hedgewars/uTouch.pas
author dag10 <gottlieb.drew@gmail.com>
Wed, 16 Jan 2013 18:34:43 -0500
changeset 8393 85bd6c7b2641
parent 8204 9a6030d96273
child 8330 aaefa587e277
child 9377 48ab6dea8d2f
permissions -rw-r--r--
Can now change theme for static and mission maps. Fixed mission map descriptions that had commas which broke them. Now, you must escape commas in map descriptions. Made bgwidget repaint on animation tick to avoid buffer-not-clearing issue with widgets that change overtop the background leaving a ghost image of the widget's previous state. Generated map is now the default map in the mapconfig widget.

(*
 * 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, GLUnit, uTypes, uCaptions, uAmmos, uWorld;


procedure initModule;
procedure freeModule;

procedure ProcessTouch;
procedure NewTurnBeginning;

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;
    nilFingerId = High(TSDL_FingerId);
    baseRectSize = 96;

var
    rectSize, halfRectSize: LongInt;

    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;
    targetting, targetted: boolean; //true when targetting an airstrike or the like

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
    finger^.pressedWidget:= @utilityWidget;
    moveCursor:= false;
    if(CurrentHedgehog <> nil) then
        begin
        if Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable <> 0 then
            ParseTeamCommand('/timer ' + inttostr((GetCurAmmoEntry(CurrentHedgeHog^)^.Timer div 1000) mod 5 + 1));
        end;
    exit;
    end; 
dec(buttonsDown);//no buttonsDown, undo the inc() above
if buttonsDown = 0 then
    begin
    moveCursor:= true;
    case pointerCount of
        1:
            targetting:= not(targetted) and (CurrentHedgehog <> nil) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0);
        2:
            begin
            moveCursor:= false;
            pinchSize := calculateDelta(finger^, getSecondFinger(finger^)^);
            baseZoomValue := ZoomValue
            end;
        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
    begin
    if (RealTicks - finger^.timeSinceDown) < clickTime then
        onTouchClick(finger^)
    else
            onTouchLongClick(finger^);
    end;

if aimingCrosshair then
    begin
    aimingCrosshair:= false;
    ParseTeamCommand('-up');
    ParseTeamCommand('-down');
    dec(buttonsDown);
    end;

widget:= finger^.pressedWidget;
if (buttonsDown > 0) and (widget <> nil) then
    begin
    dec(buttonsDown);
    
    if widget = @arrowLeft then
        ParseTeamCommand('-left');
    
    if widget = @arrowRight then
        ParseTeamCommand('-right');

    if widget = @arrowUp then
        ParseTeamCommand('-up');

    if widget = @arrowDown then
        ParseTeamCommand('-down');

    if widget = @fireButton then
        ParseTeamCommand('-attack');
    
    if widget = @utilityWidget then
        if (CurrentHedgehog <> nil)then
            if(Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0)then
                begin
                ParseTeamCommand('put');
                targetted:= true;
                end
            else if (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amSwitch) then
                ParseTeamCommand('switch')
            else WriteLnToConsole(inttostr(ord(Ammoz[CurrentHedgehog^.CurAmmoType].NameId)) + ' ' + inttostr(ord(sidSwitch)));
    end;
        
if targetting then
    AddCaption('Press the target button to mark the target', cWhiteColor, capgrpAmmoInfo);
 
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
    begin
    ParseTeamCommand('ljump');
    exit;
    end;

{$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;
        ParseTeamCommand('put'); 
        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 NewTurnBeginning;
begin
targetted:= false;
targetting:= false;
SetUtilityWidgetState(amNothing);
end;


procedure ProcessTouch;
var
    deltaAngle: LongInt;
begin
invertCursor := not(bShowAmmoMenu or targetting); 
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:= isOnRect((x-HalfRectSize), (y-HalfRectSize), RectSize, RectSize, finger);
    printFinger(finger);
    WriteLnToConsole(inttostr(finger.x) + '   ' + inttostr(x));
    WriteLnToConsole(inttostr(x) + '  ' + inttostr(y) + '   ' + inttostr(round(mobileRecord.getScreenDPI() * 10)));
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:= isOnRect((x-HalfRectSize), (y-HalfRectSize), RectSize, RectSize, finger);
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))) > 30;
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;

    rectSize:= round(baseRectSize * mobileRecord.getScreenDPI());
    halfRectSize:= rectSize shl 1;
end;

procedure freeModule;
begin
end;

begin
end.