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path: root/advtrains/models/advtrains_dtrack_bumper_st.b3d
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* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
* Restructure mod directoryorwell962017-01-04
* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20
n69' href='#n69'>69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167
/*
Copyright (C) 2014 sapier

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef TOUCHSCREENGUI_HEADER
#define TOUCHSCREENGUI_HEADER

#include <IGUIEnvironment.h>
#include <IGUIButton.h>
#include <IEventReceiver.h>

#include <vector>
#include <map>

#include "game.h"
#include "tile.h"

using namespace irr;
using namespace irr::core;
using namespace irr::gui;

typedef enum {
	forward_id = 0,
	backward_id,
	left_id,
	right_id,
	inventory_id,
	drop_id,
	jump_id,
	crunch_id,
	fly_id,
	noclip_id,
	fast_id,
	debug_id,
	chat_id,
	camera_id,
	range_id,
	after_last_element_id
} touch_gui_button_id;

#define MIN_DIG_TIME_MS 500
#define MAX_TOUCH_COUNT 64

extern const char** touchgui_button_imagenames;

class TouchScreenGUI
{
public:
	TouchScreenGUI(IrrlichtDevice *device, IEventReceiver* receiver);
	~TouchScreenGUI();

	void translateEvent(const SEvent &event);

	void init(ISimpleTextureSource* tsrc,float density);

	double getYaw() { return m_camera_yaw; }
	double getPitch() { return m_camera_pitch; }
	line3d<f32> getShootline() { return m_shootline; }

	void step(float dtime);
	void resetHud();
	void registerHudItem(int index, const rect<s32> &rect);
	void Toggle(bool visible);

	void Hide();
	void Show();

private:
	IrrlichtDevice*         m_device;
	IGUIEnvironment*        m_guienv;
	IEventReceiver*         m_receiver;
	ISimpleTextureSource*   m_texturesource;
	v2u32                   m_screensize;
	std::map<int,rect<s32> > m_hud_rects;
	std::map<int,irr::EKEY_CODE> m_hud_ids;
	bool                    m_visible; // is the gui visible

	/* value in degree */
	double                  m_camera_yaw;
	double                  m_camera_pitch;

	line3d<f32>             m_shootline;

	rect<s32>               m_control_pad_rect;

	int                     m_move_id;
	bool                    m_move_has_really_moved;
	s32                     m_move_downtime;
	bool                    m_move_sent_as_mouse_event;
	v2s32                   m_move_downlocation;

	struct button_info {
		float            repeatcounter;
		irr::EKEY_CODE   keycode;
		std::vector<int> ids;
		IGUIButton*      guibutton;
		bool             immediate_release;
	};

	button_info m_buttons[after_last_element_id];

	/* gui button detection */
	touch_gui_button_id getButtonID(s32 x, s32 y);

	/* gui button by eventID */
	touch_gui_button_id getButtonID(int eventID);

	/* check if a button has changed */
	void handleChangedButton(const SEvent &event);

	/* initialize a button */
	void initButton(touch_gui_button_id id, rect<s32> button_rect,
			std::wstring caption, bool immediate_release );

	/* load texture */
	void loadButtonTexture(button_info* btn, const char* path);

	struct id_status{
		int id;
		int X;
		int Y;
	};

	/* vector to store known ids and their initial touch positions*/
	std::vector<id_status> m_known_ids;

	/* handle a button event */
	void ButtonEvent(touch_gui_button_id bID, int eventID, bool action);

	/* handle pressed hud buttons */
	bool isHUDButton(const SEvent &event);

	/* handle released hud buttons */
	bool isReleaseHUDButton(int eventID);

	/* handle double taps */
	bool doubleTapDetection();

	/* doubleclick detection variables */
	struct key_event {
		unsigned int down_time;
		s32 x;
		s32 y;
	};

	/* array for saving last known position of a pointer */
	v2s32 m_pointerpos[MAX_TOUCH_COUNT];

	/* array for doubletap detection */
	key_event m_key_events[2];
};
extern TouchScreenGUI *g_touchscreengui;
#endif