Cursor for DrawMapScene. Feel free to ajust its look.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2012 Richard Deurwaarder <xeli@xelification.com>
*
* This program 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; version 2 of the License
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uTouch;
interface
uses sysutils, uConsole, uVariables, SDLh, uFloat, uConsts, uCommands, uIO, GLUnit, uTypes;
procedure initModule;
procedure ProcessTouch;
procedure onTouchDown(x,y: Longword; pointerId: TSDL_FingerId);
procedure onTouchMotion(x,y: Longword; dx,dy: LongInt; pointerId: TSDL_FingerId);
procedure onTouchUp(x,y: Longword; pointerId: TSDL_FingerId);
function convertToCursorX(x: LongInt): LongInt;
function convertToCursorY(y: LongInt): LongInt;
function convertToCursorDeltaX(x: LongInt): LongInt;
function convertToCursorDeltaY(y: LongInt): LongInt;
function addFinger(x,y: Longword; id: TSDL_FingerId): PTouch_Data;
function updateFinger(x,y,dx,dy: Longword; id: TSDL_FingerId): PTouch_Data;
procedure deleteFinger(id: TSDL_FingerId);
procedure onTouchClick(finger: TTouch_Data);
procedure onTouchDoubleClick(finger: TTouch_Data);
procedure onTouchLongClick(finger: TTouch_Data);
function findFinger(id: TSDL_FingerId): PTouch_Data;
procedure aim(finger: TTouch_Data);
function isOnCrosshair(finger: TTouch_Data): boolean;
function isOnCurrentHog(finger: TTouch_Data): boolean;
procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
procedure convertToFingerCoord(var x,y: LongInt; oldX, oldY: LongInt);
function fingerHasMoved(finger: TTouch_Data): boolean;
function calculateDelta(finger1, finger2: TTouch_Data): LongInt;
function getSecondFinger(finger: TTouch_Data): PTouch_Data;
function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
procedure printFinger(finger: TTouch_Data);
implementation
const
clickTime = 200;
longClickTime = 400;
nilFingerId = High(TSDL_FingerId);
var
pointerCount : Longword;
fingers: array of TTouch_Data;
moveCursor : boolean;
invertCursor : boolean;
xTouchClick,yTouchClick : LongInt;
timeSinceClick : Longword;
//Pinch to zoom
pinchSize : LongInt;
baseZoomValue: GLFloat;
//aiming
aimingCrosshair: boolean;
aimingUp, aimingDown: boolean;
targetAngle: LongInt;
buttonsDown: Longword;
procedure onTouchDown(x,y: Longword; pointerId: TSDL_FingerId);
var
finger: PTouch_Data;
begin
{$IFDEF USE_TOUCH_INTERFACE}
finger := addFinger(x,y,pointerId);
inc(buttonsDown);//inc buttonsDown, if we don't see a button down we'll dec it
if isOnCrosshair(finger^) then
begin
aimingCrosshair:= true;
aim(finger^);
moveCursor:= false;
exit;
end;
if isOnWidget(fireButton, finger^) then
begin
ParseTeamCommand('+attack');
moveCursor:= false;
finger^.pressedWidget:= @fireButton;
exit;
end;
if isOnWidget(arrowLeft, finger^) then
begin
ParseTeamCommand('+left');
moveCursor:= false;
finger^.pressedWidget:= @arrowLeft;
exit;
end;
if isOnWidget(arrowRight, finger^) then
begin
ParseTeamCommand('+right');
moveCursor:= false;
finger^.pressedWidget:= @arrowRight;
exit;
end;
if isOnWidget(arrowUp, finger^) then
begin
ParseTeamCommand('+up');
aimingUp:= true;
moveCursor:= false;
finger^.pressedWidget:= @arrowUp;
exit;
end;
if isOnWidget(arrowDown, finger^) then
begin
ParseTeamCommand('+down');
aimingDown:= true;
moveCursor:= false;
finger^.pressedWidget:= @arrowDown;
exit;
end;
if isOnWidget(pauseButton, finger^) then
begin
isPaused:= not isPaused;
moveCursor:= false;
finger^.pressedWidget:= @pauseButton;
exit;
end;
if isOnWidget(utilityWidget, finger^) then
begin
//ParseCommand('/timer ' + inttostr((CurrentHedgeHog^.CurWeapon^.Timer div 1000 + 1) mod 5));
end;
dec(buttonsDown);//no buttonsDown, undo the inc() above
if buttonsDown = 0 then
begin
moveCursor:= true;
if pointerCount = 2 then
begin
moveCursor:= false;
pinchSize := calculateDelta(finger^, getSecondFinger(finger^)^);
baseZoomValue := ZoomValue
end;
end;
{$ENDIF}
end;
procedure onTouchMotion(x,y: Longword;dx,dy: LongInt; pointerId: TSDL_FingerId);
var
finger, secondFinger: PTouch_Data;
currentPinchDelta, zoom : single;
begin
finger:= updateFinger(x,y,dx,dy,pointerId);
if moveCursor then
begin
if invertCursor then
begin
CursorPoint.X := CursorPoint.X - finger^.dx;
CursorPoint.Y := CursorPoint.Y + finger^.dy;
end
else
begin
CursorPoint.X := CursorPoint.X + finger^.dx;
CursorPoint.Y := CursorPoint.Y - finger^.dy;
end;
exit //todo change into switch rather than ugly ifs
end;
if aimingCrosshair then
begin
aim(finger^);
exit
end;
if (buttonsDown = 0) and (pointerCount = 2) then
begin
secondFinger := getSecondFinger(finger^);
currentPinchDelta := calculateDelta(finger^, secondFinger^) - pinchSize;
zoom := currentPinchDelta/cScreenWidth;
ZoomValue := baseZoomValue - (zoom * cMinMaxZoomLevelDelta);
if ZoomValue < cMaxZoomLevel then
ZoomValue := cMaxZoomLevel;
if ZoomValue > cMinZoomLevel then
ZoomValue := cMinZoomLevel;
end;
end;
procedure onTouchUp(x,y: Longword; pointerId: TSDL_FingerId);
var
finger: PTouch_Data;
widget: POnScreenWidget;
begin
{$IFDEF USE_TOUCH_INTERFACE}
x := x;
y := y;
finger:= updateFinger(x,y,0,0,pointerId);
//Check for onTouchClick event
if not(fingerHasMoved(finger^)) then
if (RealTicks - finger^.timeSinceDown) < clickTime then
onTouchClick(finger^)
else
onTouchLongClick(finger^);
if aimingCrosshair then
begin
aimingCrosshair:= false;
upKey:= false;
downKey:= false;
dec(buttonsDown);
end;
widget:= finger^.pressedWidget;
if (buttonsDown > 0) and (widget <> nil) then
begin
dec(buttonsDown);
if widget = @arrowLeft then
leftKey:= false;
if widget = @arrowRight then
rightKey:= false;
if widget = @arrowUp then
upKey:= false;
if widget = @arrowDown then
downKey:= false;
if widget = @fireButton then
spaceKey:= false;
end;
deleteFinger(pointerId);
{$ENDIF}
end;
procedure onTouchDoubleClick(finger: TTouch_Data);
begin
finger := finger;//avoid compiler hint
end;
procedure onTouchLongClick(finger: TTouch_Data);
begin
{$IFDEF USE_TOUCH_INTERFACE}
if isOnWidget(jumpWidget, finger) then
ParseTeamCommand('ljump');
{$ENDIF}
end;
procedure onTouchClick(finger: TTouch_Data);
begin
//if (RealTicks - timeSinceClick < 300) and (sqrt(sqr(finger.X-xTouchClick) + sqr(finger.Y-yTouchClick)) < 30) then
// begin
// onTouchDoubleClick(finger);
// timeSinceClick:= 0;//we make an assumption there won't be an 'click' in the first 300 ticks(milliseconds)
// exit;
// end;
xTouchClick:= finger.x;
yTouchClick:= finger.y;
timeSinceClick:= RealTicks;
if bShowAmmoMenu then
begin
if isOnRect(AmmoRect, finger) then
begin
CursorPoint.X:= finger.x;
CursorPoint.Y:= finger.y;
doPut(CursorPoint.X, CursorPoint.Y, false);
end
else
bShowAmmoMenu:= false;
exit;
end;
{$IFDEF USE_TOUCH_INTERFACE}
if isOnCurrentHog(finger) or isOnWidget(AMWidget, finger) then
begin
bShowAmmoMenu := true;
exit;
end;
if isOnWidget(jumpWidget, finger) then
begin
ParseTeamCommand('hjump');
exit;
end;
{$ENDIF}
end;
function addFinger(x,y: Longword; id: TSDL_FingerId): PTouch_Data;
var
xCursor, yCursor, index : LongInt;
begin
//Check array sizes
if length(fingers) < Integer(pointerCount) then
begin
setLength(fingers, length(fingers)*2);
for index := length(fingers) div 2 to length(fingers) do
fingers[index].id := nilFingerId;
end;
xCursor := convertToCursorX(x);
yCursor := convertToCursorY(y);
//on removing fingers, all fingers are moved to the left
//with dynamic arrays being zero based, the new position of the finger is the old pointerCount
fingers[pointerCount].id := id;
fingers[pointerCount].historicalX := xCursor;
fingers[pointerCount].historicalY := yCursor;
fingers[pointerCount].x := xCursor;
fingers[pointerCount].y := yCursor;
fingers[pointerCount].dx := 0;
fingers[pointerCount].dy := 0;
fingers[pointerCount].timeSinceDown:= RealTicks;
fingers[pointerCount].pressedWidget:= nil;
addFinger:= @fingers[pointerCount];
inc(pointerCount);
end;
function updateFinger(x,y,dx,dy: Longword; id: TSDL_FingerId): PTouch_Data;
begin
updateFinger:= findFinger(id);
updateFinger^.x:= convertToCursorX(x);
updateFinger^.y:= convertToCursorY(y);
updateFinger^.dx:= convertToCursorDeltaX(dx);
updateFinger^.dy:= convertToCursorDeltaY(dy);
end;
procedure deleteFinger(id: TSDL_FingerId);
var
index : Longword;
begin
dec(pointerCount);
for index := 0 to pointerCount do
begin
if fingers[index].id = id then
begin
//put the last finger into the spot of the finger to be removed,
//so that all fingers are packed to the far left
if pointerCount <> index then
begin
fingers[index].id := fingers[pointerCount].id;
fingers[index].x := fingers[pointerCount].x;
fingers[index].y := fingers[pointerCount].y;
fingers[index].historicalX := fingers[pointerCount].historicalX;
fingers[index].historicalY := fingers[pointerCount].historicalY;
fingers[index].timeSinceDown := fingers[pointerCount].timeSinceDown;
fingers[pointerCount].id := nilFingerId;
end
else fingers[index].id := nilFingerId;
break;
end;
end;
end;
procedure ProcessTouch;
var
deltaAngle: LongInt;
begin
invertCursor := not(bShowAmmoMenu);
if aimingCrosshair then
if CurrentHedgehog^.Gear <> nil then
begin
deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
if (deltaAngle > -5) and (deltaAngle < 5) then
begin
if(aimingUp)then
begin
aimingUp:= false;
ParseTeamCommand('-up');
end;
if(aimingDown)then
begin
aimingDown:= false;
ParseTeamCommand('-down');
end
end
else
begin
if (deltaAngle < 0) then
begin
if aimingUp then
begin
aimingUp:= false;
ParseTeamCommand('-up');
end;
if(aimingDown)then
begin
aimingDown:= true;
ParseTeamCommand('-down');
end
end
else
begin
if aimingDown then
begin
ParseTeamCommand('-down');
aimingDown:= false;
end;
if aimingUp then
begin
aimingUp:= true;
ParseTeamCommand('+up');
end;
end;
end;
end
else
begin
if aimingUp then
begin
ParseTeamCommand('-up');
aimingUp:= false;
end;
if aimingDown then
begin
ParseTeamCommand('-down');
aimingDown:= false;
end;
end;
end;
function findFinger(id: TSDL_FingerId): PTouch_Data;
var
index: LongWord;
begin
for index := 0 to High(fingers) do
if fingers[index].id = id then
begin
findFinger := @fingers[index];
break;
end;
end;
procedure aim(finger: TTouch_Data);
var
hogX, hogY, touchX, touchY, deltaX, deltaY: LongInt;
begin
if CurrentHedgehog^.Gear <> nil then
begin
touchX := 0;//avoid compiler hint
touchY := 0;
hogX := hwRound(CurrentHedgehog^.Gear^.X);
hogY := hwRound(CurrentHedgehog^.Gear^.Y);
convertToWorldCoord(touchX, touchY, finger);
deltaX := abs(TouchX-HogX);
deltaY := TouchY-HogY;
targetAngle:= (Round(DeltaY / sqrt(sqr(deltaX) + sqr(deltaY)) * 2048) + 2048) div 2;
end; //if CurrentHedgehog^.Gear <> nil
end;
// These 4 convertToCursor functions convert xy coords from the SDL coordinate system to our CursorPoint coor system:
// - the SDL coordinate system goes from 0 to 32768 on the x axis and 0 to 32768 on the y axis, (0,0) being top left;
// - the CursorPoint coordinate system goes from -cScreenWidth/2 to cScreenWidth/2 on the x axis
// and 0 to cScreenHeight on the x axis, (-cScreenWidth, cScreenHeight) being top left.
function convertToCursorX(x: LongInt): LongInt;
begin
convertToCursorX := round((x/32768)*cScreenWidth) - (cScreenWidth shr 1);
end;
function convertToCursorY(y: LongInt): LongInt;
begin
convertToCursorY := cScreenHeight - round((y/32768)*cScreenHeight)
end;
function convertToCursorDeltaX(x: LongInt): LongInt;
begin
convertToCursorDeltaX := round(x/32768*cScreenWidth)
end;
function convertToCursorDeltaY(y: LongInt): LongInt;
begin
convertToCursorDeltaY := round(y/32768*cScreenHeight)
end;
function isOnCrosshair(finger: TTouch_Data): boolean;
var
x,y : LongInt;
begin
x := 0;//avoid compiler hint
y := 0;
convertToFingerCoord(x, y, CrosshairX, CrosshairY);
isOnCrosshair:= sqrt(sqr(finger.x-x) + sqr(finger.y-y)) < 50;
// isOnCrosshair:= isOnRect(x-24, y-24, 48, 48, finger);
end;
function isOnCurrentHog(finger: TTouch_Data): boolean;
var
x,y : LongInt;
begin
x := 0;
y := 0;
convertToFingerCoord(x,y, hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y));
isOnCurrentHog := sqrt(sqr(finger.X-x) + sqr(finger.Y-y)) < 50;
end;
procedure convertToFingerCoord(var x,y : LongInt; oldX, oldY: LongInt);
begin
x := oldX + WorldDx;
y := cScreenHeight - (oldY + WorldDy);
end;
procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
begin
//if x <> nil then
x := finger.x-WorldDx;
//if y <> nil then
y := (cScreenHeight - finger.y)-WorldDy;
end;
//Method to calculate the distance this finger has moved since the downEvent
function fingerHasMoved(finger: TTouch_Data): boolean;
begin
fingerHasMoved := trunc(sqrt(sqr(finger.X-finger.historicalX) + sqr(finger.y-finger.historicalY))) > 330;
end;
function calculateDelta(finger1, finger2: TTouch_Data): LongInt; inline;
begin
calculateDelta := Round(sqrt(sqr(finger2.x-finger1.x) + sqr(finger2.y-finger1.y)));
end;
// Under the premise that all pointer ids in pointerIds:TSDL_FingerId are packed to the far left.
// If the pointer to be ignored is not pointerIds[0] the second must be there
function getSecondFinger(finger: TTouch_Data): PTouch_Data;
begin
if fingers[0].id = finger.id then
getSecondFinger := @fingers[1]
else
getSecondFinger := @fingers[0];
end;
function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
begin
isOnRect:= isOnRect(rect.x, rect.y, rect.w, rect.h, finger);
end;
function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
begin
isOnRect:= (finger.x > x) and
(finger.x < x + w) and
(cScreenHeight - finger.y > y) and
(cScreenHeight - finger.y < y + h);
end;
function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
begin
isOnWidget:= widget.show and isOnRect(widget.active, finger);
end;
procedure printFinger(finger: TTouch_Data);
begin
WriteToConsole(Format('id:%d, (%d,%d), (%d,%d), time: %d', [finger.id, finger.x, finger.y, finger.historicalX, finger.historicalY, finger.timeSinceDown]));
end;
procedure initModule;
var
index: Longword;
//uRenderCoordScaleX, uRenderCoordScaleY: Longword;
begin
buttonsDown:= 0;
setLength(fingers, 4);
for index := 0 to High(fingers) do
fingers[index].id := nilFingerId;
end;
begin
end.