if (game_status != GAME_MODE_PLAYING)
return;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return;
+
if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
return;
}
}
-static void HandleFollowFinger(int mx, int my, int button)
+#endif
+
+static void HandleButtonOrFinger_MM(int mx, int my, int button)
+{
+ static int old_mx = 0, old_my = 0;
+ static int last_button = MB_LEFTBUTTON;
+ static boolean touched = FALSE;
+ static boolean tapped = FALSE;
+
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
+ {
+ // screen tile was tapped (but finger not touching the screen anymore)
+ // (this point will also be reached without receiving a touch event)
+ if (tapped && !touched)
+ {
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ tapped = FALSE;
+ }
+
+ // stop here if this function was not triggered by a touch event
+ if (button == -1)
+ return;
+
+ if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
+ {
+ // finger started touching the screen
+
+ touched = TRUE;
+ tapped = TRUE;
+
+ if (!motion_status)
+ {
+ old_mx = mx;
+ old_my = my;
+
+ ClearPlayerMouseAction();
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
+ }
+ else if (button == MB_RELEASED && touched)
+ {
+ // finger stopped touching the screen
+
+ touched = FALSE;
+
+ if (tapped)
+ SetPlayerMouseAction(old_mx, old_my, last_button);
+ else
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ }
+
+ if (touched)
+ {
+ // finger moved while touching the screen
+
+ int old_x = getLevelFromScreenX(old_mx);
+ int old_y = getLevelFromScreenY(old_my);
+ int new_x = getLevelFromScreenX(mx);
+ int new_y = getLevelFromScreenY(my);
+
+ if (new_x != old_x || new_y != old_y)
+ tapped = FALSE;
+
+ if (new_x != old_x)
+ {
+ // finger moved left or right from (horizontal) starting position
+
+ int button_nr = (new_x < old_x ? MB_LEFTBUTTON : MB_RIGHTBUTTON);
+
+ SetPlayerMouseAction(old_mx, old_my, button_nr);
+
+ last_button = button_nr;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
+ }
+ else
+ {
+ // finger stays at or returned to (horizontal) starting position
+
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
+ }
+ }
+ }
+ else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+ {
+ }
+}
+
+static void HandleButtonOrFinger(int mx, int my, int button)
{
static int old_mx = 0, old_my = 0;
static Key motion_key_x = KSYM_UNDEFINED;
static Key motion_key_y = KSYM_UNDEFINED;
+ static boolean touched = FALSE;
static boolean started_on_player = FALSE;
static boolean player_is_dropping = FALSE;
static int player_drop_count = 0;
static int last_player_x = -1;
static int last_player_y = -1;
+ if (game_status != GAME_MODE_PLAYING)
+ return;
+
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
+ return;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ HandleButtonOrFinger_MM(mx, my, button);
+
+ return;
+ }
+
if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
return;
if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
{
- touch_info[0].touched = TRUE;
- touch_info[0].key = 0;
+ touched = TRUE;
old_mx = mx;
old_my = my;
Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
}
}
- else if (button == MB_RELEASED && touch_info[0].touched)
+ else if (button == MB_RELEASED && touched)
{
- touch_info[0].touched = FALSE;
- touch_info[0].key = 0;
+ touched = FALSE;
old_mx = 0;
old_my = 0;
Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
}
- if (touch_info[0].touched)
+ if (touched)
{
int src_x = local_player->jx;
int src_y = local_player->jy;
}
}
+#if defined(TARGET_SDL2)
+
static boolean checkTextInputKeyModState()
{
// when playing, only handle raw key events and ignore text input
#if defined(PLATFORM_ANDROID)
// when playing, only handle gadgets when using "follow finger" controls
+ // or when using touch controls in combination with the MM game engine
boolean handle_gadgets =
(game_status != GAME_MODE_PLAYING ||
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ||
strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
if (handle_gadgets &&
break;
case GAME_MODE_PLAYING:
- SetPlayerMouseAction(mx, my, button);
-
-#if defined(TARGET_SDL2)
- HandleFollowFinger(mx, my, button);
-#endif
+ if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
+ HandleButtonOrFinger(mx, my, button);
+ else
+ SetPlayerMouseAction(mx, my, button);
#ifdef DEBUG
if (button == MB_PRESSED && !motion_status && !button_hold &&
switch (game_status)
{
-#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
- HandleFollowFinger(-1, -1, -1);
+ HandleButtonOrFinger(-1, -1, -1);
break;
-#endif
}
}