small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2011 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, math, uConsole, uVariables, SDLh, uFloat, uConsts, uIO, GLUnit;
// TODO: this type should be Int64
// TODO: this type should be named TSDL_FingerId
type SDL_FingerId = LongInt;
type
PTouch_Finger = ^Touch_Finger;
Touch_Finger = record
id : SDL_FingerId;
x,y : LongInt;
dx,dy : LongInt;
historicalX, historicalY : LongInt;
timeSinceDown : Longword;
end;
procedure initModule;
procedure ProcessTouch;
procedure onTouchDown(x,y: Longword; pointerId: SDL_FingerId);
procedure onTouchMotion(x,y: Longword; dx,dy: LongInt; pointerId: SDL_FingerId);
procedure onTouchUp(x,y: Longword; pointerId: SDL_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: SDL_FingerId): PTouch_Finger;
function updateFinger(x,y,dx,dy: Longword; id: SDL_FingerId): PTouch_Finger;
procedure deleteFinger(id: SDL_FingerId);
procedure onTouchClick(finger: Touch_Finger);
procedure onTouchDoubleClick(finger: Touch_Finger);
function findFinger(id: SDL_FingerId): PTouch_Finger;
procedure aim(finger: Touch_Finger);
function isOnCrosshair(finger: Touch_Finger): boolean;
function isOnCurrentHog(finger: Touch_Finger): boolean;
procedure convertToWorldCoord(var x,y: hwFloat; finger: Touch_Finger);
procedure convertToFingerCoord(var x,y: hwFloat; oldX, oldY: hwFloat);
function fingerHasMoved(finger: Touch_Finger): boolean;
function calculateDelta(finger1, finger2: Touch_Finger): hwFloat;
function getSecondFinger(finger: Touch_Finger): PTouch_Finger;
function isOnRect(widget: TOnScreenWidget; finger: Touch_Finger): boolean;
function isOnRect(rect: TSDL_Rect; finger: Touch_Finger): boolean;
procedure printFinger(finger: Touch_Finger);
implementation
const
clicktime = 200;
nilFingerId = High(SDL_FingerId);
var
pointerCount : Longword;
fingers: array of Touch_Finger;
moveCursor : boolean;
invertCursor : boolean;
xTouchClick,yTouchClick : LongInt;
timeSinceClick : Longword;
//Pinch to zoom
pinchSize : hwFloat;
baseZoomValue: GLFloat;
//aiming
aiming: boolean;
aimingUp, aimingDown: boolean;
targetAngle: LongInt;
stopFiring: boolean;
//moving
stopLeft, stopRight, walkingLeft, walkingRight : boolean;
procedure onTouchDown(x,y: Longword; pointerId: SDL_FingerId);
var
finger: PTouch_Finger;
begin
{$IFDEF USE_TOUCH_INTERFACE}
finger := addFinger(x,y,pointerId);
case pointerCount of
1:
begin
moveCursor:= false;
if isOnCrosshair(finger^) then
begin
aiming:= true;
aim(finger^);
exit;
end;
if isOnRect(fireButton, finger^) then
begin
stopFiring:= false;
spaceKey:= true;
exit;
end;
if isOnRect(arrowLeft, finger^) then
begin
leftKey:= true;
walkingLeft := true;
exit;
end;
if isOnRect(arrowRight, finger^) then
begin
rightKey:= true;
walkingRight:= true;
exit;
end;
if isOnRect(arrowUp, finger^) then
begin
upKey:= true;
aimingUp:= true;
exit;
end;
if isOnRect(arrowDown, finger^) then
begin
downKey:= true;
aimingDown:= true;
exit;
end;
if isOnRect(backjump, finger^) then
begin
enterKey:= true;
exit;
end;
if isOnRect(forwardjump, finger^) then
begin
backspaceKey:= true;
exit;
end;
moveCursor:= not bShowAmmoMenu;
end;
2:
begin
aiming:= false;
stopFiring:= true;
moveCursor:= false;
pinchSize := calculateDelta(finger^, getSecondFinger(finger^)^);
baseZoomValue := ZoomValue
end;
end;//end case pointerCount of
{$ENDIF}
end;
procedure onTouchMotion(x,y: Longword;dx,dy: LongInt; pointerId: SDL_FingerId);
var
finger, secondFinger: PTouch_Finger;
currentPinchDelta, zoom : hwFloat;
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 aiming then
begin
aim(finger^);
exit
end;
if pointerCount = 2 then
begin
secondFinger := getSecondFinger(finger^);
currentPinchDelta := calculateDelta(finger^, secondFinger^) - pinchSize;
zoom := currentPinchDelta/cScreenWidth;
ZoomValue := baseZoomValue - ((hwFloat2Float(zoom) * cMinMaxZoomLevelDelta));
if ZoomValue < cMaxZoomLevel then
ZoomValue := cMaxZoomLevel;
if ZoomValue > cMinZoomLevel then
ZoomValue := cMinZoomLevel;
end;
end;
procedure onTouchUp(x,y: Longword; pointerId: SDL_FingerId);
var
finger: PTouch_Finger;
begin
x := x;
y := y;
aiming:= false;
stopFiring:= true;
finger:= updateFinger(x,y,0,0,pointerId);
//Check for onTouchClick event
if ((SDL_GetTicks - finger^.timeSinceDown) < clickTime) AND not(fingerHasMoved(finger^)) then
onTouchClick(finger^);
deleteFinger(pointerId);
if walkingLeft then
begin
leftKey:= false;
walkingLeft := false;
end;
if walkingRight then
begin
rightKey:= false;
walkingRight := false;
end;
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
if aimingDown then
begin
downKey:= false;
aimingDown:= false;
end;
end;
procedure onTouchDoubleClick(finger: Touch_Finger);
begin
finger := finger;//avoid compiler hint
end;
procedure onTouchClick(finger: Touch_Finger);
begin
if (SDL_GetTicks - timeSinceClick < 300) and (DistanceI(finger.X-xTouchClick, 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:= SDL_GetTicks;
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;
if isOnCurrentHog(finger) then
begin
bShowAmmoMenu := true;
exit;
end;
end;
function addFinger(x,y: Longword; id: SDL_FingerId): PTouch_Finger;
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:= SDL_GetTicks;
addFinger:= @fingers[pointerCount];
inc(pointerCount);
end;
function updateFinger(x,y,dx,dy: Longword; id: SDL_FingerId): PTouch_Finger;
begin
updateFinger:= findFinger(id);
updateFinger^.x:= convertToCursorX(x);
updateFinger^.y:= convertToCursorY(y);
updateFinger^.dx:= convertToCursorDeltaX(dx);
updateFinger^.dy:= convertToCursorDeltaY(dy);
end;
procedure deleteFinger(id: SDL_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 aiming then
if CurrentHedgehog^.Gear <> nil then
begin
deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
if (deltaAngle = 0) then
begin
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
if aimingDown then
begin
downKey:= false;
aimingDown:= false;
end
end
else
begin
if (deltaAngle < 0) then
begin
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
downKey:= true;
aimingDown:= true;
end
else
begin
if aimingDown then
begin
downKey:= false;
aimingDown:= false;
end;
upKey:= true;
aimingUp:= true;
end;
end;
end
else
begin
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
if aimingDown then
begin
upKey:= false;
aimingDown:= false;
end;
end;
if stopFiring then
begin
spaceKey:= false;
stopFiring:= false;
end;
if stopRight then
begin
stopRight := false;
rightKey:= false;
end;
if stopLeft then
begin
stopLeft := false;
leftKey:= false;
end;
end;
function findFinger(id: SDL_FingerId): PTouch_Finger;
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: Touch_Finger);
var
hogX, hogY, touchX, touchY, deltaX, deltaY, tmpAngle: hwFloat;
begin
if CurrentHedgehog^.Gear <> nil then
begin
touchX := _0;//avoid compiler hint
touchY := _0;
hogX := CurrentHedgehog^.Gear^.X;
hogY := CurrentHedgehog^.Gear^.Y;
convertToWorldCoord(touchX, touchY, finger);
deltaX := hwAbs(TouchX-HogX);
deltaY := (TouchY-HogY);
tmpAngle:= DeltaY / Distance(deltaX, deltaY) *_2048;
targetAngle:= (hwRound(tmpAngle) + 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: Touch_Finger): boolean;
var
x,y : hwFloat;
begin
x := _0;//avoid compiler hint
y := _0;
convertToFingerCoord(x, y, int2hwFloat(CrosshairX), int2hwFloat(CrosshairY));
isOnCrosshair:= Distance(int2hwFloat(finger.x)-x, int2hwFloat(finger.y)-y) < _50;
end;
function isOnCurrentHog(finger: Touch_Finger): boolean;
var
x,y : hwFloat;
begin
x := _0;
y := _0;
convertToFingerCoord(x,y, CurrentHedgehog^.Gear^.X, CurrentHedgehog^.Gear^.Y);
isOnCurrentHog := Distance(int2hwFloat(finger.X)-x, int2hwFloat(finger.Y)-y) < _50;
end;
procedure convertToFingerCoord(var x,y : hwFloat; oldX, oldY: hwFloat);
begin
x := oldX + int2hwFloat(WorldDx);
y := int2hwFloat(cScreenHeight) - (oldY + int2hwFloat(WorldDy));
end;
procedure convertToWorldCoord(var x,y: hwFloat; finger: Touch_Finger);
begin
//if x <> nil then
x := int2hwFloat((finger.x-WorldDx));
//if y <> nil then
y := int2hwFloat((cScreenHeight - finger.y)-WorldDy);
end;
//Method to calculate the distance this finger has moved since the downEvent
function fingerHasMoved(finger: Touch_Finger): boolean;
begin
fingerHasMoved := trunc(sqrt(Power(finger.X-finger.historicalX,2) + Power(finger.y-finger.historicalY, 2))) > 330;
end;
function calculateDelta(finger1, finger2: Touch_Finger): hwFloat; inline;
begin
calculateDelta := DistanceI(finger2.x-finger1.x, finger2.y-finger1.y);
end;
// Under the premise that all pointer ids in pointerIds:SDL_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: Touch_Finger): PTouch_Finger;
begin
if fingers[0].id = finger.id then
getSecondFinger := @fingers[1]
else
getSecondFinger := @fingers[0];
end;
function isOnRect(rect: TSDL_Rect; finger: Touch_Finger): boolean;
var widget: TOnScreenWidget;
begin
widget.x:= rect.x;
widget.y:= rect.y;
widget.width:= rect.width;
widget.height:= rect.height;
widget.hOffset:= 0;
widget.vOffset:= 0;
exit(isOnRect(widget, finger));
end;
function isOnRect(widget: TOnScreenWidget; finger: Touch_Finger): boolean;
begin
with widget do
isOnRect:= (finger.x > x + hOffset) and
(finger.x < x + w + hOffset) and
(cScreenHeight - finger.y > y + vOffset) and
(cScreenHeight - finger.y < y + h + vOffset));
end;
procedure printFinger(finger: Touch_Finger);
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
stopFiring:= false;
walkingLeft := false;
walkingRight := false;
setLength(fingers, 4);
for index := 0 to High(fingers) do
fingers[index].id := nilFingerId;
end;
begin
end.