture* im_button_right;
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SDL_Texture* im_button_map;
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};
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SDL_Surface* LoadImageSurface(const char* filename);
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@ -23,6 +23,7 @@
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#include "RoomnameTranslator.h"
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#include "Screen.h"
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#include "Script.h"
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#include "Touch.h"
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#include "UtilityClass.h"
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#include "Vlogging.h"
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@ -2320,26 +2321,37 @@ void titleinput(void)
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controller_down |= key.controllerWantsLeft(false);
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}
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if (key.isDown(left) || key.isDown(KEYBOARD_UP) || key.isDown(a) || key.isDown(KEYBOARD_w) || controller_up)
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if (key.isDown(left) || key.isDown(KEYBOARD_UP) || key.isDown(a) || key.isDown(KEYBOARD_w) || controller_up || touch::button_tapped(TOUCH_BUTTON_LEFT))
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{
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game.press_left = true;
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}
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if (key.isDown(right) || key.isDown(KEYBOARD_DOWN) || key.isDown(d) || key.isDown(KEYBOARD_s) || controller_down)
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if (key.isDown(right) || key.isDown(KEYBOARD_DOWN) || key.isDown(d) || key.isDown(KEYBOARD_s) || controller_down || touch::button_tapped(TOUCH_BUTTON_RIGHT))
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{
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game.press_right = true;
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}
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}
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)
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|| (!game.menustart ? touch::screen_tapped() : touch::button_tapped(TOUCH_BUTTON_CONFIRM)))
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{
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game.press_action = true;
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}
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//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
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if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
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//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
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if (!game.press_action && !game.press_left && !game.press_right && !key.isDown(27) && !key.isDown(game.controllerButton_esc)) game.jumpheld = false;
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if (!game.press_action && !game.press_left && !game.press_right && !key.isDown(27) && !key.isDown(game.controllerButton_esc)
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&& !touch::button_tapped(TOUCH_BUTTON_CANCEL))
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{
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game.jumpheld = false;
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}
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if (!game.press_map) game.mapheld = false;
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if (!game.jumpheld && graphics.fademode == FADE_NONE)
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{
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if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc))
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if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc)
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|| touch::button_tapped(TOUCH_BUTTON_CANCEL))
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{
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game.jumpheld = true;
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}
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@ -2358,7 +2370,7 @@ void titleinput(void)
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if (game.menustart
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&& game.menucountdown <= 0
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&& (key.isDown(27) || key.isDown(game.controllerButton_esc)))
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&& (key.isDown(27) || key.isDown(game.controllerButton_esc) || touch::button_tapped(TOUCH_BUTTON_CANCEL)))
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{
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if (game.currentmenuname == Menu::language && loc::pre_title_lang_menu)
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{
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@ -2535,16 +2547,17 @@ void gameinput(void)
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game.press_action = false;
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game.press_interact = false;
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if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
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if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) || touch::buttons[TOUCH_BUTTON_LEFT].down)
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{
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game.press_left = true;
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}
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if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
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if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false) || touch::buttons[TOUCH_BUTTON_RIGHT].down)
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{
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game.press_right = true;
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}
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
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|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s)|| key.isDown(game.controllerButton_flip))
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|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w)
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|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip) || touch::touching_right())
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{
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game.press_action = true;
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}
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@ -2556,7 +2569,7 @@ void gameinput(void)
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}
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game.press_map = false;
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if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
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if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) || touch::button_tapped(TOUCH_BUTTON_MAP))
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{
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game.press_map = true;
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}
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@ -2573,7 +2586,12 @@ void gameinput(void)
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{
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game.press_action = false;
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
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|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
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|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w)
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|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip) || touch::screen_tapped()
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)
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{
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game.press_action = true;
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}
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}
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if (game.press_action && !game.jumpheld)
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@ -2605,7 +2623,8 @@ void gameinput(void)
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//immediately open again
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//We really need a better input system soon...
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&& !key.isDown(27)
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&& !key.isDown(game.controllerButton_esc))
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&& !key.isDown(game.controllerButton_esc)
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&& !touch::button_tapped(TOUCH_BUTTON_CANCEL))
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{
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game.mapheld = false;
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}
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@ -2950,7 +2969,7 @@ void gameinput(void)
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}
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if (!game.mapheld
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&& (key.isDown(27) || key.isDown(game.controllerButton_esc))
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&& (key.isDown(27) || key.isDown(game.controllerButton_esc) || touch::button_tapped(TOUCH_BUTTON_CANCEL))
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&& (!map.custommode || map.custommodeforreal))
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{
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game.mapheld = true;
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@ -3072,15 +3091,15 @@ void mapinput(void)
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controller_down |= key.controllerWantsLeft(false);
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}
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if (key.isDown(left) || key.isDown(KEYBOARD_UP) || key.isDown(a) || key.isDown(KEYBOARD_w)|| controller_up)
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if (key.isDown(left) || key.isDown(KEYBOARD_UP) || key.isDown(a) || key.isDown(KEYBOARD_w)|| controller_up || touch::button_tapped(TOUCH_BUTTON_LEFT))
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{
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game.press_left = true;
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}
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if (key.isDown(right) || key.isDown(KEYBOARD_DOWN) || key.isDown(d) || key.isDown(KEYBOARD_s)|| controller_down)
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if (key.isDown(right) || key.isDown(KEYBOARD_DOWN) || key.isDown(d) || key.isDown(KEYBOARD_s)|| controller_down || touch::button_tapped(TOUCH_BUTTON_RIGHT))
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{
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game.press_right = true;
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}
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip) || touch::button_tapped(TOUCH_BUTTON_CONFIRM))
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{
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game.press_action = true;
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}
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@ -3088,8 +3107,8 @@ void mapinput(void)
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|| (game.menupage >= 20 && game.menupage <= 21)
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|| (game.menupage >= 30 && game.menupage <= 32))
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{
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if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
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if (key.isDown(27) && !game.mapheld)
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if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) || touch::button_tapped(TOUCH_BUTTON_CONFIRM)) game.press_map = true;
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if ((key.isDown(27) || touch::button_tapped(TOUCH_BUTTON_CANCEL)) && !game.mapheld)
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{
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game.mapheld = true;
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if (game.menupage < 9
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@ -3110,7 +3129,11 @@ void mapinput(void)
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}
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else
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{
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if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true;
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if (key.isDown(KEYBOARD_ENTER) || key.isDown(27) || key.isDown(game.controllerButton_map)
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|| touch::button_tapped(TOUCH_BUTTON_CANCEL) || touch::button_tapped(TOUCH_BUTTON_CONFIRM))
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{
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game.press_map = true;
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}
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}
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//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
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@ -3311,11 +3334,16 @@ void teleporterinput(void)
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if(graphics.menuoffset==0)
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{
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if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true;
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if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true;
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if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) || touch::button_tapped(TOUCH_BUTTON_LEFT)) game.press_left = true;
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if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) || touch::button_tapped(TOUCH_BUTTON_RIGHT)) game.press_right = true;
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
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|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
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if (!game.separate_interact && (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)))
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|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w)
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|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)
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|| touch::button_tapped(TOUCH_BUTTON_CONFIRM))
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{
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game.press_action = true;
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}
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if (!game.separate_interact && (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) || touch::button_tapped(TOUCH_BUTTON_CONFIRM)))
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{
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game.press_map = true;
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}
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@ -3328,7 +3356,7 @@ void teleporterinput(void)
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if (!game.press_action && !game.press_left && !game.press_right && !game.press_interact) game.jumpheld = false;
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if (!game.press_map) game.mapheld = false;
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if (key.isDown(27))
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if (key.isDown(27) || touch::button_tapped(TOUCH_BUTTON_CANCEL))
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{
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if (!map.custommode || map.custommodeforreal)
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{
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@ -3455,7 +3483,7 @@ void gamecompleteinput(void)
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graphics.titlebg.bypos += graphics.titlebg.bscroll;
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game.oldcreditposition = game.creditposition;
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip) || touch::screen_tapped())
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{
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game.creditposition -= 6;
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if (game.creditposition <= -Credits::creditmaxposition)
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@ -3503,7 +3531,7 @@ void gamecompleteinput2(void)
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//Do this here because input comes first
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game.oldcreditposx = game.creditposx;
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip) || touch::screen_tapped())
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{
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game.creditposx++;
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game.oldcreditposx++;
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|
|
@ -15,6 +15,7 @@
|
|||
#include "LocalizationStorage.h"
|
||||
#include "Music.h"
|
||||
#include "Screen.h"
|
||||
#include "Touch.h"
|
||||
#include "UTF8.h"
|
||||
#include "Vlogging.h"
|
||||
|
||||
|
@ -57,6 +58,8 @@ KeyPoll::KeyPoll(void)
|
|||
linealreadyemptykludge = false;
|
||||
|
||||
isActive = true;
|
||||
|
||||
using_touch = false;
|
||||
}
|
||||
|
||||
void KeyPoll::enabletextentry(void)
|
||||
|
@ -149,6 +152,12 @@ void KeyPoll::Poll(void)
|
|||
bool fullscreenkeybind = false;
|
||||
SDL_GameController *controller = NULL;
|
||||
SDL_Event evt;
|
||||
int screen_width;
|
||||
int screen_height;
|
||||
gameScreen.GetScreenSize(&screen_width, &screen_height);
|
||||
|
||||
touch::reset();
|
||||
|
||||
while (SDL_PollEvent(&evt))
|
||||
{
|
||||
switch (evt.type)
|
||||
|
@ -356,6 +365,70 @@ void KeyPoll::Poll(void)
|
|||
break;
|
||||
}
|
||||
|
||||
/* Touch Events */
|
||||
case SDL_FINGERDOWN:
|
||||
{
|
||||
using_touch = true;
|
||||
|
||||
VVV_Finger finger;
|
||||
finger.pressed = true;
|
||||
finger.x = evt.tfinger.x * screen_width;
|
||||
finger.y = evt.tfinger.y * screen_height;
|
||||
finger.id = evt.tfinger.fingerId;
|
||||
touch::fingers.push_back(finger);
|
||||
|
||||
raw_mousex = evt.tfinger.x * screen_width;
|
||||
raw_mousey = evt.tfinger.y * screen_height;
|
||||
leftbutton = 1;
|
||||
break;
|
||||
}
|
||||
case SDL_FINGERMOTION:
|
||||
{
|
||||
using_touch = true;
|
||||
|
||||
for (int i = 0; i < (int) touch::fingers.size(); i++)
|
||||
{
|
||||
if (touch::fingers[i].id == evt.tfinger.fingerId)
|
||||
{
|
||||
touch::fingers[i].x = evt.tfinger.x * screen_width;
|
||||
touch::fingers[i].y = evt.tfinger.y * screen_height;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
raw_mousex = evt.tfinger.x * screen_width;
|
||||
raw_mousey = evt.tfinger.y * screen_height;
|
||||
break;
|
||||
}
|
||||
case SDL_FINGERUP:
|
||||
{
|
||||
using_touch = true;
|
||||
|
||||
for (int i = (int)touch::fingers.size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (touch::fingers[i].id == evt.tfinger.fingerId)
|
||||
{
|
||||
// Unpress any buttons that this finger may belong to
|
||||
for (int j = 0; j < NUM_TOUCH_BUTTONS; j++)
|
||||
{
|
||||
if (touch::buttons[j].finger == &touch::fingers[i])
|
||||
{
|
||||
touch::buttons[j].down = false;
|
||||
touch::buttons[j].finger = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
touch::fingers.erase(touch::fingers.begin() + i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
raw_mousex = evt.tfinger.x * screen_width;
|
||||
raw_mousey = evt.tfinger.y * screen_height;
|
||||
leftbutton = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
/* Window Events */
|
||||
case SDL_WINDOWEVENT:
|
||||
switch (evt.window.event)
|
||||
|
@ -470,6 +543,8 @@ void KeyPoll::Poll(void)
|
|||
|
||||
mousex = (raw_mousex - rect.x) * SCREEN_WIDTH_PIXELS / rect.w;
|
||||
mousey = (raw_mousey - rect.y) * SCREEN_HEIGHT_PIXELS / rect.h;
|
||||
|
||||
touch::update_buttons();
|
||||
}
|
||||
|
||||
bool KeyPoll::isDown(SDL_Keycode key)
|
||||
|
|
|
@ -72,6 +72,8 @@ public:
|
|||
|
||||
bool linealreadyemptykludge;
|
||||
|
||||
bool using_touch;
|
||||
|
||||
private:
|
||||
std::map<SDL_JoystickID, SDL_GameController*> controllers;
|
||||
std::map<SDL_GameControllerButton, bool> buttonmap;
|
||||
|
|
|
@ -2411,12 +2411,19 @@ void gamerender(void)
|
|||
if (game.advancetext)
|
||||
{
|
||||
char buffer_adv[SCREEN_WIDTH_CHARS + 1];
|
||||
vformat_buf(
|
||||
buffer_adv, sizeof(buffer_adv),
|
||||
loc::gettext("- Press {button} to advance text -"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
|
||||
);
|
||||
if (key.using_touch)
|
||||
{
|
||||
SDL_strlcpy(buffer_adv, loc::gettext("- Tap screen to advance text -"), sizeof(buffer_adv));
|
||||
}
|
||||
else
|
||||
{
|
||||
vformat_buf(
|
||||
buffer_adv, sizeof(buffer_adv),
|
||||
loc::gettext("- Press {button} to advance text -"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
|
||||
);
|
||||
}
|
||||
|
||||
font::print(PR_CEN | PR_BOR, -1, graphics.flipmode ? 228 : 5, buffer_adv, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
|
||||
}
|
||||
|
@ -3486,12 +3493,19 @@ void teleporterrender(void)
|
|||
if (game.advancetext)
|
||||
{
|
||||
char buffer_adv[SCREEN_WIDTH_CHARS + 1];
|
||||
vformat_buf(
|
||||
buffer_adv, sizeof(buffer_adv),
|
||||
loc::gettext("- Press {button} to advance text -"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
|
||||
);
|
||||
if (key.using_touch)
|
||||
{
|
||||
SDL_strlcpy(buffer_adv, loc::gettext("- Tap screen to advance text -"), sizeof(buffer_adv));
|
||||
}
|
||||
else
|
||||
{
|
||||
vformat_buf(
|
||||
buffer_adv, sizeof(buffer_adv),
|
||||
loc::gettext("- Press {button} to advance text -"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
|
||||
);
|
||||
}
|
||||
|
||||
font::print(PR_CEN | PR_BOR, -1, graphics.flipmode ? 228 : 5, buffer_adv, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
|
||||
}
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
#include "LocalizationStorage.h"
|
||||
#include "Map.h"
|
||||
#include "Music.h"
|
||||
#include "Touch.h"
|
||||
#include "Unreachable.h"
|
||||
#include "UtilityClass.h"
|
||||
#include "VFormat.h"
|
||||
|
@ -820,7 +821,7 @@ void scriptclass::run(void)
|
|||
game.hascontrol = false;
|
||||
game.pausescript = true;
|
||||
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || touch::screen_tapped()) game.jumpheld = true;
|
||||
}
|
||||
game.backgroundtext = false;
|
||||
|
||||
|
@ -1863,7 +1864,7 @@ void scriptclass::run(void)
|
|||
game.hascontrol = false;
|
||||
game.pausescript = true;
|
||||
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || touch::screen_tapped()) game.jumpheld = true;
|
||||
}
|
||||
game.backgroundtext = false;
|
||||
}
|
||||
|
@ -1887,7 +1888,7 @@ void scriptclass::run(void)
|
|||
game.hascontrol = false;
|
||||
game.pausescript = true;
|
||||
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || touch::screen_tapped()) game.jumpheld = true;
|
||||
}
|
||||
game.backgroundtext = false;
|
||||
}
|
||||
|
@ -1907,7 +1908,7 @@ void scriptclass::run(void)
|
|||
game.hascontrol = false;
|
||||
game.pausescript = true;
|
||||
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
||||
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || touch::screen_tapped()) game.jumpheld = true;
|
||||
}
|
||||
game.backgroundtext = false;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,233 @@
|
|||
#include "Touch.h"
|
||||
|
||||
#include <SDL.h>
|
||||
#include <vector>
|
||||
|
||||
#include "Constants.h"
|
||||
#include "Graphics.h"
|
||||
#include "GraphicsResources.h"
|
||||
#include "KeyPoll.h"
|
||||
#include "Screen.h"
|
||||
#include "Script.h"
|
||||
#include "UtilityClass.h"
|
||||
|
||||
namespace touch
|
||||
{
|
||||
std::vector<VVV_Finger> fingers;
|
||||
TouchButton buttons[NUM_TOUCH_BUTTONS];
|
||||
|
||||
int get_rect(TouchButton* button, SDL_Rect* rect)
|
||||
{
|
||||
rect->x = button->x;
|
||||
rect->y = button->y;
|
||||
rect->w = button->width;
|
||||
rect->h = button->height;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int get_scale(void)
|
||||
{
|
||||
SDL_Rect rect;
|
||||
graphics.get_stretch_info(&rect);
|
||||
|
||||
int scale_x = rect.w / SCREEN_WIDTH_PIXELS;
|
||||
int scale_y = rect.h / SCREEN_HEIGHT_PIXELS;
|
||||
|
||||
return SDL_min(scale_x, scale_y) * 2;
|
||||
}
|
||||
|
||||
void refresh_buttons(void)
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int scale = get_scale();
|
||||
|
||||
gameScreen.GetScreenSize(&width, &height);
|
||||
|
||||
buttons[TOUCH_BUTTON_LEFT].x = 0;
|
||||
buttons[TOUCH_BUTTON_LEFT].y = height - (40 * scale) - 8;
|
||||
buttons[TOUCH_BUTTON_LEFT].width = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_LEFT].height = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_LEFT].image = graphics.grphx.im_button_left;
|
||||
|
||||
buttons[TOUCH_BUTTON_RIGHT].x = (40 * scale) + 8;
|
||||
buttons[TOUCH_BUTTON_RIGHT].y = height - (40 * scale) - 8;
|
||||
buttons[TOUCH_BUTTON_RIGHT].width = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_RIGHT].height = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_RIGHT].image = graphics.grphx.im_button_right;
|
||||
|
||||
buttons[TOUCH_BUTTON_MAP].x = width - (35 * scale);
|
||||
buttons[TOUCH_BUTTON_MAP].y = 0;
|
||||
buttons[TOUCH_BUTTON_MAP].width = 35 * scale;
|
||||
buttons[TOUCH_BUTTON_MAP].height = 30 * scale;
|
||||
buttons[TOUCH_BUTTON_MAP].image = graphics.grphx.im_button_map;
|
||||
|
||||
buttons[TOUCH_BUTTON_CANCEL].x = width - (40 * scale);
|
||||
buttons[TOUCH_BUTTON_CANCEL].y = height - (40 * scale * 2) - 16;
|
||||
buttons[TOUCH_BUTTON_CANCEL].width = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_CANCEL].height = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_CANCEL].image = graphics.grphx.im_button_left;
|
||||
|
||||
buttons[TOUCH_BUTTON_CONFIRM].x = width - (40 * scale);
|
||||
buttons[TOUCH_BUTTON_CONFIRM].y = height - (40 * scale) - 8;
|
||||
buttons[TOUCH_BUTTON_CONFIRM].width = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_CONFIRM].height = 40 * scale;
|
||||
buttons[TOUCH_BUTTON_CONFIRM].image = graphics.grphx.im_button_right;
|
||||
|
||||
// First, reset all buttons
|
||||
for (int i = 0; i < NUM_TOUCH_BUTTONS; i++)
|
||||
{
|
||||
buttons[i].active = false;
|
||||
}
|
||||
|
||||
// Now, set the buttons that are active
|
||||
|
||||
switch (game.gamestate)
|
||||
{
|
||||
case GAMEMODE:
|
||||
if (!script.running && game.hascontrol)
|
||||
{
|
||||
buttons[TOUCH_BUTTON_LEFT].active = true;
|
||||
buttons[TOUCH_BUTTON_RIGHT].active = true;
|
||||
buttons[TOUCH_BUTTON_MAP].active = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case TITLEMODE:
|
||||
if (game.menustart)
|
||||
{
|
||||
buttons[TOUCH_BUTTON_LEFT].active = true;
|
||||
buttons[TOUCH_BUTTON_RIGHT].active = true;
|
||||
buttons[TOUCH_BUTTON_CANCEL].active = true;
|
||||
buttons[TOUCH_BUTTON_CONFIRM].active = true;
|
||||
}
|
||||
break;
|
||||
case TELEPORTERMODE:
|
||||
if (game.useteleporter)
|
||||
{
|
||||
buttons[TOUCH_BUTTON_LEFT].active = true;
|
||||
buttons[TOUCH_BUTTON_RIGHT].active = true;
|
||||
buttons[TOUCH_BUTTON_CANCEL].active = true;
|
||||
buttons[TOUCH_BUTTON_CONFIRM].active = true;
|
||||
}
|
||||
break;
|
||||
case MAPMODE:
|
||||
buttons[TOUCH_BUTTON_LEFT].active = true;
|
||||
buttons[TOUCH_BUTTON_RIGHT].active = true;
|
||||
buttons[TOUCH_BUTTON_CANCEL].active = true;
|
||||
buttons[TOUCH_BUTTON_CONFIRM].active = true;
|
||||
break;
|
||||
case GAMECOMPLETE:
|
||||
case GAMECOMPLETE2:
|
||||
case EDITORMODE:
|
||||
case PRELOADER:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void render(void)
|
||||
{
|
||||
if (!key.using_touch)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int scale = get_scale();
|
||||
refresh_buttons();
|
||||
|
||||
for (int i = 0; i < NUM_TOUCH_BUTTONS; i++)
|
||||
{
|
||||
SDL_Rect rect;
|
||||
get_rect(&buttons[i], &rect);
|
||||
|
||||
if (buttons[i].image != NULL && buttons[i].active)
|
||||
{
|
||||
graphics.draw_texture(buttons[i].image, rect.x, rect.y + (buttons[i].down ? 2 * scale : 0), scale, scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void reset(void)
|
||||
{
|
||||
for (int i = 0; i < NUM_TOUCH_BUTTONS; i++)
|
||||
{
|
||||
buttons[i].down = false;
|
||||
buttons[i].finger = NULL;
|
||||
}
|
||||
|
||||
for (int i = 0; i < fingers.size(); i++)
|
||||
{
|
||||
fingers[i].pressed = false;
|
||||
fingers[i].on_button = false;
|
||||
}
|
||||
}
|
||||
|
||||
void update_buttons(void)
|
||||
{
|
||||
for (int i = 0; i < fingers.size(); i++)
|
||||
{
|
||||
fingers[i].on_button = false;
|
||||
SDL_Point point = { fingers[i].x, fingers[i].y };
|
||||
SDL_Rect rect;
|
||||
|
||||
for (int j = 0; j < NUM_TOUCH_BUTTONS; j++)
|
||||
{
|
||||
get_rect(&buttons[j], &rect);
|
||||
|
||||
if (SDL_PointInRect(&point, &rect) && buttons[j].active)
|
||||
{
|
||||
buttons[j].down = true;
|
||||
buttons[j].finger = &fingers[i];
|
||||
fingers[i].on_button = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool button_tapped(TouchButtonID button)
|
||||
{
|
||||
if (key.using_touch && buttons[button].active && buttons[button].down && buttons[button].finger != NULL)
|
||||
{
|
||||
return buttons[button].finger->pressed;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool touching_right(void)
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
gameScreen.GetScreenSize(&width, &height);
|
||||
|
||||
for (int i = 0; i < fingers.size(); i++)
|
||||
{
|
||||
if (fingers[i].on_button)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (fingers[i].x > width / 2)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool screen_tapped(void)
|
||||
{
|
||||
for (int i = 0; i < fingers.size(); i++)
|
||||
{
|
||||
if (fingers[i].on_button)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return fingers[i].pressed;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,61 @@
|
|||
#ifndef TOUCH_H
|
||||
#define TOUCH_H
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
struct VVV_Finger
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
bool pressed;
|
||||
bool on_button;
|
||||
SDL_FingerID id;
|
||||
};
|
||||
|
||||
enum TouchButtonID
|
||||
{
|
||||
/* General */
|
||||
TOUCH_BUTTON_LEFT,
|
||||
TOUCH_BUTTON_RIGHT,
|
||||
|
||||
/* Gameplay */
|
||||
TOUCH_BUTTON_MAP,
|
||||
|
||||
/* Menus */
|
||||
TOUCH_BUTTON_CANCEL,
|
||||
TOUCH_BUTTON_CONFIRM,
|
||||
|
||||
NUM_TOUCH_BUTTONS
|
||||
};
|
||||
|
||||
struct TouchButton
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
int width;
|
||||
int height;
|
||||
bool down;
|
||||
bool active;
|
||||
SDL_Texture* image;
|
||||
VVV_Finger* finger;
|
||||
};
|
||||
|
||||
namespace touch
|
||||
{
|
||||
extern std::vector<VVV_Finger> fingers;
|
||||
extern TouchButton buttons[NUM_TOUCH_BUTTONS];
|
||||
|
||||
void refresh_buttons(void);
|
||||
void reset(void);
|
||||
void update_buttons(void);
|
||||
|
||||
void render(void);
|
||||
|
||||
bool button_tapped(TouchButtonID button);
|
||||
bool touching_right(void);
|
||||
bool screen_tapped(void);
|
||||
}
|
||||
|
||||
#endif /* TOUCH_H */
|
|
@ -805,6 +805,11 @@ int main(int argc, char *argv[])
|
|||
|
||||
key.isActive = true;
|
||||
|
||||
if (SDL_GetNumTouchDevices() > 0)
|
||||
{
|
||||
key.using_touch = true;
|
||||
}
|
||||
|
||||
gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
|
||||
loop_assign_active_funcs();
|
||||
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include "KeyPoll.h"
|
||||
#include "Localization.h"
|
||||
#include "Maths.h"
|
||||
#include "Touch.h"
|
||||
#include "UtilityClass.h"
|
||||
#include "VFormat.h"
|
||||
|
||||
|
@ -23,7 +24,7 @@ void preloaderinput(void)
|
|||
{
|
||||
game.press_action = false;
|
||||
|
||||
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) {
|
||||
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip) || touch::screen_tapped()) {
|
||||
game.press_action = true;
|
||||
}
|
||||
|
||||
|
|
After Width: | Height: | Size: 387 B |
After Width: | Height: | Size: 275 B |
After Width: | Height: | Size: 389 B |
After Width: | Height: | Size: 259 B |
After Width: | Height: | Size: 267 B |
After Width: | Height: | Size: 681 B |
After Width: | Height: | Size: 720 B |
After Width: | Height: | Size: 652 B |
After Width: | Height: | Size: 666 B |
After Width: | Height: | Size: 630 B |
After Width: | Height: | Size: 655 B |
After Width: | Height: | Size: 656 B |