(* Copyright (C) Doom 2D: Forever Developers
*
* 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 3 of the License ONLY.
*
* 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, see .
*)
{$INCLUDE ../shared/a_modes.inc}
unit g_touch;
interface
uses
SDL2;
var
g_touch_enabled: Boolean = False;
g_touch_size: Single = 1.0;
g_touch_offset: Single = 50.0;
g_touch_fire: Boolean = True;
g_touch_alt: Boolean = False;
procedure g_Touch_Init;
procedure g_Touch_ShowKeyboard(yes: Boolean);
procedure g_Touch_HandleEvent(const ev: TSDL_TouchFingerEvent);
procedure g_Touch_Draw;
implementation
uses
SysUtils,
e_log, e_graphics, e_input, g_options, g_game, g_main, g_gui, g_weapons, g_console, g_window;
var
angleFire: Boolean;
keyFinger: array [VK_FIRSTKEY..VK_LASTKEY] of Integer;
procedure GetKeyRect(key: Integer; out x, y, w, h: Integer; out founded: Boolean);
var
sw, sh, sz: Integer;
dpi: Single;
procedure S (xx, yy, ww, hh: Single);
begin
x := Trunc(xx);
y := Trunc(yy);
w := Trunc(ww);
h := Trunc(hh);
founded := true;
end;
begin
founded := false;
{$IFNDEF SDL2_NODPI}
if SDL_GetDisplayDPI(0, @dpi, nil, nil) <> 0 then
dpi := 96;
{$ELSE}
dpi := 96;
{$ENDIF}
sz := Trunc(g_touch_size * dpi); sw := gWinSizeX; sh := gWinSizeY;
x := 0; y := Round(sh * g_touch_offset / 100);
w := sz; h := sz;
if SDL_IsTextInputActive() = SDL_True then
case key of
VK_HIDEKBD: S(sw - (sz/2), 0, sz / 2, sz / 2);
end
else if g_touch_alt then
case key of
(* top ------- x ------------------------------- y w ----- h -- *)
VK_CONSOLE: S(0, 0, sz / 2, sz / 2);
VK_ESCAPE: S(sw - 1*(sz/2) - 1, 0, sz / 2, sz / 2);
VK_SHOWKBD: S(sw - 2*(sz/2) - 1, 0, sz / 2, sz / 2);
VK_CHAT: S(sw / 2 - (sz/2) / 2 - (sz/2) - 1, 0, sz / 2, sz / 2);
VK_STATUS: S(sw / 2 - (sz/2) / 2 - 1, 0, sz / 2, sz / 2);
VK_TEAM: S(sw / 2 - (sz/2) / 2 + (sz/2) - 1, 0, sz / 2, sz / 2);
(* left --- x - y -------------- w - h --- *)
VK_PREV: S(0, sh - 3.0*sz - 1, sz, sz / 2);
VK_LEFT: S(0, sh - 2.0*sz - 1, sz, sz * 2);
VK_RIGHT: S(sz, sh - 2.0*sz - 1, sz, sz * 2);
(* right - x ------------ y -------------- w - h -- *)
VK_NEXT: S(sw - 1*sz - 1, sh - 3.0*sz - 1, sz, sz / 2);
VK_UP: S(sw - 2*sz - 1, sh - 2.0*sz - 1, sz, sz / 2);
VK_FIRE: S(sw - 2*sz - 1, sh - 1.5*sz - 1, sz, sz);
VK_DOWN: S(sw - 2*sz - 1, sh - 0.5*sz - 1, sz, sz / 2);
VK_JUMP: S(sw - 1*sz - 1, sh - 2.0*sz - 1, sz, sz);
VK_OPEN: S(sw - 1*sz - 1, sh - 1.0*sz - 1, sz, sz);
end
else
case key of
(* left ----- x ----- y -------------- w ----- h -- *)
VK_ESCAPE: S(0.0*sz, y - 1*sz - sz/2, sz, sz / 2);
VK_LSTRAFE: S(0.0*sz, y - 0*sz - sz/2, sz / 2, sz);
VK_LEFT: S(0.5*sz, y - 0*sz - sz/2, sz, sz);
VK_RIGHT: S(1.5*sz, y - 0*sz - sz/2, sz, sz);
VK_RSTRAFE: S(2.5*sz, y - 0*sz - sz/2, sz / 2, sz);
(* right - x ------------ y --------------- w - h *)
VK_UP: S(sw - 1*sz - 1, y - 1*sz - sz/2, sz, sz);
VK_FIRE: S(sw - 1*sz - 1, y - 0*sz - sz/2, sz, sz);
VK_DOWN: S(sw - 1*sz - 1, y - -1*sz - sz/2, sz, sz);
VK_NEXT: S(sw - 2*sz - 1, y - 1*sz - sz/2, sz, sz);
VK_JUMP: S(sw - 2*sz - 1, y - 0*sz - sz/2, sz, sz);
VK_PREV: S(sw - 3*sz - 1, y - 1*sz - sz/2, sz, sz);
VK_OPEN: S(sw - 3*sz - 1, y - 0*sz - sz/2, sz, sz);
(* bottom ---- x -------------------------- y ---------------- w ----- h -- *)
VK_CHAT: S(sw/2 - sz/4 - 2*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
VK_CONSOLE: S(sw/2 - sz/4 - 1*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
VK_STATUS: S(sw/2 - sz/4 - 0*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
VK_TEAM: S(sw/2 - sz/4 - -1*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
VK_SHOWKBD: S(sw/2 - sz/4 - -2*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
VK_0: S(sw/2 - sz/4 - 5*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_1: S(sw/2 - sz/4 - 4*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_2: S(sw/2 - sz/4 - 3*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_3: S(sw/2 - sz/4 - 2*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_4: S(sw/2 - sz/4 - 1*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_5: S(sw/2 - sz/4 - 0*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_6: S(sw/2 - sz/4 - -1*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_7: S(sw/2 - sz/4 - -2*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_8: S(sw/2 - sz/4 - -3*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_9: S(sw/2 - sz/4 - -4*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
VK_A: S(sw/2 - sz/4 - -5*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
end
end;
function GetKeyName(key: Integer): String;
begin
case key of
VK_SHOWKBD: result := 'KBD';
VK_HIDEKBD: result := 'KBD';
VK_LEFT: result := 'LEFT';
VK_RIGHT: result := 'RIGHT';
VK_UP: result := 'UP';
VK_DOWN: result := 'DOWN';
VK_FIRE: result := 'FIRE';
VK_OPEN: result := 'OPEN';
VK_JUMP: result := 'JUMP';
VK_CHAT: result := 'CHAT';
VK_ESCAPE: result := 'ESC';
VK_0: result := '0';
VK_1: result := '1';
VK_2: result := '2';
VK_3: result := '3';
VK_4: result := '4';
VK_5: result := '5';
VK_6: result := '6';
VK_7: result := '7';
VK_8: result := '8';
VK_9: result := '9';
VK_A: result := '10';
VK_B: result := '11';
VK_C: result := '12';
VK_D: result := '13';
VK_E: result := '14';
VK_F: result := '15';
VK_CONSOLE: result := 'CON';
VK_STATUS: result := 'STAT';
VK_TEAM: result := 'TEAM';
VK_PREV: result := ' 0) and (key < e_MaxInputKeys) then
result := e_KeyNames[key]
else
result := '<' + IntToStr(key) + '>'
end
end;
function IntersectControl(ctl, xx, yy: Integer): Boolean;
var
x, y, w, h: Integer;
founded: Boolean;
begin
GetKeyRect(ctl, x, y, w, h, founded);
result := founded and (xx >= x) and (yy >= y) and (xx <= x + w) and (yy <= y + h);
end;
procedure g_Touch_Init;
begin
{$IFNDEF HEADLESS}
g_Touch_ShowKeyboard(FALSE);
g_touch_enabled := SDL_GetNumTouchDevices() > 0
{$ENDIF}
end;
procedure g_Touch_ShowKeyboard(yes: Boolean);
begin
{$IFNDEF HEADLESS}
if g_dbg_input then
e_LogWritefln('g_Touch_ShowKeyboard(%s)', [yes]);
(* on desktop we always receive text (needed for cheats) *)
if yes or (SDL_HasScreenKeyboardSupport() = SDL_FALSE) then
SDL_StartTextInput
else
SDL_StopTextInput
{$ENDIF}
end;
procedure g_Touch_HandleEvent(const ev: TSDL_TouchFingerEvent);
var
x, y, i, finger: Integer;
procedure KeyUp (finger, i: Integer);
begin
if g_dbg_input then
e_LogWritefln('Input Debug: g_touch.KeyUp, finger=%s, key=%s', [finger, i]);
keyFinger[i] := 0;
e_KeyUpDown(i, False);
g_Console_ProcessBind(i, False);
(* up/down + fire hack *)
if g_touch_fire and (gGameSettings.GameType <> GT_NONE) and (g_ActiveWindow = nil) and angleFire then
begin
if (i = VK_UP) or (i = VK_DOWN) then
begin
angleFire := False;
keyFinger[VK_FIRE] := 0;
e_KeyUpDown(VK_FIRE, False);
g_Console_ProcessBind(VK_FIRE, False)
end
end
end;
procedure KeyDown (finger, i: Integer);
begin
if g_dbg_input then
e_LogWritefln('Input Debug: g_touch.KeyDown, finger=%s, key=%s', [finger, i]);
keyFinger[i] := finger;
e_KeyUpDown(i, True);
g_Console_ProcessBind(i, True);
(* up/down + fire hack *)
if g_touch_fire and (gGameSettings.GameType <> GT_NONE) and (g_ActiveWindow = nil) then
begin
if i = VK_UP then
begin
angleFire := True;
keyFinger[VK_FIRE] := -1;
e_KeyUpDown(VK_FIRE, True);
g_Console_ProcessBind(VK_FIRE, True)
end
else if i = VK_DOWN then
begin
angleFire := True;
keyFinger[VK_FIRE] := -1;
e_KeyUpDown(VK_FIRE, True);
g_Console_ProcessBind(VK_FIRE, True)
end
end
end;
procedure KeyMotion (finger, i: Integer);
begin
if keyFinger[i] <> finger then
begin
KeyUp(finger, i);
KeyDown(finger, i)
end
end;
begin
if not g_touch_enabled then
Exit;
finger := ev.fingerId + 2;
x := Trunc(ev.x * gWinSizeX);
y := Trunc(ev.y * gWinSizeY);
for i := VK_FIRSTKEY to VK_LASTKEY do
begin
if IntersectControl(i, x, y) then
begin
if ev.type_ = SDL_FINGERUP then
KeyUp(finger, i)
else if ev.type_ = SDL_FINGERMOTION then
KeyMotion(finger, i)
else if ev.type_ = SDL_FINGERDOWN then
keyDown(finger, i)
end
else if keyFinger[i] = finger then
begin
if ev.type_ = SDL_FINGERUP then
KeyUp(finger, i)
else if ev.type_ = SDL_FINGERMOTION then
KeyUp(finger, i)
end
end
end;
procedure g_Touch_Draw;
var i, x, y, w, h: Integer; founded: Boolean;
begin
{$IFNDEF HEADLESS}
if not g_touch_enabled then
Exit;
for i := VK_FIRSTKEY to VK_LASTKEY do
begin
GetKeyRect(i, x, y, w, h, founded);
if founded then
begin
e_DrawQuad(x, y, x + w, y + h, 0, 255, 0, 31);
e_TextureFontPrintEx(x, y, GetKeyName(i), gStdFont, 255, 255, 255, 1, True)
end
end
{$ENDIF}
end;
initialization
conRegVar('touch_enable', @g_touch_enabled, 'enable/disable virtual buttons', 'draw buttons');
conRegVar('touch_fire', @g_touch_fire, 'enable/disable fire when press virtual up/down', 'fire when press up/down');
conRegVar('touch_size', @g_touch_size, 0.1, 10, 'size of virtual buttons', 'button size');
conRegVar('touch_offset', @g_touch_offset, 0, 100, '', '');
conRegVar('touch_alt', @g_touch_alt, 'althernative virtual buttons layout', 'althernative layout');
end.