hedgewars/uTouch.pas
author Xeli
Thu, 09 Feb 2012 14:12:50 +0100
changeset 6654 120e95c10532
parent 6651 4103354b7599
child 6676 21cf35a570a7
permissions -rw-r--r--
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.