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vcmi/client/eventsSDL/InputSourceTouch.h

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/*
* InputSourceTouch.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/Point.h"
enum class MouseButton;
struct SDL_TouchFingerEvent;
/// Enumeration that describes current state of gesture recognition
enum class TouchState
{
// special state that allows no transitions
// used when player selects "relative mode" in Launcher
// in this mode touchscreen acts like touchpad, moving cursor at certains speed
// and generates events for positions below cursor instead of positions below touch events
RELATIVE_MODE,
// no active touch events
// DOWN -> transition to TAP_DOWN_SHORT
// MOTION / UP -> not expected
IDLE,
// single finger is touching the screen for a short time
// DOWN -> transition to TAP_DOWN_DOUBLE
// MOTION -> transition to TAP_DOWN_PANNING
// UP -> transition to IDLE, emit onLeftClickDown and onLeftClickUp
// on timer -> transition to TAP_DOWN_LONG, emit onRightClickDown event
TAP_DOWN_SHORT,
// single finger is moving across screen
// DOWN -> transition to TAP_DOWN_DOUBLE
// MOTION -> emit panning event
// UP -> transition to IDLE
TAP_DOWN_PANNING,
// two fingers are touching the screen
// DOWN -> ??? how to handle 3rd finger? Ignore?
// MOTION -> emit pinch event
// UP -> transition to TAP_DOWN
TAP_DOWN_DOUBLE,
// single finger is down for long period of time
// DOWN -> ignored
// MOTION -> ignored
// UP -> transition to TAP_DOWN_LONG_AWAIT
TAP_DOWN_LONG,
// right-click popup is active, waiting for new tap to hide popup
// DOWN -> ignored
// MOTION -> ignored
// UP -> transition to IDLE, generate onRightClickUp() event
TAP_DOWN_LONG_AWAIT,
// Possible transitions:
// -> DOUBLE
// -> PANNING -> IDLE
// IDLE -> DOWN_SHORT -> IDLE
// -> LONG -> IDLE
// -> DOUBLE -> PANNING
// -> IDLE
};
struct TouchInputParameters
{
double relativeModeSpeedFactor = 1.0;
/// tap for period longer than specified here will be qualified as "long tap", triggering corresponding gesture
uint32_t longPressTimeMilliseconds = 500;
/// moving finger for distance larger than specified will be qualified as panning gesture instead of long press
uint32_t panningSensitivityThreshold = 16;
bool useHoldGesture = true;
bool usePanGesture = true;
bool usePinchGesture = true;
bool useRelativeMode = false;
};
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/// Class that handles touchscreen input from SDL events
class InputSourceTouch
{
TouchInputParameters params;
TouchState state;
uint32_t lastTapTimeTicks;
Point lastTapPosition;
Point convertTouchToMouse(const SDL_TouchFingerEvent & current);
void emitPanningEvent(const SDL_TouchFingerEvent & tfinger);
void emitPinchEvent(const SDL_TouchFingerEvent & tfinger);
public:
InputSourceTouch();
void handleEventFingerMotion(const SDL_TouchFingerEvent & current);
void handleEventFingerDown(const SDL_TouchFingerEvent & current);
void handleEventFingerUp(const SDL_TouchFingerEvent & current);
void handleUpdate();
bool hasTouchInputDevice() const;
bool isMouseButtonPressed(MouseButton button) const;
};