mirror of
https://github.com/ddnet/ddnet.git
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Merge pull request #8621 from Robyt3/Client-Engine-UI-Touch-Input
Support touch input in engine, UI and console
This commit is contained in:
commit
cb9521d29f
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@ -4558,6 +4558,10 @@ int main(int argc, const char **argv)
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pClient->ShellRegister();
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#endif
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// Do not automatically translate touch events to mouse events and vice versa.
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SDL_SetHint("SDL_TOUCH_MOUSE_EVENTS", "0");
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SDL_SetHint("SDL_MOUSE_TOUCH_EVENTS", "0");
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#if defined(CONF_PLATFORM_MACOS)
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// Hints will not be set if there is an existing override hint or environment variable that takes precedence.
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// So this respects cli environment overrides.
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@ -263,14 +263,7 @@ bool CInput::MouseRelative(float *pX, float *pY)
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return false;
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ivec2 Relative;
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#if defined(CONF_PLATFORM_ANDROID) // No relative mouse on Android
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ivec2 CurrentPos;
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SDL_GetMouseState(&CurrentPos.x, &CurrentPos.y);
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Relative = CurrentPos - m_LastMousePos;
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m_LastMousePos = CurrentPos;
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#else
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SDL_GetRelativeMouseState(&Relative.x, &Relative.y);
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#endif
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*pX = Relative.x;
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*pY = Relative.y;
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@ -287,25 +280,30 @@ void CInput::MouseModeAbsolute()
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void CInput::MouseModeRelative()
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{
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m_InputGrabbed = true;
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#if !defined(CONF_PLATFORM_ANDROID) // No relative mouse on Android
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SDL_SetRelativeMouseMode(SDL_TRUE);
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#endif
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Graphics()->SetWindowGrab(true);
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// Clear pending relative mouse motion
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SDL_GetRelativeMouseState(nullptr, nullptr);
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}
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void CInput::NativeMousePos(int *pX, int *pY) const
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vec2 CInput::NativeMousePos() const
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{
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SDL_GetMouseState(pX, pY);
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ivec2 Position;
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SDL_GetMouseState(&Position.x, &Position.y);
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return vec2(Position.x, Position.y);
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}
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bool CInput::NativeMousePressed(int Index)
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bool CInput::NativeMousePressed(int Index) const
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{
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int i = SDL_GetMouseState(nullptr, nullptr);
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return (i & SDL_BUTTON(Index)) != 0;
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}
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const std::vector<IInput::CTouchFingerState> &CInput::TouchFingerStates() const
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{
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return m_vTouchFingerStates;
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}
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const char *CInput::GetClipboardText()
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{
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SDL_free(m_pClipboardText);
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@ -353,6 +351,10 @@ void CInput::Clear()
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mem_zero(m_aInputState, sizeof(m_aInputState));
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mem_zero(m_aInputCount, sizeof(m_aInputCount));
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m_vInputEvents.clear();
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for(CTouchFingerState &TouchFingerState : m_vTouchFingerStates)
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{
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TouchFingerState.m_Delta = vec2(0.0f, 0.0f);
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}
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}
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float CInput::GetUpdateTime() const
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@ -539,6 +541,39 @@ void CInput::HandleJoystickRemovedEvent(const SDL_JoyDeviceEvent &Event)
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}
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}
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void CInput::HandleTouchDownEvent(const SDL_TouchFingerEvent &Event)
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{
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CTouchFingerState TouchFingerState;
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TouchFingerState.m_Finger.m_DeviceId = Event.touchId;
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TouchFingerState.m_Finger.m_FingerId = Event.fingerId;
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TouchFingerState.m_Position = vec2(Event.x, Event.y);
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TouchFingerState.m_Delta = vec2(Event.dx, Event.dy);
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m_vTouchFingerStates.emplace_back(TouchFingerState);
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}
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void CInput::HandleTouchUpEvent(const SDL_TouchFingerEvent &Event)
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{
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auto FoundState = std::find_if(m_vTouchFingerStates.begin(), m_vTouchFingerStates.end(), [Event](const CTouchFingerState &State) {
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return State.m_Finger.m_DeviceId == Event.touchId && State.m_Finger.m_FingerId == Event.fingerId;
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});
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if(FoundState != m_vTouchFingerStates.end())
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{
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m_vTouchFingerStates.erase(FoundState);
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}
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}
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void CInput::HandleTouchMotionEvent(const SDL_TouchFingerEvent &Event)
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{
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auto FoundState = std::find_if(m_vTouchFingerStates.begin(), m_vTouchFingerStates.end(), [Event](const CTouchFingerState &State) {
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return State.m_Finger.m_DeviceId == Event.touchId && State.m_Finger.m_FingerId == Event.fingerId;
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});
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if(FoundState != m_vTouchFingerStates.end())
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{
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FoundState->m_Position = vec2(Event.x, Event.y);
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FoundState->m_Delta += vec2(Event.dx, Event.dy);
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}
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}
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void CInput::SetCompositionWindowPosition(float X, float Y, float H)
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{
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SDL_Rect Rect;
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@ -745,6 +780,18 @@ int CInput::Update()
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Action |= IInput::FLAG_RELEASE;
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break;
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case SDL_FINGERDOWN:
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HandleTouchDownEvent(Event.tfinger);
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break;
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case SDL_FINGERUP:
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HandleTouchUpEvent(Event.tfinger);
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break;
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case SDL_FINGERMOTION:
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HandleTouchMotionEvent(Event.tfinger);
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break;
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case SDL_WINDOWEVENT:
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// Ignore keys following a focus gain as they may be part of global
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// shortcuts
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@ -60,8 +60,8 @@ private:
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IEngineGraphics *m_pGraphics;
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IConsole *m_pConsole;
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IEngineGraphics *Graphics() { return m_pGraphics; }
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IConsole *Console() { return m_pConsole; }
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IEngineGraphics *Graphics() const { return m_pGraphics; }
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IConsole *Console() const { return m_pConsole; }
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// joystick
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std::vector<CJoystick> m_vJoysticks;
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@ -78,7 +78,6 @@ private:
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bool m_MouseFocus;
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#if defined(CONF_PLATFORM_ANDROID)
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ivec2 m_LastMousePos = ivec2(0, 0); // No relative mouse on Android
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int m_NumBackPresses = 0;
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bool m_BackButtonReleased = true;
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int64_t m_LastBackPress = -1;
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@ -102,6 +101,7 @@ private:
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uint32_t m_aInputCount[g_MaxKeys];
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unsigned char m_aInputState[g_MaxKeys];
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uint32_t m_InputCounter;
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std::vector<CTouchFingerState> m_vTouchFingerStates;
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void UpdateMouseState();
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void UpdateJoystickState();
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@ -110,6 +110,9 @@ private:
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void HandleJoystickHatMotionEvent(const SDL_JoyHatEvent &Event);
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void HandleJoystickAddedEvent(const SDL_JoyDeviceEvent &Event);
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void HandleJoystickRemovedEvent(const SDL_JoyDeviceEvent &Event);
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void HandleTouchDownEvent(const SDL_TouchFingerEvent &Event);
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void HandleTouchUpEvent(const SDL_TouchFingerEvent &Event);
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void HandleTouchMotionEvent(const SDL_TouchFingerEvent &Event);
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char m_aDropFile[IO_MAX_PATH_LENGTH];
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@ -142,8 +145,10 @@ public:
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bool MouseRelative(float *pX, float *pY) override;
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void MouseModeAbsolute() override;
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void MouseModeRelative() override;
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void NativeMousePos(int *pX, int *pY) const override;
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bool NativeMousePressed(int Index) override;
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vec2 NativeMousePos() const override;
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bool NativeMousePressed(int Index) const override;
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const std::vector<CTouchFingerState> &TouchFingerStates() const override;
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const char *GetClipboardText() override;
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void SetClipboardText(const char *pText) override;
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@ -6,9 +6,11 @@
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#include "kernel.h"
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#include <base/types.h>
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#include <base/vmath.h>
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#include <cstdint>
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#include <functional>
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#include <vector>
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const int g_MaxKeys = 512;
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extern const char g_aaKeyStrings[g_MaxKeys][20];
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@ -89,12 +91,62 @@ public:
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virtual void SetActiveJoystick(size_t Index) = 0;
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// mouse
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virtual void NativeMousePos(int *pX, int *pY) const = 0;
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virtual bool NativeMousePressed(int Index) = 0;
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virtual vec2 NativeMousePos() const = 0;
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virtual bool NativeMousePressed(int Index) const = 0;
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virtual void MouseModeRelative() = 0;
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virtual void MouseModeAbsolute() = 0;
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virtual bool MouseRelative(float *pX, float *pY) = 0;
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// touch
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/**
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* Represents a unique finger for a current touch event. If there are multiple touch input devices, they
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* are handled transparently like different fingers. The concrete values of the member variables of this
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* class are arbitrary based on the touch device driver and should only be used to uniquely identify touch
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* fingers. Note that once a finger has been released, the same finger value may also be reused again.
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*/
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class CTouchFinger
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{
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friend class CInput;
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int64_t m_DeviceId;
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int64_t m_FingerId;
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public:
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bool operator==(const CTouchFinger &Other) const { return m_DeviceId == Other.m_DeviceId && m_FingerId == Other.m_FingerId; }
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bool operator!=(const CTouchFinger &Other) const { return !(*this == Other); }
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};
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/**
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* Represents the state of a particular touch finger currently being pressed down on a touch device.
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*/
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class CTouchFingerState
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{
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public:
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/**
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* The unique finger which this state is associated with.
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*/
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CTouchFinger m_Finger;
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/**
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* The current position of the finger. The x- and y-components of the position are normalized to the
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* range `0.0f`-`1.0f` representing the absolute position of the finger on the current touch device.
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*/
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vec2 m_Position;
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/**
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* The current delta of the finger. The x- and y-components of the delta are normalized to the
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* range `0.0f`-`1.0f` representing the absolute delta of the finger on the current touch device.
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*
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* @remark This is reset to zero at the end of each frame.
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*/
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vec2 m_Delta;
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};
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/**
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* Returns a vector of the states of all touch fingers currently being pressed down on touch devices.
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* Note that this only contains fingers which are pressed down, i.e. released fingers are never stored.
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* The order of the fingers in this vector is based on the order in which the fingers where pressed.
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*
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* @return vector of all touch finger states
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*/
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virtual const std::vector<CTouchFingerState> &TouchFingerStates() const = 0;
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// clipboard
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virtual const char *GetClipboardText() = 0;
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virtual void SetClipboardText(const char *pText) = 0;
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@ -1072,24 +1072,48 @@ void CGameConsole::OnRender()
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TextRender()->TextEx(&Cursor, aPrompt);
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// check if mouse is pressed
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if(!pConsole->m_MouseIsPress && Input()->NativeMousePressed(1))
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const vec2 WindowSize = vec2(Graphics()->WindowWidth(), Graphics()->WindowHeight());
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const vec2 ScreenSize = vec2(Screen.w, Screen.h);
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Ui()->UpdateTouchState(m_TouchState);
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const auto &&GetMousePosition = [&]() -> vec2 {
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if(m_TouchState.m_PrimaryPressed)
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{
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return m_TouchState.m_PrimaryPosition * ScreenSize;
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}
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else
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{
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return Input()->NativeMousePos() / WindowSize * ScreenSize;
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}
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};
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if(!pConsole->m_MouseIsPress && (m_TouchState.m_PrimaryPressed || Input()->NativeMousePressed(1)))
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{
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pConsole->m_MouseIsPress = true;
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ivec2 MousePress;
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Input()->NativeMousePos(&MousePress.x, &MousePress.y);
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pConsole->m_MousePress.x = (MousePress.x / (float)Graphics()->WindowWidth()) * Screen.w;
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pConsole->m_MousePress.y = (MousePress.y / (float)Graphics()->WindowHeight()) * Screen.h;
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pConsole->m_MousePress = GetMousePosition();
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}
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if(pConsole->m_MouseIsPress && !m_TouchState.m_PrimaryPressed && !Input()->NativeMousePressed(1))
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{
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pConsole->m_MouseIsPress = false;
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}
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if(pConsole->m_MouseIsPress)
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{
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ivec2 MouseRelease;
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Input()->NativeMousePos(&MouseRelease.x, &MouseRelease.y);
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pConsole->m_MouseRelease.x = (MouseRelease.x / (float)Graphics()->WindowWidth()) * Screen.w;
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pConsole->m_MouseRelease.y = (MouseRelease.y / (float)Graphics()->WindowHeight()) * Screen.h;
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pConsole->m_MouseRelease = GetMousePosition();
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}
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if(pConsole->m_MouseIsPress && !Input()->NativeMousePressed(1))
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const float ScaledRowHeight = RowHeight / ScreenSize.y;
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if(absolute(m_TouchState.m_ScrollAmount.y) >= ScaledRowHeight)
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{
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pConsole->m_MouseIsPress = false;
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if(m_TouchState.m_ScrollAmount.y > 0.0f)
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{
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pConsole->m_BacklogCurLine += pConsole->GetLinesToScroll(-1, 1);
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m_TouchState.m_ScrollAmount.y -= ScaledRowHeight;
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}
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else
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{
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--pConsole->m_BacklogCurLine;
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if(pConsole->m_BacklogCurLine < 0)
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pConsole->m_BacklogCurLine = 0;
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m_TouchState.m_ScrollAmount.y += ScaledRowHeight;
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}
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pConsole->m_HasSelection = false;
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}
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x = Cursor.m_X;
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@ -10,6 +10,7 @@
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#include <game/client/component.h>
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#include <game/client/lineinput.h>
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#include <game/client/ui.h>
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enum
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{
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@ -153,6 +154,7 @@ class CGameConsole : public CComponent
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float m_StateChangeDuration;
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bool m_WantsSelectionCopy = false;
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CUi::CTouchState m_TouchState;
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static const ColorRGBA ms_SearchHighlightColor;
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static const ColorRGBA ms_SearchSelectedColor;
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@ -176,24 +176,63 @@ void CUi::OnCursorMove(float X, float Y)
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void CUi::Update(vec2 MouseWorldPos)
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{
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unsigned MouseButtons = 0;
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const vec2 WindowSize = vec2(Graphics()->WindowWidth(), Graphics()->WindowHeight());
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const CUIRect *pScreen = Screen();
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unsigned UpdatedMouseButtonsNext = 0;
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if(Enabled())
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{
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if(Input()->KeyIsPressed(KEY_MOUSE_1))
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MouseButtons |= 1;
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if(Input()->KeyIsPressed(KEY_MOUSE_2))
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MouseButtons |= 2;
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if(Input()->KeyIsPressed(KEY_MOUSE_3))
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MouseButtons |= 4;
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// Update mouse buttons based on mouse keys
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for(int MouseKey = KEY_MOUSE_1; MouseKey <= KEY_MOUSE_3; ++MouseKey)
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{
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if(Input()->KeyIsPressed(MouseKey))
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{
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m_UpdatedMouseButtons |= 1 << (MouseKey - KEY_MOUSE_1);
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}
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}
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// Update mouse position and buttons based on touch finger state
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UpdateTouchState(m_TouchState);
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if(m_TouchState.m_AnyPressed)
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{
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if(!CheckMouseLock())
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{
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m_UpdatedMousePos = m_TouchState.m_PrimaryPosition * WindowSize;
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m_UpdatedMousePos.x = clamp(m_UpdatedMousePos.x, 0.0f, WindowSize.x - 1.0f);
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m_UpdatedMousePos.y = clamp(m_UpdatedMousePos.y, 0.0f, WindowSize.y - 1.0f);
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}
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m_UpdatedMouseDelta += m_TouchState.m_PrimaryDelta * WindowSize;
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// Scroll currently hovered scroll region with touch scroll gesture.
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if(m_TouchState.m_ScrollAmount != vec2(0.0f, 0.0f))
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{
|
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if(m_pHotScrollRegion != nullptr)
|
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{
|
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m_pHotScrollRegion->ScrollRelativeDirect(-m_TouchState.m_ScrollAmount.y * pScreen->h);
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}
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m_TouchState.m_ScrollAmount = vec2(0.0f, 0.0f);
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}
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// We need to delay the click until the next update or it's not possible to use UI
|
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// elements because click and hover would happen at the same time for touch events.
|
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if(m_TouchState.m_PrimaryPressed)
|
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{
|
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UpdatedMouseButtonsNext |= 1;
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}
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if(m_TouchState.m_SecondaryPressed)
|
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{
|
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UpdatedMouseButtonsNext |= 2;
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}
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}
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}
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const CUIRect *pScreen = Screen();
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m_MousePos = m_UpdatedMousePos * vec2(pScreen->w / Graphics()->WindowWidth(), pScreen->h / Graphics()->WindowHeight());
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m_MousePos = m_UpdatedMousePos * vec2(pScreen->w, pScreen->h) / WindowSize;
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m_MouseDelta = m_UpdatedMouseDelta;
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m_UpdatedMouseDelta = vec2(0.0f, 0.0f);
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m_MouseWorldPos = MouseWorldPos;
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m_LastMouseButtons = m_MouseButtons;
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m_MouseButtons = MouseButtons;
|
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m_MouseButtons = m_UpdatedMouseButtons;
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m_UpdatedMouseButtons = UpdatedMouseButtonsNext;
|
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|
||||
m_pHotItem = m_pBecomingHotItem;
|
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if(m_pActiveItem)
|
||||
|
@ -257,6 +296,87 @@ void CUi::ConvertMouseMove(float *pX, float *pY, IInput::ECursorType CursorType)
|
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*pY *= Factor;
|
||||
}
|
||||
|
||||
void CUi::UpdateTouchState(CTouchState &State) const
|
||||
{
|
||||
const std::vector<IInput::CTouchFingerState> &vTouchFingerStates = Input()->TouchFingerStates();
|
||||
|
||||
// Updated touch position as long as any finger is beinged pressed.
|
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const bool WasAnyPressed = State.m_AnyPressed;
|
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State.m_AnyPressed = !vTouchFingerStates.empty();
|
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if(State.m_AnyPressed)
|
||||
{
|
||||
// We always use the position of first finger being pressed down. Multi-touch UI is
|
||||
// not possible and always choosing the last finger would cause the cursor to briefly
|
||||
// warp without having any effect if multiple fingers are used.
|
||||
const IInput::CTouchFingerState &PrimaryTouchFingerState = vTouchFingerStates.front();
|
||||
State.m_PrimaryPosition = PrimaryTouchFingerState.m_Position;
|
||||
State.m_PrimaryDelta = PrimaryTouchFingerState.m_Delta;
|
||||
}
|
||||
|
||||
// Update primary (left click) and secondary (right click) action.
|
||||
if(State.m_SecondaryPressedNext)
|
||||
{
|
||||
// The secondary action is delayed by one frame until the primary has been released,
|
||||
// otherwise most UI elements cannot be activated by the secondary action because they
|
||||
// never become the hot-item unless all mouse buttons are released for one frame.
|
||||
State.m_SecondaryPressedNext = false;
|
||||
State.m_SecondaryPressed = true;
|
||||
}
|
||||
else if(vTouchFingerStates.size() != 1)
|
||||
{
|
||||
// Consider primary and secondary to be pressed only when exactly one finger is pressed,
|
||||
// to avoid UI elements and console text selection being activated while scrolling.
|
||||
State.m_PrimaryPressed = false;
|
||||
State.m_SecondaryPressed = false;
|
||||
}
|
||||
else if(!WasAnyPressed)
|
||||
{
|
||||
State.m_PrimaryPressed = true;
|
||||
State.m_SecondaryActivationTime = Client()->GlobalTime();
|
||||
State.m_SecondaryActivationDelta = vec2(0.0f, 0.0f);
|
||||
}
|
||||
else if(State.m_PrimaryPressed)
|
||||
{
|
||||
// Activate secondary by pressing and holding roughly on the same position for some time.
|
||||
const float SecondaryActivationDelay = 0.5f;
|
||||
const float SecondaryActivationMaxDistance = 0.001f;
|
||||
State.m_SecondaryActivationDelta += State.m_PrimaryDelta;
|
||||
if(Client()->GlobalTime() - State.m_SecondaryActivationTime >= SecondaryActivationDelay &&
|
||||
length(State.m_SecondaryActivationDelta) <= SecondaryActivationMaxDistance)
|
||||
{
|
||||
State.m_PrimaryPressed = false;
|
||||
State.m_SecondaryPressedNext = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle two fingers being moved roughly in same direction as a scrolling gesture.
|
||||
if(vTouchFingerStates.size() == 2)
|
||||
{
|
||||
const vec2 Delta0 = vTouchFingerStates[0].m_Delta;
|
||||
const vec2 Delta1 = vTouchFingerStates[1].m_Delta;
|
||||
const float Similarity = dot(normalize(Delta0), normalize(Delta1));
|
||||
const float SimilarityThreshold = 0.8f; // How parallel the deltas have to be (1.0f being completely parallel)
|
||||
if(Similarity > SimilarityThreshold)
|
||||
{
|
||||
const float DirectionThreshold = 3.0f; // How much longer the delta of one axis has to be compared to other axis
|
||||
|
||||
// Vertical scrolling (y-delta must be larger than x-delta)
|
||||
if(absolute(Delta0.y) > DirectionThreshold * absolute(Delta0.x) &&
|
||||
absolute(Delta1.y) > DirectionThreshold * absolute(Delta1.x) &&
|
||||
Delta0.y * Delta1.y > 0.0f) // Same y direction required
|
||||
{
|
||||
// Accumulate average delta of the two fingers
|
||||
State.m_ScrollAmount.y += (Delta0.y + Delta1.y) / 2.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Scrolling gesture should start from zero again if released.
|
||||
State.m_ScrollAmount = vec2(0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
bool CUi::ConsumeHotkey(EHotkey Hotkey)
|
||||
{
|
||||
const bool Pressed = m_HotkeysPressed & Hotkey;
|
||||
|
|
|
@ -320,6 +320,26 @@ public:
|
|||
*/
|
||||
typedef std::function<void()> FPopupMenuClosedCallback;
|
||||
|
||||
/**
|
||||
* Represents the aggregated state of current touch events to control a user interface.
|
||||
*/
|
||||
class CTouchState
|
||||
{
|
||||
friend class CUi;
|
||||
|
||||
bool m_SecondaryPressedNext = false;
|
||||
float m_SecondaryActivationTime = 0.0f;
|
||||
vec2 m_SecondaryActivationDelta = vec2(0.0f, 0.0f);
|
||||
|
||||
public:
|
||||
bool m_AnyPressed = false;
|
||||
bool m_PrimaryPressed = false;
|
||||
bool m_SecondaryPressed = false;
|
||||
vec2 m_PrimaryPosition = vec2(-1.0f, -1.0f);
|
||||
vec2 m_PrimaryDelta = vec2(0.0f, 0.0f);
|
||||
vec2 m_ScrollAmount = vec2(0.0f, 0.0f);
|
||||
};
|
||||
|
||||
private:
|
||||
bool m_Enabled;
|
||||
|
||||
|
@ -327,8 +347,8 @@ private:
|
|||
const void *m_pActiveItem = nullptr;
|
||||
const void *m_pLastActiveItem = nullptr; // only used internally to track active CLineInput
|
||||
const void *m_pBecomingHotItem = nullptr;
|
||||
const CScrollRegion *m_pHotScrollRegion = nullptr;
|
||||
const CScrollRegion *m_pBecomingHotScrollRegion = nullptr;
|
||||
CScrollRegion *m_pHotScrollRegion = nullptr;
|
||||
CScrollRegion *m_pBecomingHotScrollRegion = nullptr;
|
||||
bool m_ActiveItemValid = false;
|
||||
|
||||
int m_ActiveButtonLogicButton = -1;
|
||||
|
@ -360,8 +380,10 @@ private:
|
|||
vec2 m_MousePos = vec2(0.0f, 0.0f); // in gui space
|
||||
vec2 m_MouseDelta = vec2(0.0f, 0.0f); // in gui space
|
||||
vec2 m_MouseWorldPos = vec2(-1.0f, -1.0f); // in world space
|
||||
unsigned m_UpdatedMouseButtons = 0;
|
||||
unsigned m_MouseButtons = 0;
|
||||
unsigned m_LastMouseButtons = 0;
|
||||
CTouchState m_TouchState;
|
||||
bool m_MouseSlow = false;
|
||||
bool m_MouseLock = false;
|
||||
const void *m_pMouseLockId = nullptr;
|
||||
|
@ -491,7 +513,7 @@ public:
|
|||
}
|
||||
return false;
|
||||
}
|
||||
void SetHotScrollRegion(const CScrollRegion *pId) { m_pBecomingHotScrollRegion = pId; }
|
||||
void SetHotScrollRegion(CScrollRegion *pId) { m_pBecomingHotScrollRegion = pId; }
|
||||
const void *HotItem() const { return m_pHotItem; }
|
||||
const void *NextHotItem() const { return m_pBecomingHotItem; }
|
||||
const void *ActiveItem() const { return m_pActiveItem; }
|
||||
|
@ -512,6 +534,7 @@ public:
|
|||
bool MouseInsideClip() const { return !IsClipped() || MouseInside(ClipArea()); }
|
||||
bool MouseHovered(const CUIRect *pRect) const { return MouseInside(pRect) && MouseInsideClip(); }
|
||||
void ConvertMouseMove(float *pX, float *pY, IInput::ECursorType CursorType) const;
|
||||
void UpdateTouchState(CTouchState &State) const;
|
||||
void ResetMouseSlow() { m_MouseSlow = false; }
|
||||
|
||||
bool ConsumeHotkey(EHotkey Hotkey);
|
||||
|
|
|
@ -234,6 +234,11 @@ void CScrollRegion::ScrollRelative(EScrollRelative Direction, float SpeedMultipl
|
|||
m_ScrollSpeedMultiplier = SpeedMultiplier;
|
||||
}
|
||||
|
||||
void CScrollRegion::ScrollRelativeDirect(float ScrollAmount)
|
||||
{
|
||||
m_RequestScrollY = clamp(m_ScrollY + ScrollAmount, 0.0f, m_ContentH - m_ClipRect.h);
|
||||
}
|
||||
|
||||
void CScrollRegion::DoEdgeScrolling()
|
||||
{
|
||||
if(!ScrollbarShown())
|
||||
|
|
|
@ -133,6 +133,7 @@ public:
|
|||
bool AddRect(const CUIRect &Rect, bool ShouldScrollHere = false); // returns true if the added rect is visible (not clipped)
|
||||
void ScrollHere(EScrollOption Option = SCROLLHERE_KEEP_IN_VIEW);
|
||||
void ScrollRelative(EScrollRelative Direction, float SpeedMultiplier = 1.0f);
|
||||
void ScrollRelativeDirect(float ScrollAmount);
|
||||
const CUIRect *ClipRect() const { return &m_ClipRect; }
|
||||
void DoEdgeScrolling();
|
||||
bool RectClipped(const CUIRect &Rect) const;
|
||||
|
|
Loading…
Reference in a new issue