added low jump, you can low-jump by double tapping the right or left side of the screen
{$INCLUDE "options.inc"}
unit uTouch;
interface
uses sysutils, math, uConsole, uVariables, SDLh, uTypes, uFloat, uConsts, uIO, uCommands, GLUnit, uCommandHandlers;
type
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): Touch_Finger;
procedure deleteFinger(id: SDL_FingerId);
procedure onTouchClick(finger: Touch_Finger);
procedure onTouchDoubleClick(finger: Touch_Finger);
function findFinger(id: SDL_FingerId): Touch_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);
function fingerHasMoved(finger: Touch_Finger): boolean;
function calculateDelta(finger1, finger2: Touch_Finger): hwFloat;
function getSecondFinger(finger: Touch_Finger): Touch_Finger;
implementation
const
clicktime = 200;
var
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 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 onTouchDown(x,y: Longword; pointerId: SDL_FingerId);
var
finger: Touch_Finger;
begin
finger:= addFinger(x,y,pointerId);
finger.x := convertToCursor(cScreenWidth,x);
finger.y := convertToCursor(cScreenHeight,y);
printFinger(finger);
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 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;
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: Touch_Finger;
currentPinchDelta, zoom : hwFloat;
begin
finger:= findFinger(pointerId);
finger.x := convertToCursor(cScreenWidth, x);
finger.y := convertToCursor(cScreenHeight, y);
case pointerCount of
1:
begin
if aiming then
begin
aim(finger);
exit
end;
if moveCursor then
if invertCursor then
begin
CursorPoint.X := CursorPoint.X - convertToCursor(cScreenWidth,dx);
CursorPoint.Y := CursorPoint.Y + convertToCursor(cScreenWidth,dy);
end
else
begin
CursorPoint.X := CursorPoint.X + convertToCursor(cScreenWidth,dx);
CursorPoint.Y := CursorPoint.Y - convertToCursor(cScreenWidth,dy);
end;
end;
2:
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; //end case pointerCount of
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): Touch_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 := -1;
end;
xCursor := convertToCursor(cScreenWidth, x);
yCursor := convertToCursor(cScreenHeight, y);
//on removing fingers all fingers are moved to the left, thus new fingers will be to the far right
//with dynamic arrays being zero based, 'far right' 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;
inc(pointerCount);
addFinger:= fingers[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 onTouchevent
if ((SDL_GetTicks - fingers[index].timeSinceDown) < clickTime) AND not(fingerHasMoved(fingers[index])) then
onTouchClick(fingers[index]);
fingers[index].id := -1;
break;
end;
end;
//put the last finger into the spot of the finger to be removed, so that all fingers are packed to the far left
if fingers[pointerCount].id = -1 then
begin
fingers[index] := fingers[pointerCount];
fingers[pointerCount].id := -1;
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): Touch_Finger;
begin
for findFinger in fingers do
if (findFinger.id = -1) and (findFinger.id = id) then break;
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 < 150) and (finger.y > 390);
end;
function isOnCrosshair(finger: Touch_Finger): boolean;
var
x,y,fingerX, fingerY : hwFloat;
begin
x := int2hwFloat(CrosshairX);
y := int2hwFloat(CrosshairY);
convertToWorldCoord(fingerX, fingerY, finger);
isOnCrosshair:= Distance(fingerX-x, fingerY-y) < _20;
end;
function isOnCurrentHog(finger: Touch_Finger): boolean;
var
x,y, fingerX, fingerY : hwFloat;
begin
x := CurrentHedgehog^.Gear^.X;
y := CurrentHedgehog^.Gear^.Y;
convertToWorldCoord(fingerX, fingerY, finger);
isOnCurrentHog := Distance(fingerX-x, fingerY-y) < _20;
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;
begin
// calculateDelta := Distance(xyCoord[id2*2] - xyCoord[id1*2], xyCoord[id2*2+1] - xyCoord[id1*2+1]);
calculateDelta := int2hwFloat(trunc(sqrt(Power(finger2.x-finger1.x, 2) + Power(finger2.y-finger1.y, 2))));
end;
// Under the premise that all pointer ids in pointerIds:SDL_FingerId are pack to the far left.
// If the pointer to be ignored is not pointerIds[0] the second must be there
function getSecondFinger(finger: Touch_Finger): Touch_Finger;
begin
if fingers[0].id = finger.id then getSecondFinger := fingers[0]
else getSecondFinger := fingers[1];
end;
procedure initModule;
var
finger: Touch_Finger;
begin
movingCrosshair := false;
stopFiring:= false;
walkingLeft := false;
walkingRight := false;
leftButtonBoundary := cScreenWidth div 4;
rightButtonBoundary := cScreenWidth div 4*3;
topButtonBoundary := cScreenHeight div 6;
setLength(fingers, 5);
for finger in fingers do finger.id := -1;
end;
begin
end.