hedgewars/uTouch.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 14 Jan 2019 00:34:56 +0100
changeset 14589 ab79cd4a7382
parent 14543 1dab5d92aca7
permissions -rw-r--r--
Reverse order of visual gears linked list Now vgears will render in the order they have been added. Older visual gears are rendered earlier, so they are "behind" newer visual gears. This has been primarily done to fix the render order of speech bubbles (bug #287).

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2012 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uTouch;

interface

uses SysUtils, uUtils, uConsole, uVariables, SDLh, uFloat, uConsts, uCommands, GLUnit, uTypes, uCaptions, uWorld, uGearsHedgehog;


procedure initModule;
procedure freeModule;

procedure ProcessTouch;
procedure NewTurnBeginning;

procedure onTouchDown(x, y: Single; pointerId: TSDL_FingerId);
procedure onTouchMotion(x, y, dx, dy: Single; pointerId: TSDL_FingerId);
procedure onTouchUp(x, y: Single; pointerId: TSDL_FingerId);

function convertToCursorX(x: LongInt): LongInt;
function convertToCursorY(y: LongInt): LongInt;

function addFinger(x,y: Longword; id: TSDL_FingerId): PTouch_Data;
function updateFinger(x,y,dx,dy: Longword; id: TSDL_FingerId): PTouch_Data;
procedure deleteFinger(id: TSDL_FingerId);

procedure onTouchClick(finger: TTouch_Data);
procedure onTouchDoubleClick(finger: TTouch_Data);
procedure onTouchLongClick(finger: TTouch_Data);

function findFinger(id: TSDL_FingerId): PTouch_Data;
procedure aim(finger: TTouch_Data);
function isOnCrosshair(finger: TTouch_Data): boolean;
function isOnCurrentHog(finger: TTouch_Data): boolean;
procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
procedure convertToFingerCoord(var x,y: LongInt; oldX, oldY: LongInt);
function fingerHasMoved(finger: TTouch_Data): boolean;
function calculateDelta(finger1, finger2: TTouch_Data): LongInt;
function getSecondFinger(finger: TTouch_Data): PTouch_Data;
function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
procedure printFinger(finger: TTouch_Data);
implementation

const
    clickTime = 200;
    nilFingerId = High(TSDL_FingerId);
    baseRectSize = 96;

var
    rectSize, halfRectSize: LongInt;

    pointerCount : Longword;
    fingers: array of TTouch_Data;
    moveCursor : boolean;
    invertCursor : boolean;

    //Pinch to zoom
    pinchSize : LongInt;
    baseZoomValue: GLFloat;

    //aiming
    aimingCrosshair: boolean;
    aimingUp, aimingDown: boolean;
    targetAngle: LongInt;

    buttonsDown: Longword;
    targetting, targetted: boolean; //true when targetting an airstrike or the like

procedure onTouchDown(x, y: Single; pointerId: TSDL_FingerId);
var
    finger: PTouch_Data;
    xr, yr, tmp: LongWord;
begin
xr:= round(x * cScreenWidth);
yr:= round(y * cScreenHeight);

finger:= addFinger(xr, yr, pointerId);

inc(buttonsDown);//inc buttonsDown, if we don't see a button down we'll dec it

if isOnCrosshair(finger^) then
begin
    aimingCrosshair:= true;
    aim(finger^);
    moveCursor:= false;
    exit;
end;

if isOnWidget(fireButton, finger^) then
    begin
    ParseTeamCommand('+attack');
    moveCursor:= false;
    finger^.pressedWidget:= @fireButton;
    exit;
    end;
if isOnWidget(arrowLeft, finger^) then
    begin
    ParseTeamCommand('+left');
    moveCursor:= false;
    finger^.pressedWidget:= @arrowLeft;
    exit;
    end;
if isOnWidget(arrowRight, finger^) then
    begin
    ParseTeamCommand('+right');
    moveCursor:= false;
    finger^.pressedWidget:= @arrowRight;
    exit;
    end;
if isOnWidget(arrowUp, finger^) then
    begin
    ParseTeamCommand('+up');
    aimingUp:= true;
    moveCursor:= false;
    finger^.pressedWidget:= @arrowUp;
    exit;
    end;
if isOnWidget(arrowDown, finger^) then
    begin
    ParseTeamCommand('+down');
    aimingDown:= true;
    moveCursor:= false;
    finger^.pressedWidget:= @arrowDown;
    exit;
    end;

if isOnWidget(pauseButton, finger^) then
    begin
    ParseTeamCommand('pause');
    moveCursor:= false;
    finger^.pressedWidget:= @pauseButton;
    exit;
    end;

if isOnWidget(utilityWidget, finger^) then
    begin
    finger^.pressedWidget:= @utilityWidget;
    moveCursor:= false;
    if(CurrentHedgehog <> nil) then
        begin
        if Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable <> 0 then
            begin
            tmp:= HHGetTimerMsg(CurrentHedgehog^.Gear);
            if tmp <> MSGPARAM_INVALID then
                ParseTeamCommand('/timer ' + inttostr(tmp mod 5 + 1));
            end;
        end;
    exit;
    end;

if isOnWidget(utilityWidget2, finger^) then
    begin
    finger^.pressedWidget:= @utilityWidget2;
    moveCursor:= false;
    if(CurrentHedgehog <> nil) then
        begin
        if Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_SetBounce <> 0 then
            begin
            tmp := HHGetBouncinessMsg(CurrentHedgehog^.Gear);
            if tmp <> MSGPARAM_INVALID then
                begin
                ParseTeamCommand('+precise');
                ParseTeamCommand('timer ' + inttostr(tmp mod 5 + 1));
                bounceButtonPressed:= true;
                end;
            end;
        end;
    exit;
    end;

dec(buttonsDown);//no buttonsDown, undo the inc() above
if buttonsDown = 0 then
    begin
    moveCursor:= true;
    case pointerCount of
        1:
            targetting:= not(targetted) and (CurrentHedgehog <> nil) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0);
        2:
            begin
            moveCursor:= false;
            pinchSize := calculateDelta(finger^, getSecondFinger(finger^)^);
            baseZoomValue := ZoomValue
            end;
        end;
    end;
end;

procedure onTouchMotion(x, y, dx, dy: Single; pointerId: TSDL_FingerId);
var
    finger, secondFinger: PTouch_Data;
    currentPinchDelta, zoom : Single;
    xr, yr, dxr, dyr: LongWord;
begin
xr:= round(x * cScreenWidth);
yr:= round(y * cScreenHeight);
dxr:= round(dx * cScreenWidth);
dyr:= round(dy * cScreenHeight);

finger:= updateFinger(xr, yr, dxr, dyr, pointerId);
if finger = nil then
    exit;

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 aimingCrosshair then
    begin
        aim(finger^);
        exit
    end;

if (buttonsDown = 0) and (pointerCount = 2) then
    begin
       secondFinger := getSecondFinger(finger^);
       currentPinchDelta := calculateDelta(finger^, secondFinger^) - pinchSize;
       zoom := currentPinchDelta/cScreenWidth;
       ZoomValue := baseZoomValue - (zoom * cMinMaxZoomLevelDelta);
       if ZoomValue < cMaxZoomLevel then
           ZoomValue := cMaxZoomLevel;
       if ZoomValue > cMinZoomLevel then
           ZoomValue := cMinZoomLevel;
    end;

end;

procedure onTouchUp(x,y: Single; pointerId: TSDL_FingerId);
var
    finger: PTouch_Data;
    widget: POnScreenWidget;
    xr, yr: LongWord;
begin
xr:= round(x * cScreenWidth);
yr:= round(y * cScreenHeight);

finger:= updateFinger(xr, yr, 0, 0, pointerId);
if finger = nil then
    exit;

//Check for onTouchClick event
if not(fingerHasMoved(finger^)) then
    begin
    if (RealTicks - finger^.timeSinceDown) < clickTime then
        onTouchClick(finger^)
    else
        onTouchLongClick(finger^);
    end;

if aimingCrosshair then
    begin
    aimingCrosshair:= false;
    ParseTeamCommand('-up');
    ParseTeamCommand('-down');
    dec(buttonsDown);
    end;

widget:= finger^.pressedWidget;
if (buttonsDown > 0) and (widget <> nil) then
    begin
    dec(buttonsDown);

    if widget = @arrowLeft then
        ParseTeamCommand('-left');

    if widget = @arrowRight then
        ParseTeamCommand('-right');

    if widget = @arrowUp then
        ParseTeamCommand('-up');

    if widget = @arrowDown then
        ParseTeamCommand('-down');

    if widget = @fireButton then
        ParseTeamCommand('-attack');

    if widget = @utilityWidget then
        if (CurrentHedgehog <> nil)then
            if(Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0)then
                begin
                ParseTeamCommand('put');
                targetted:= true;
                end
            else if (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amSwitch) then
                ParseTeamCommand('switch')
            else WriteLnToConsole(inttostr(ord(Ammoz[CurrentHedgehog^.CurAmmoType].NameId)) + ' ' + inttostr(ord(sidSwitch)));
    end;

if targetting then
    AddCaption(trmsg[sidPressTarget], capcolDefault, capgrpAmmoInfo);

deleteFinger(pointerId);
end;

procedure onTouchDoubleClick(finger: TTouch_Data);
begin
finger := finger;//avoid compiler hint
end;

procedure onTouchLongClick(finger: TTouch_Data);
begin
if isOnWidget(jumpWidget, finger) then
    begin
    ParseTeamCommand('ljump');
    exit;
    end;
end;

procedure onTouchClick(finger: TTouch_Data);
begin

if bShowAmmoMenu then
    begin
    if isOnRect(AmmoRect, finger) then
        begin
        CursorPoint.X:= finger.x;
        CursorPoint.Y:= finger.y;
        ParseTeamCommand('put');
        end
    else
        bShowAmmoMenu:= false;
    exit;
    end;

if isOnCurrentHog(finger) or isOnWidget(AMWidget, finger) then
    begin
    bShowAmmoMenu := true;
    exit;
    end;

if isOnWidget(jumpWidget, finger) then
    begin
    ParseTeamCommand('hjump');
    exit;
    end;
end;

function addFinger(x,y: Longword; id: TSDL_FingerId): PTouch_Data;
var
    xCursor, yCursor, index : LongInt;
begin
// check array size
// note: pointerCount will be incremented later,
// so at this point it's the index of the new entry
if Length(fingers) <= pointerCount then
    begin
    setLength(fingers, Length(fingers)*2);
    for index := Length(fingers) div 2 to (Length(fingers)-1) 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:= RealTicks;
fingers[pointerCount].pressedWidget:= nil;

addFinger:= @fingers[pointerCount];
inc(pointerCount);
end;

function updateFinger(x, y, dx, dy: Longword; id: TSDL_FingerId): PTouch_Data;
var finger : PTouch_Data;
begin
finger:= findFinger(id);

if finger <> nil then
    begin
    finger^.x:= convertToCursorX(x);
    finger^.y:= convertToCursorY(y);
    finger^.dx:= dx;
    finger^.dy:= dy;
    end
else
    WriteLnToConsole('finger ' + inttostr(id) + ' not found');
updateFinger:= finger
end;

procedure deleteFinger(id: TSDL_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[index].pressedWidget := fingers[pointerCount].pressedWidget;

            fingers[pointerCount].id := nilFingerId;
            end
        else
            fingers[index].id := nilFingerId;
        break;
        end;
    end;

end;

procedure NewTurnBeginning;
begin
targetted:= false;
targetting:= false;
SetUtilityWidgetState(amNothing);
end;


procedure ProcessTouch;
var
    deltaAngle: LongInt;
begin
invertCursor := not(bShowAmmoMenu or targetting);
if aimingCrosshair then
    if CurrentHedgehog^.Gear <> nil then
        begin
        deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
        if (deltaAngle > -5) and (deltaAngle < 5) then
            begin
                if(aimingUp)then
                    begin
                    aimingUp:= false;
                    ParseTeamCommand('-up');
                    end;
                if(aimingDown)then
                    begin
                    aimingDown:= false;
                    ParseTeamCommand('-down');
                    end
            end
        else
            begin
            if (deltaAngle < 0) then
                begin
                if aimingUp then
                    begin
                    aimingUp:= false;
                    ParseTeamCommand('-up');
                    end;
                if(aimingDown)then
                    begin
                    aimingDown:= true;
                    ParseTeamCommand('-down');
                    end
                end
            else
                begin
                if aimingDown then
                    begin
                    ParseTeamCommand('-down');
                    aimingDown:= false;
                    end;
                if aimingUp then
                    begin
                    aimingUp:= true;
                    ParseTeamCommand('+up');
                    end;
                end;
            end;
        end
    else
        begin
        if aimingUp then
            begin
            ParseTeamCommand('-up');
            aimingUp:= false;
            end;
        if aimingDown then
            begin
            ParseTeamCommand('-down');
            aimingDown:= false;
            end;
        end;

if bounceButtonPressed then
    begin
    ParseTeamCommand('-precise');
    bounceButtonPressed:= false;
    end;
end;

function findFinger(id: TSDL_FingerId): PTouch_Data;
var
    index: LongWord;
begin
    for index:= 0 to (Length(fingers)-1) do
        if fingers[index].id = id then
            begin
            findFinger:= @fingers[index];
            exit;
            end;
    findFinger:= nil;
end;

procedure aim(finger: TTouch_Data);
var
    hogX, hogY, touchX, touchY, deltaX, deltaY: LongInt;
begin
    if CurrentHedgehog^.Gear <> nil then
        begin
        touchX := 0;//avoid compiler hint
        touchY := 0;
        hogX := hwRound(CurrentHedgehog^.Gear^.X);
        hogY := hwRound(CurrentHedgehog^.Gear^.Y);

        convertToWorldCoord(touchX, touchY, finger);
        deltaX := abs(TouchX-HogX);
        deltaY := TouchY-HogY;

        targetAngle:= (Round(DeltaY / sqrt(sqr(deltaX) + sqr(deltaY)) * 2048) + 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 is proportional to the screen and values are normalized in the onTouch* functions
// - 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:= x - cScreenWidth shr 1;
end;

function convertToCursorY(y: LongInt): LongInt;
begin
    convertToCursorY:= cScreenHeight - y;
end;

function isOnCrosshair(finger: TTouch_Data): boolean;
var
    x, y: LongInt;
begin
    x:= 0;
    y:= 0;
    convertToFingerCoord(x, y, CrosshairX, CrosshairY);
    isOnCrosshair:= isOnRect(x - HalfRectSize, y - HalfRectSize, RectSize, RectSize, finger);
end;

function isOnCurrentHog(finger: TTouch_Data): boolean;
var
    x, y: LongInt;
begin
    x:= 0;
    y:= 0;
    convertToFingerCoord(x, y, hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y));
    isOnCurrentHog:= isOnRect(x - HalfRectSize, y - HalfRectSize, RectSize, RectSize, finger);
end;

procedure convertToFingerCoord(var x, y : LongInt; oldX, oldY: LongInt);
begin
    x := oldX + WorldDx;
    y := cScreenHeight - oldY - WorldDy;
end;

procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
begin
    x := finger.x - WorldDx;
    y := cScreenHeight - finger.y - WorldDy;
end;

//Method to calculate the distance this finger has moved since the downEvent
function fingerHasMoved(finger: TTouch_Data): boolean;
begin
    fingerHasMoved := trunc(sqrt(sqr(finger.X-finger.historicalX) + sqr(finger.y-finger.historicalY))) > 30;
end;

function calculateDelta(finger1, finger2: TTouch_Data): LongInt; inline;
begin
    calculateDelta := Round(sqrt(sqr(finger2.x-finger1.x) + sqr(finger2.y-finger1.y)));
end;

// Under the premise that all pointer ids in pointerIds:TSDL_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: TTouch_Data): PTouch_Data;
begin
    if fingers[0].id = finger.id then
        getSecondFinger := @fingers[1]
    else
        getSecondFinger := @fingers[0];
end;

function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
begin
    isOnRect:= isOnRect(rect.x, rect.y, rect.w, rect.h, finger);
end;

function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
begin
    isOnRect:= (finger.x > x)   and
               (finger.x < x + w) and
               (cScreenHeight - finger.y > y) and
               (cScreenHeight - finger.y < y + h);
end;

function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
begin
    isOnWidget:= widget.show and isOnRect(widget.active, finger);
end;

procedure printFinger(finger: TTouch_Data);
begin
    WriteLnToConsole(Format('id: %d, x: %d y: %d (rel x: %d rel y: %d), time: %d',
                            [finger.id, finger.x, finger.y, finger.historicalX, finger.historicalY, finger.timeSinceDown]));
end;

procedure initModule;
var
    index: Longword;
begin
    buttonsDown:= 0;
    pointerCount:= 0;
    bounceButtonPressed:= false;

    setLength(fingers, 4);
    for index := 0 to (Length(fingers)-1) do
        fingers[index].id := nilFingerId;

    rectSize:= baseRectSize;
    halfRectSize:= baseRectSize shr 1;
end;

procedure freeModule;
begin
end;

begin
end.