use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2011 Richard Deurwaarder <xeli@xelification.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uTouch;
interface
uses sysutils, math, uConsole, uVariables, SDLh, uFloat, uConsts, uIO, GLUnit;
// TODO: this type should be Int64
// TODO: this type should be named TSDL_FingerId
type SDL_FingerId = LongInt;
type
PTouch_Finger = ^Touch_Finger;
Touch_Finger = record
id : SDL_FingerId;
x,y : LongInt;
dx,dy : LongInt;
historicalX, historicalY : LongInt;
timeSinceDown : Longword;
end;
procedure initModule;
procedure ProcessTouch;
procedure onTouchDown(x,y: Longword; pointerId: SDL_FingerId);
procedure onTouchMotion(x,y: Longword; dx,dy: LongInt; pointerId: SDL_FingerId);
procedure onTouchUp(x,y: Longword; pointerId: SDL_FingerId);
function convertToCursorX(x: LongInt): LongInt;
function convertToCursorY(y: LongInt): LongInt;
function convertToCursorDeltaX(x: LongInt): LongInt;
function convertToCursorDeltaY(y: LongInt): LongInt;
function addFinger(x,y: Longword; id: SDL_FingerId): PTouch_Finger;
function updateFinger(x,y,dx,dy: Longword; id: SDL_FingerId): PTouch_Finger;
procedure deleteFinger(id: SDL_FingerId);
procedure onTouchClick(finger: Touch_Finger);
procedure onTouchDoubleClick(finger: Touch_Finger);
function findFinger(id: SDL_FingerId): PTouch_Finger;
procedure aim(finger: Touch_Finger);
function isOnCrosshair(finger: Touch_Finger): boolean;
function isOnCurrentHog(finger: Touch_Finger): boolean;
procedure convertToWorldCoord(var x,y: hwFloat; finger: Touch_Finger);
procedure convertToFingerCoord(var x,y: hwFloat; oldX, oldY: hwFloat);
function fingerHasMoved(finger: Touch_Finger): boolean;
function calculateDelta(finger1, finger2: Touch_Finger): hwFloat;
function getSecondFinger(finger: Touch_Finger): PTouch_Finger;
function isOnRect(x,y,w,h: LongInt; finger: Touch_Finger): boolean;
procedure printFinger(finger: Touch_Finger);
implementation
const
clicktime = 200;
nilFingerId = High(SDL_FingerId);
var
pointerCount : Longword;
fingers: array of Touch_Finger;
moveCursor : boolean;
invertCursor : boolean;
xTouchClick,yTouchClick : LongInt;
timeSinceClick : Longword;
//Pinch to zoom
pinchSize : hwFloat;
baseZoomValue: GLFloat;
//aiming
aiming: boolean;
aimingUp, aimingDown: boolean;
targetAngle: LongInt;
stopFiring: boolean;
//moving
stopLeft, stopRight, walkingLeft, walkingRight : boolean;
procedure onTouchDown(x,y: Longword; pointerId: SDL_FingerId);
var
finger: PTouch_Finger;
begin
finger := addFinger(x,y,pointerId);
case pointerCount of
1:
begin
moveCursor:= false;
if isOnCrosshair(finger^) then
begin
aiming:= true;
aim(finger^);
exit;
end;
if isOnRect(fireButtonX, fireButtonY, fireButtonW, fireButtonH, finger^) then
begin
stopFiring:= false;
spaceKey:= true;
exit;
end;
if isOnRect(arrowLeftX, arrowLeftY, arrowLeftW, arrowLeftH, finger^) then
begin
leftKey:= true;
walkingLeft := true;
exit;
end;
if isOnRect(arrowRightX, arrowRightY, arrowRightW, arrowRightH, finger^) then
begin
rightKey:= true;
walkingRight:= true;
exit;
end;
if isOnRect(arrowUpX, arrowUpY, arrowUpW, arrowUpH, finger^) then
begin
upKey:= true;
aimingUp:= true;
exit;
end;
if isOnRect(arrowDownX, arrowDownY, arrowUpW, arrowUpH, finger^) then
begin
downKey:= true;
aimingDown:= true;
exit;
end;
if isOnRect(backjumpX, backjumpY, backjumpW, backjumpH, finger^) then
begin
enterKey:= true;
exit;
end;
if isOnRect(forwardjumpX, forwardjumpY, forwardjumpW, forwardjumpH, finger^) then
begin
backspaceKey:= true;
exit;
end;
moveCursor:= not bShowAmmoMenu;
end;
2:
begin
aiming:= false;
stopFiring:= true;
moveCursor:= false;
pinchSize := calculateDelta(finger^, getSecondFinger(finger^)^);
baseZoomValue := ZoomValue
end;
end;//end case pointerCount of
end;
procedure onTouchMotion(x,y: Longword;dx,dy: LongInt; pointerId: SDL_FingerId);
var
finger, secondFinger: PTouch_Finger;
currentPinchDelta, zoom : hwFloat;
begin
finger:= updateFinger(x,y,dx,dy,pointerId);
if moveCursor then
begin
if invertCursor then
begin
CursorPoint.X := CursorPoint.X - finger^.dx;
CursorPoint.Y := CursorPoint.Y + finger^.dy;
end
else
begin
CursorPoint.X := CursorPoint.X + finger^.dx;
CursorPoint.Y := CursorPoint.Y - finger^.dy;
end;
exit //todo change into switch rather than ugly ifs
end;
if aiming then
begin
aim(finger^);
exit
end;
if pointerCount = 2 then
begin
secondFinger := getSecondFinger(finger^);
currentPinchDelta := calculateDelta(finger^, secondFinger^) - pinchSize;
zoom := currentPinchDelta/cScreenWidth;
ZoomValue := baseZoomValue - ((hwFloat2Float(zoom) * cMinMaxZoomLevelDelta));
if ZoomValue < cMaxZoomLevel then
ZoomValue := cMaxZoomLevel;
if ZoomValue > cMinZoomLevel then
ZoomValue := cMinZoomLevel;
end;
end;
procedure onTouchUp(x,y: Longword; pointerId: SDL_FingerId);
var
finger: PTouch_Finger;
begin
x := x;
y := y;
aiming:= false;
stopFiring:= true;
finger:= updateFinger(x,y,0,0,pointerId);
//Check for onTouchClick event
if ((SDL_GetTicks - finger^.timeSinceDown) < clickTime) AND not(fingerHasMoved(finger^)) then
onTouchClick(finger^);
deleteFinger(pointerId);
if walkingLeft then
begin
leftKey:= false;
walkingLeft := false;
end;
if walkingRight then
begin
rightKey:= false;
walkingRight := false;
end;
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
if aimingDown then
begin
downKey:= false;
aimingDown:= false;
end;
end;
procedure onTouchDoubleClick(finger: Touch_Finger);
begin
finger := finger;//avoid compiler hint
end;
procedure onTouchClick(finger: Touch_Finger);
begin
if (SDL_GetTicks - timeSinceClick < 300) and (DistanceI(finger.X-xTouchClick, finger.Y-yTouchClick) < _30) then
begin
onTouchDoubleClick(finger);
timeSinceClick:= 0;//we make an assumption there won't be an 'click' in the first 300 ticks(milliseconds)
exit;
end;
xTouchClick:= finger.x;
yTouchClick:= finger.y;
timeSinceClick:= SDL_GetTicks;
if bShowAmmoMenu then
begin
if isOnRect(AmmoRect.x, AmmoRect.y, AmmoRect.w, AmmoRect.h, finger) then
begin
CursorPoint.X:= finger.x;
CursorPoint.Y:= finger.y;
doPut(CursorPoint.X, CursorPoint.Y, false);
end
else
bShowAmmoMenu:= false;
exit;
end;
if isOnCurrentHog(finger) then
begin
bShowAmmoMenu := true;
exit;
end;
end;
function addFinger(x,y: Longword; id: SDL_FingerId): PTouch_Finger;
var
xCursor, yCursor, index : LongInt;
begin
//Check array sizes
if length(fingers) < Integer(pointerCount) then
begin
setLength(fingers, length(fingers)*2);
for index := length(fingers) div 2 to length(fingers) do
fingers[index].id := nilFingerId;
end;
xCursor := convertToCursorX(x);
yCursor := convertToCursorY(y);
//on removing fingers, all fingers are moved to the left
//with dynamic arrays being zero based, the new position of the finger is the old pointerCount
fingers[pointerCount].id := id;
fingers[pointerCount].historicalX := xCursor;
fingers[pointerCount].historicalY := yCursor;
fingers[pointerCount].x := xCursor;
fingers[pointerCount].y := yCursor;
fingers[pointerCount].dx := 0;
fingers[pointerCount].dy := 0;
fingers[pointerCount].timeSinceDown:= SDL_GetTicks;
addFinger:= @fingers[pointerCount];
inc(pointerCount);
end;
function updateFinger(x,y,dx,dy: Longword; id: SDL_FingerId): PTouch_Finger;
begin
updateFinger:= findFinger(id);
updateFinger^.x:= convertToCursorX(x);
updateFinger^.y:= convertToCursorY(y);
updateFinger^.dx:= convertToCursorDeltaX(dx);
updateFinger^.dy:= convertToCursorDeltaY(dy);
end;
procedure deleteFinger(id: SDL_FingerId);
var
index : Longword;
begin
dec(pointerCount);
for index := 0 to pointerCount do
begin
if fingers[index].id = id then
begin
//put the last finger into the spot of the finger to be removed,
//so that all fingers are packed to the far left
if pointerCount <> index then
begin
fingers[index].id := fingers[pointerCount].id;
fingers[index].x := fingers[pointerCount].x;
fingers[index].y := fingers[pointerCount].y;
fingers[index].historicalX := fingers[pointerCount].historicalX;
fingers[index].historicalY := fingers[pointerCount].historicalY;
fingers[index].timeSinceDown := fingers[pointerCount].timeSinceDown;
fingers[pointerCount].id := nilFingerId;
end
else fingers[index].id := nilFingerId;
break;
end;
end;
end;
procedure ProcessTouch;
var
deltaAngle: LongInt;
begin
invertCursor := not(bShowAmmoMenu);
if aiming then
if CurrentHedgehog^.Gear <> nil then
begin
deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
if (deltaAngle = 0) then
begin
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
if aimingDown then
begin
downKey:= false;
aimingDown:= false;
end
end
else
begin
if (deltaAngle < 0) then
begin
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
downKey:= true;
aimingDown:= true;
end
else
begin
if aimingDown then
begin
downKey:= false;
aimingDown:= false;
end;
upKey:= true;
aimingUp:= true;
end;
end;
end
else
begin
if aimingUp then
begin
upKey:= false;
aimingUp:= false;
end;
if aimingDown then
begin
upKey:= false;
aimingDown:= false;
end;
end;
if stopFiring then
begin
spaceKey:= false;
stopFiring:= false;
end;
if stopRight then
begin
stopRight := false;
rightKey:= false;
end;
if stopLeft then
begin
stopLeft := false;
leftKey:= false;
end;
end;
function findFinger(id: SDL_FingerId): PTouch_Finger;
var
index: LongWord;
begin
for index := 0 to High(fingers) do
if fingers[index].id = id then
begin
findFinger := @fingers[index];
break;
end;
end;
procedure aim(finger: Touch_Finger);
var
hogX, hogY, touchX, touchY, deltaX, deltaY, tmpAngle: hwFloat;
begin
if CurrentHedgehog^.Gear <> nil then
begin
touchX := _0;//avoid compiler hint
touchY := _0;
hogX := CurrentHedgehog^.Gear^.X;
hogY := CurrentHedgehog^.Gear^.Y;
convertToWorldCoord(touchX, touchY, finger);
deltaX := hwAbs(TouchX-HogX);
deltaY := (TouchY-HogY);
tmpAngle:= DeltaY / Distance(deltaX, deltaY) *_2048;
targetAngle:= (hwRound(tmpAngle) + 2048) div 2;
end; //if CurrentHedgehog^.Gear <> nil
end;
//These 4 convertToCursor functions convert xy coords from the SDL coordinate system to our CursorPoint coor system
// the SDL coordinate system goes from 0 to 32768 on the x axis and 0 to 32768 on the y axis, (0,0) being top left.
// the CursorPoint coordinate system goes from -cScreenWidth/2 to cScreenWidth/2 on the x axis
// and 0 to cScreenHeight on the x axis, (-cScreenWidth, cScreenHeight) being top left,
function convertToCursorX(x: LongInt): LongInt;
begin
convertToCursorX := round((x/32768)*cScreenWidth) - (cScreenWidth shr 1);
end;
function convertToCursorY(y: LongInt): LongInt;
begin
convertToCursorY := cScreenHeight - round((y/32768)*cScreenHeight)
end;
function convertToCursorDeltaX(x: LongInt): LongInt;
begin
convertToCursorDeltaX := round(x/32768*cScreenWidth)
end;
function convertToCursorDeltaY(y: LongInt): LongInt;
begin
convertToCursorDeltaY := round(y/32768*cScreenHeight)
end;
function isOnCrosshair(finger: Touch_Finger): boolean;
var
x,y : hwFloat;
begin
x := _0;//avoid compiler hint
y := _0;
convertToFingerCoord(x, y, int2hwFloat(CrosshairX), int2hwFloat(CrosshairY));
isOnCrosshair:= Distance(int2hwFloat(finger.x)-x, int2hwFloat(finger.y)-y) < _50;
end;
function isOnCurrentHog(finger: Touch_Finger): boolean;
var
x,y : hwFloat;
begin
x := _0;
y := _0;
convertToFingerCoord(x,y, CurrentHedgehog^.Gear^.X, CurrentHedgehog^.Gear^.Y);
isOnCurrentHog := Distance(int2hwFloat(finger.X)-x, int2hwFloat(finger.Y)-y) < _50;
end;
procedure convertToFingerCoord(var x,y : hwFloat; oldX, oldY: hwFloat);
begin
x := oldX + int2hwFloat(WorldDx);
y := int2hwFloat(cScreenHeight) - (oldY + int2hwFloat(WorldDy));
end;
procedure convertToWorldCoord(var x,y: hwFloat; finger: Touch_Finger);
begin
//if x <> nil then
x := int2hwFloat((finger.x-WorldDx));
//if y <> nil then
y := int2hwFloat((cScreenHeight - finger.y)-WorldDy);
end;
//Method to calculate the distance this finger has moved since the downEvent
function fingerHasMoved(finger: Touch_Finger): boolean;
begin
fingerHasMoved := trunc(sqrt(Power(finger.X-finger.historicalX,2) + Power(finger.y-finger.historicalY, 2))) > 330;
end;
function calculateDelta(finger1, finger2: Touch_Finger): hwFloat; inline;
begin
calculateDelta := DistanceI(finger2.x-finger1.x, finger2.y-finger1.y);
end;
// Under the premise that all pointer ids in pointerIds:SDL_FingerId are packed to the far left.
// If the pointer to be ignored is not pointerIds[0] the second must be there
function getSecondFinger(finger: Touch_Finger): PTouch_Finger;
begin
if fingers[0].id = finger.id then
getSecondFinger := @fingers[1]
else
getSecondFinger := @fingers[0];
end;
function isOnRect(x,y,w,h: LongInt; finger: Touch_Finger): boolean;
begin
isOnRect:= (finger.x > x) and
(finger.x < x+w) and
(cScreenHeight - finger.y > y) and
(cScreenHeight - finger.y < (y+h));
end;
procedure printFinger(finger: Touch_Finger);
begin
WriteToConsole(Format('id:%d, (%d,%d), (%d,%d), time: %d', [finger.id, finger.x, finger.y, finger.historicalX, finger.historicalY, finger.timeSinceDown]));
end;
procedure initModule;
var
index: Longword;
//uRenderCoordScaleX, uRenderCoordScaleY: Longword;
begin
stopFiring:= false;
walkingLeft := false;
walkingRight := false;
setLength(fingers, 4);
for index := 0 to High(fingers) do
fingers[index].id := nilFingerId;
end;
begin
end.