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Add crosshair support for Android #7865

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Sep 29, 2022
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Add crosshair support for Android
If enabled, a crosshair will be shown to select object.
This will give Android players a way to play like they play on desktop.
On third-person back camera mode, player is forced to use crosshair.
On third-person front camera mode, player is unable to select anything.
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srifqi committed Sep 28, 2022
commit 3da73ac9033c6e762cf16cfbdf4a6303e12c5b04
4 changes: 4 additions & 0 deletions builtin/settingtypes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -117,6 +117,10 @@ mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
# The length in pixels it takes for touch screen interaction to start.
touchscreen_threshold (Touch screen threshold) int 20 0 100

# (Android) Use crosshair to select object instead of whole screen.
# If enabled, a crosshair will be shown and will be used for selecting object.
use_crosshair (Use crosshair) bool false

# (Android) Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
fixed_virtual_joystick (Fixed virtual joystick) bool false
Expand Down
32 changes: 22 additions & 10 deletions src/client/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -923,6 +923,8 @@ class Game {
#endif
#ifdef __ANDROID__
bool m_android_chat_open;
bool m_android_touchtarget;
bool m_android_use_crosshair;
#endif
};

Expand Down Expand Up @@ -1051,6 +1053,11 @@ bool Game::startup(bool *kill,
m_invert_mouse = g_settings->getBool("invert_mouse");
m_first_loop_after_window_activation = true;

#ifdef HAVE_TOUCHSCREENGUI
m_android_touchtarget = g_settings->getBool("touchtarget");
m_android_use_crosshair = g_settings->getBool("use_crosshair");
#endif

g_client_translations->clear();

// address can change if simple_singleplayer_mode
Expand Down Expand Up @@ -2981,6 +2988,11 @@ void Game::updateCamera(f32 dtime)

camera->toggleCameraMode();

#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->setCameraMode(camera->getCameraMode());
#endif

// Make the player visible depending on camera mode.
playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
Expand Down Expand Up @@ -3091,16 +3103,15 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
shootline.end = shootline.start + camera_direction * BS * d;

#ifdef HAVE_TOUCHSCREENGUI

if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
if (g_settings->getBool("touchtarget") && g_touchscreengui &&
camera->getCameraMode() == CAMERA_MODE_FIRST) {
shootline = g_touchscreengui->getShootline();
// Scale shootline to the acual distance the player can reach
shootline.end = shootline.start
+ shootline.getVector().normalize() * BS * d;
shootline.end = shootline.start +
shootline.getVector().normalize() * BS * d;
shootline.start += intToFloat(camera_offset, BS);
shootline.end += intToFloat(camera_offset, BS);
}

#endif

PointedThing pointed = updatePointedThing(shootline,
Expand Down Expand Up @@ -3987,14 +3998,15 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
(camera->getCameraMode() == CAMERA_MODE_FIRST));
#ifndef HAVE_TOUCHSCREENGUI
bool draw_crosshair = (
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
try {
draw_crosshair = !g_settings->getBool("touchtarget");
} catch (SettingNotFoundException) {
}
#else
bool draw_crosshair = !m_android_touchtarget ||
(m_android_use_crosshair &&
camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) ||
camera->getCameraMode() == CAMERA_MODE_THIRD;
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#endif
m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
Expand Down
1 change: 1 addition & 0 deletions src/defaultsettings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -467,6 +467,7 @@ void set_default_settings()
#ifdef HAVE_TOUCHSCREENGUI
settings->setDefault("touchtarget", "true");
settings->setDefault("touchscreen_threshold","20");
settings->setDefault("use_crosshair", "false");
settings->setDefault("fixed_virtual_joystick", "false");
settings->setDefault("virtual_joystick_triggers_aux1", "false");
settings->setDefault("clickable_chat_weblinks", "false");
Expand Down
52 changes: 39 additions & 13 deletions src/gui/touchscreengui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -425,6 +425,7 @@ TouchScreenGUI::TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver)
m_touchscreen_threshold = g_settings->getU16("touchscreen_threshold");
m_fixed_joystick = g_settings->getBool("fixed_virtual_joystick");
m_joystick_triggers_aux1 = g_settings->getBool("virtual_joystick_triggers_aux1");
m_use_crosshair = g_settings->getBool("use_crosshair");
m_screensize = m_device->getVideoDriver()->getScreenSize();
button_size = MYMIN(m_screensize.Y / 4.5f,
RenderingEngine::getDisplayDensity() *
Expand Down Expand Up @@ -678,12 +679,17 @@ void TouchScreenGUI::handleReleaseEvent(size_t evt_id)
auto *translated = new SEvent;
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_move_downlocation.X;
translated->MouseInput.Y = m_move_downlocation.Y;
translated->MouseInput.Shift = false;
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = 0;
translated->MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
if (m_use_crosshair || m_camera_mode == CAMERA_MODE_THIRD) {
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translated->MouseInput.X = m_screensize.X / 2;
translated->MouseInput.Y = m_screensize.Y / 2;
} else {
translated->MouseInput.X = m_move_downlocation.X;
translated->MouseInput.Y = m_move_downlocation.Y;
}
m_receiver->OnEvent(*translated);
delete translated;
} else {
Expand Down Expand Up @@ -803,8 +809,11 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
m_move_id = event.TouchInput.ID;
m_move_has_really_moved = false;
m_move_downtime = porting::getTimeMs();
m_move_downlocation = v2s32(event.TouchInput.X, event.TouchInput.Y);
m_move_sent_as_mouse_event = false;
if (m_use_crosshair || m_camera_mode == CAMERA_MODE_THIRD)
m_move_downlocation = v2s32(m_screensize.X / 2, m_screensize.Y / 2);
else
m_move_downlocation = v2s32(event.TouchInput.X, event.TouchInput.Y);
}
}
}
Expand All @@ -823,9 +832,9 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
return;

if (m_has_move_id) {
if ((event.TouchInput.ID == m_move_id) &&
(!m_move_sent_as_mouse_event)) {

if (event.TouchInput.ID == m_move_id &&
(!m_move_sent_as_mouse_event || m_use_crosshair ||
m_camera_mode == CAMERA_MODE_THIRD)) {
double distance = sqrt(
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) *
(m_pointerpos[event.TouchInput.ID].X - event.TouchInput.X) +
Expand All @@ -841,6 +850,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
// update camera_yaw and camera_pitch
s32 dx = X - m_pointerpos[event.TouchInput.ID].X;
s32 dy = Y - m_pointerpos[event.TouchInput.ID].Y;
m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);

// adapt to similar behaviour as pc screen
const double d = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f) * 3.0f;
Expand All @@ -849,11 +859,14 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dy * d), -180), 180);

// update shootline
if (m_use_crosshair || m_camera_mode == CAMERA_MODE_THIRD) {
X = m_screensize.X / 2;
Y = m_screensize.Y / 2;
}
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(X, Y));
m_pointerpos[event.TouchInput.ID] = v2s32(X, Y);
}
} else if ((event.TouchInput.ID == m_move_id) &&
(m_move_sent_as_mouse_event)) {
Expand Down Expand Up @@ -1010,11 +1023,18 @@ bool TouchScreenGUI::doubleTapDetection()
if (distance > (20 + m_touchscreen_threshold))
return false;

s32 mX = m_key_events[0].x;
s32 mY = m_key_events[0].y;
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if (m_use_crosshair || m_camera_mode == CAMERA_MODE_THIRD) {
mX = m_screensize.X / 2;
mY = m_screensize.Y / 2;
}

auto *translated = new SEvent();
memset(translated, 0, sizeof(SEvent));
translated->EventType = EET_MOUSE_INPUT_EVENT;
translated->MouseInput.X = m_key_events[0].x;
translated->MouseInput.Y = m_key_events[0].y;
translated->MouseInput.X = mX;
translated->MouseInput.Y = mY;
translated->MouseInput.Shift = false;
translated->MouseInput.Control = false;
translated->MouseInput.ButtonStates = EMBSM_RIGHT;
Expand All @@ -1023,7 +1043,7 @@ bool TouchScreenGUI::doubleTapDetection()
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(v2s32(m_key_events[0].x, m_key_events[0].y));
->getRayFromScreenCoordinates(v2s32(mX, mY));

translated->MouseInput.Event = EMIE_RMOUSE_PRESSED_DOWN;
verbosestream << "TouchScreenGUI::translateEvent right click press" << std::endl;
Expand Down Expand Up @@ -1124,17 +1144,23 @@ void TouchScreenGUI::step(float dtime)
u64 delta = porting::getDeltaMs(m_move_downtime, porting::getTimeMs());

if (delta > MIN_DIG_TIME_MS) {
s32 mX = m_move_downlocation.X;
s32 mY = m_move_downlocation.Y;
if (m_use_crosshair || m_camera_mode == CAMERA_MODE_THIRD) {
mX = m_screensize.X / 2;
mY = m_screensize.Y / 2;
}
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(
v2s32(m_move_downlocation.X,m_move_downlocation.Y));
v2s32(mX, mY));

SEvent translated;
memset(&translated, 0, sizeof(SEvent));
translated.EventType = EET_MOUSE_INPUT_EVENT;
translated.MouseInput.X = m_move_downlocation.X;
translated.MouseInput.Y = m_move_downlocation.Y;
translated.MouseInput.X = mX;
translated.MouseInput.Y = mY;
translated.MouseInput.Shift = false;
translated.MouseInput.Control = false;
translated.MouseInput.ButtonStates = EMBSM_LEFT;
Expand Down
6 changes: 6 additions & 0 deletions src/gui/touchscreengui.h
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,

#include "client/tile.h"
#include "client/game.h"
#include "client/camera.h"

using namespace irr;
using namespace irr::core;
Expand Down Expand Up @@ -194,6 +195,7 @@ class TouchScreenGUI
void step(float dtime);
void resetHud();
void registerHudItem(int index, const rect<s32> &rect);
inline void setCameraMode(CameraMode camera_mode) { m_camera_mode = camera_mode; }
void Toggle(bool visible);

void hide();
Expand All @@ -215,6 +217,9 @@ class TouchScreenGUI
double m_camera_yaw_change = 0.0;
double m_camera_pitch = 0.0;

// camera mode (used for crosshair)
CameraMode m_camera_mode = CAMERA_MODE_FIRST;

// forward, backward, left, right
touch_gui_button_id m_joystick_names[5] = {
forward_id, backward_id, left_id, right_id, aux1_id};
Expand All @@ -240,6 +245,7 @@ class TouchScreenGUI
bool m_joystick_has_really_moved = false;
bool m_fixed_joystick = false;
bool m_joystick_triggers_aux1 = false;
bool m_use_crosshair = false;
button_info *m_joystick_btn_off = nullptr;
button_info *m_joystick_btn_bg = nullptr;
button_info *m_joystick_btn_center = nullptr;
Expand Down