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125 lines
3.7 KiB
C++
125 lines
3.7 KiB
C++
/*
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* InputSourceTouch.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/Point.h"
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// Debug option. If defined, mouse events will instead generate touch events, allowing testing of touch input on desktop
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// #define VCMI_EMULATE_TOUCHSCREEN_WITH_MOUSE
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enum class MouseButton;
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struct SDL_TouchFingerEvent;
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/// Enumeration that describes current state of gesture recognition
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enum class TouchState
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{
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// special state that allows no transitions
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// used when player selects "relative mode" in Launcher
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// in this mode touchscreen acts like touchpad, moving cursor at certains speed
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// and generates events for positions below cursor instead of positions below touch events
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RELATIVE_MODE,
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// no active touch events
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// DOWN -> transition to TAP_DOWN_SHORT
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// MOTION / UP -> not expected
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IDLE,
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// single finger is touching the screen for a short time
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// DOWN -> transition to TAP_DOWN_DOUBLE
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// MOTION -> transition to TAP_DOWN_PANNING
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// UP -> transition to IDLE, emit onLeftClickDown and onLeftClickUp
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// on timer -> transition to TAP_DOWN_LONG, emit showPopup() event
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TAP_DOWN_SHORT,
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// single finger is moving across screen
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// DOWN -> transition to TAP_DOWN_DOUBLE
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// MOTION -> emit panning event
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// UP -> transition to IDLE
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TAP_DOWN_PANNING,
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// two fingers are touching the screen
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// DOWN -> ??? how to handle 3rd finger? Ignore?
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// MOTION -> emit pinch event
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// UP -> transition to TAP_DOWN
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TAP_DOWN_DOUBLE,
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// single finger is down for long period of time
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// DOWN -> ignored
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// MOTION -> ignored
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// UP -> transition to TAP_DOWN_LONG_AWAIT
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TAP_DOWN_LONG,
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// right-click popup is active, waiting for new tap to hide popup
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// DOWN -> ignored
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// MOTION -> ignored
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// UP -> transition to IDLE, generate closePopup() event
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TAP_DOWN_LONG_AWAIT,
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};
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struct TouchInputParameters
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{
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/// Speed factor of mouse pointer when relative mode is used
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double relativeModeSpeedFactor = 1.0;
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/// tap for period longer than specified here will be qualified as "long tap", triggering corresponding gesture
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uint32_t longTouchTimeMilliseconds = 750;
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/// time span in where the second tap has to happen for qualifing as "double click"
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uint32_t doubleTouchTimeMilliseconds = 500;
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/// max distance in where the second tap has to happen for qualifing as "double click"
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uint32_t doubleTouchToleranceDistance = 50;
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/// moving finger for distance larger than specified will be qualified as panning gesture instead of long press
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uint32_t panningSensitivityThreshold = 10;
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/// gesture will be qualified as pinch if distance between fingers is at least specified here
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uint32_t pinchSensitivityThreshold = 10;
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/// touch event will trigger clicking of elements up to X pixels away from actual touch position
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uint32_t touchToleranceDistance = 20;
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bool useRelativeMode = false;
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bool hapticFeedbackEnabled = false;
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};
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/// Class that handles touchscreen input from SDL events
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class InputSourceTouch
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{
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TouchInputParameters params;
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TouchState state;
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uint32_t lastTapTimeTicks;
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Point lastTapPosition;
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uint32_t lastLeftClickTimeTicks;
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Point lastLeftClickPosition;
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Point convertTouchToMouse(const SDL_TouchFingerEvent & current);
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Point convertTouchToMouse(float x, float y);
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void emitPanningEvent(const SDL_TouchFingerEvent & tfinger);
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void emitPinchEvent(const SDL_TouchFingerEvent & tfinger);
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public:
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InputSourceTouch();
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void handleEventFingerMotion(const SDL_TouchFingerEvent & current);
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void handleEventFingerDown(const SDL_TouchFingerEvent & current);
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void handleEventFingerUp(const SDL_TouchFingerEvent & current);
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void hapticFeedback();
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void handleUpdate();
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bool hasTouchInputDevice() const;
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};
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