Allow for multicore compiling on quadcores, everyone has one right? :P It has perfomance benifits on single cores too so it's all good =)
(*
* 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, uTypes, uFloat, uConsts, uIO, uCommands, GLUnit;
type
PTouch_Finger = ^Touch_Finger;
Touch_Finger = record
id : SDL_FingerId;
x,y : 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 convertToCursor(scale: LongInt; xy: LongInt): LongInt;
function addFinger(x,y: 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;
function isOnFireButton(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;
procedure printFinger(finger: Touch_Finger);
implementation
const
clicktime = 200;
nilFingerId = High(SDL_FingerId);
var
fireButtonLeft, fireButtonRight, fireButtonTop, fireButtonBottom : LongInt;
leftButtonBoundary : LongInt;
rightButtonBoundary : LongInt;
topButtonBoundary : LongInt;
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, movingCrosshair: boolean;
crosshairCommand: ShortString;
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 bShowAmmoMenu then
begin
moveCursor := true;
exit;
end;
if isOnCrosshair(finger^) then
begin
aiming:= true;
exit;
end;
if isOnFireButton(finger^) then
begin
stopFiring:= false;
ParseCommand('+attack', true);
exit;
end;
if (finger^.x < leftButtonBoundary) and (finger^.y < 390) then
begin
ParseCommand('+left', true);
walkingLeft := true;
exit;
end;
if finger^.x > rightButtonBoundary then
begin
ParseCommand('+right', true);
walkingRight:= true;
exit;
end;
if finger^.y < topButtonBoundary then
begin
ParseCommand('hjump', true);
exit;
end;
moveCursor:= true;
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;
tmpX, tmpY: LongInt;
begin
finger:= findFinger(pointerId);
tmpX := convertToCursor(cScreenWidth, x);
tmpY := convertToCursor(cScreenHeight, y);
if moveCursor then
begin
if invertCursor then
begin
CursorPoint.X := CursorPoint.X + (finger^.x - tmpX);
CursorPoint.Y := CursorPoint.Y - (finger^.y - tmpY);
end
else
begin
CursorPoint.X := CursorPoint.X - (finger^.x - tmpX);
CursorPoint.Y := CursorPoint.Y + (finger^.y - tmpY);
end;
finger^.x := tmpX;
finger^.y := tmpY;
exit //todo change into switch rather than ugly ifs
end;
finger^.x := tmpX;
finger^.y := tmpY;
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);
begin
aiming:= false;
stopFiring:= true;
deleteFinger(pointerId);
if walkingLeft then
begin
ParseCommand('-left', true);
walkingLeft := false;
end;
if walkingRight then
begin
ParseCommand('-right', true);
walkingRight := false;
end;
end;
procedure onTouchDoubleClick(finger: Touch_Finger);
begin
ParseCommand('ljump', true);
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);
exit;
end
else
begin
xTouchClick := finger.x;
yTouchClick := finger.y;
timeSinceClick := SDL_GetTicks;
end;
if bShowAmmoMenu then
begin
doPut(CursorPoint.X, CursorPoint.Y, false);
exit
end;
if isOnCurrentHog(finger) then
begin
bShowAmmoMenu := true;
exit;
end;
if finger.y < topButtonBoundary then
begin
ParseCommand('hjump', 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) < pointerCount then
begin
setLength(fingers, length(fingers)*2);
for index := length(fingers) div 2 to length(fingers) do fingers[index].id := nilFingerId;
end;
xCursor := convertToCursor(cScreenWidth, x);
yCursor := convertToCursor(cScreenHeight, 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].timeSinceDown:= SDL_GetTicks;
addFinger:= @fingers[pointerCount];
inc(pointerCount);
end;
procedure deleteFinger(id: SDL_FingerId);
var
index : Longint;
begin
dec(pointerCount);
for index := 0 to pointerCount do
begin
if fingers[index].id = id then
begin
//Check for onTouchClick event
if ((SDL_GetTicks - fingers[index].timeSinceDown) < clickTime) AND
not(fingerHasMoved(fingers[index])) then onTouchClick(fingers[index]);
//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
begin
if CurrentHedgehog^.Gear <> nil then
begin
deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
if (deltaAngle <> 0) and not(movingCrosshair) then
begin
ParseCommand('+' + crosshairCommand, true);
movingCrosshair := true;
end
else
if movingCrosshair then
begin
ParseCommand('-' + crosshairCommand, true);
movingCrosshair:= false;
end;
end;
end
else if movingCrosshair then
begin
ParseCommand('-' + crosshairCommand, true);
movingCrosshair := false;
end;
if stopFiring then
begin
ParseCommand('-attack', true);
stopFiring:= false;
end;
if stopRight then
begin
stopRight := false;
ParseCommand('-right', true);
end;
if stopLeft then
begin
stopLeft := false;
ParseCommand('-left', true);
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;
tmp: ShortString;
begin
if CurrentHedgehog^.Gear <> nil then
begin
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;
tmp := crosshairCommand;
if CurrentHedgehog^.Gear^.Angle - targetAngle < 0 then crosshairCommand := 'down'
else crosshairCommand:= 'up';
if movingCrosshair and (tmp <> crosshairCommand) then
begin
ParseCommand('-' + tmp, true);
movingCrosshair := false;
end;
end; //if CurrentHedgehog^.Gear <> nil
end;
function convertToCursor(scale: LongInt; xy: LongInt): LongInt;
begin
convertToCursor := round(xy/32768*scale)
end;
function isOnFireButton(finger: Touch_Finger): boolean;
begin
isOnFireButton:= (finger.x <= fireButtonRight) and (finger.x >= fireButtonLeft) and (finger.y <= fireButtonBottom) and (finger.y >= fireButtonTop);
end;
function isOnCrosshair(finger: Touch_Finger): boolean;
var
x,y : hwFloat;
begin
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
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 + (cScreenWidth div 2));
y := oldY + int2hwFloat(WorldDy);
end;
procedure convertToWorldCoord(var x,y: hwFloat; finger: Touch_Finger);
begin
//if x <> nil then
x := int2hwFloat((finger.x-WorldDx) - (cScreenWidth div 2));
//if y <> nil then
y := int2hwFloat(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;
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, uRenderCoordScaleX, uRenderCoordScaleY: Longword;
begin
movingCrosshair := false;
stopFiring:= false;
walkingLeft := false;
walkingRight := false;
leftButtonBoundary := cScreenWidth div 4;
rightButtonBoundary := cScreenWidth div 4*3;
topButtonBoundary := cScreenHeight div 6;
setLength(fingers, 4);
for index := 0 to High(fingers) do
fingers[index].id := nilFingerId;
uRenderCoordScaleX := Round(cScreenWidth/0.8 * 2);
fireButtonLeft := Round(cScreenWidth*0.01);
fireButtonRight := Round(fireButtonLeft + (spritesData[sprFireButton].Width*0.4));
fireButtonBottom := Round(cScreenHeight*0.99);
fireButtonTop := fireButtonBottom - Round(spritesData[sprFireButton].Height*0.4);
end;
begin
end.