Add new touch control scheme ("gamepad") (#587)

* Add new touch control scheme

* Add export

* Fix enum naming
This commit is contained in:
Christian Semmler 2025-07-12 19:13:37 -07:00 committed by GitHub
parent 7c91a14875
commit 42bac60ec5
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GPG Key ID: B5690EEEBB952194
6 changed files with 114 additions and 34 deletions

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@ -172,6 +172,7 @@ IsleApp::IsleApp()
m_maxAllowedExtras = m_islandQuality <= 1 ? 10 : 20;
m_transitionType = MxTransitionManager::e_mosaic;
m_cursorSensitivity = 4;
m_touchScheme = LegoInputManager::e_gamepad;
}
// FUNCTION: ISLE 0x4011a0
@ -650,7 +651,12 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
float y = SDL_clamp(event->tfinger.y, 0, 1) * g_targetHeight;
if (InputManager()) {
InputManager()->QueueEvent(c_notificationMouseMove, LegoEventNotificationParam::c_lButtonState, x, y, 0);
MxU8 modifier = LegoEventNotificationParam::c_lButtonState;
if (InputManager()->HandleTouchEvent(event, g_isle->GetTouchScheme())) {
modifier |= LegoEventNotificationParam::c_motionHandled;
}
InputManager()->QueueEvent(c_notificationMouseMove, modifier, x, y, 0);
}
g_lastMouseX = x;
@ -691,6 +697,7 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
float y = SDL_clamp(event->tfinger.y, 0, 1) * g_targetHeight;
if (InputManager()) {
InputManager()->HandleTouchEvent(event, g_isle->GetTouchScheme());
InputManager()->QueueEvent(c_notificationButtonDown, LegoEventNotificationParam::c_lButtonState, x, y, 0);
}
@ -738,6 +745,7 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
float y = SDL_clamp(event->tfinger.y, 0, 1) * g_targetHeight;
if (InputManager()) {
InputManager()->HandleTouchEvent(event, g_isle->GetTouchScheme());
InputManager()->QueueEvent(c_notificationButtonUp, 0, x, y, 0);
}
break;
@ -1033,6 +1041,7 @@ bool IsleApp::LoadConfig()
iniparser_set(dict, "isle:Max LOD", buf);
iniparser_set(dict, "isle:Max Allowed Extras", SDL_itoa(m_maxAllowedExtras, buf, 10));
iniparser_set(dict, "isle:Transition Type", SDL_itoa(m_transitionType, buf, 10));
iniparser_set(dict, "isle:Touch Scheme", SDL_itoa(m_touchScheme, buf, 10));
#ifdef EXTENSIONS
iniparser_set(dict, "extensions", NULL);
@ -1103,6 +1112,7 @@ bool IsleApp::LoadConfig()
m_maxAllowedExtras = iniparser_getint(dict, "isle:Max Allowed Extras", m_maxAllowedExtras);
m_transitionType =
(MxTransitionManager::TransitionType) iniparser_getint(dict, "isle:Transition Type", m_transitionType);
m_touchScheme = (LegoInputManager::TouchScheme) iniparser_getint(dict, "isle:Touch Scheme", m_touchScheme);
const char* deviceId = iniparser_getstring(dict, "isle:3D Device ID", NULL);
if (deviceId != NULL) {

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@ -3,6 +3,7 @@
#include "cursor.h"
#include "lego1_export.h"
#include "legoinputmanager.h"
#include "legoutils.h"
#include "mxtransitionmanager.h"
#include "mxtypes.h"
@ -53,6 +54,7 @@ public:
MxS32 GetDrawCursor() { return m_drawCursor; }
MxS32 GetGameStarted() { return m_gameStarted; }
MxFloat GetCursorSensitivity() { return m_cursorSensitivity; }
LegoInputManager::TouchScheme GetTouchScheme() { return m_touchScheme; }
void SetWindowActive(MxS32 p_windowActive) { m_windowActive = p_windowActive; }
void SetGameStarted(MxS32 p_gameStarted) { m_gameStarted = p_gameStarted; }
@ -102,6 +104,7 @@ private:
MxFloat m_maxLod;
MxU32 m_maxAllowedExtras;
MxTransitionManager::TransitionType m_transitionType;
LegoInputManager::TouchScheme m_touchScheme;
};
extern IsleApp* g_isle;

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@ -18,6 +18,7 @@ public:
c_rButtonState = 2,
c_modKey1 = 4,
c_modKey2 = 8,
c_motionHandled = 16,
};
// FUNCTION: LEGO1 0x10028690

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@ -18,6 +18,8 @@
#include <windows.h>
#endif
#include <map>
class LegoCameraController;
class LegoControlManager;
class LegoWorld;
@ -89,6 +91,12 @@ public:
c_upOrDown = c_up | c_down
};
enum TouchScheme {
e_mouse = 0,
e_arrowKeys,
e_gamepad,
};
LegoInputManager();
~LegoInputManager() override;
@ -144,6 +152,7 @@ public:
void GetKeyboardState();
MxResult GetNavigationKeyStates(MxU32& p_keyFlags);
MxResult GetNavigationTouchStates(MxU32& p_keyFlags);
LEGO1_EXPORT MxBool HandleTouchEvent(SDL_Event* p_event, TouchScheme p_touchScheme);
// SYNTHETIC: LEGO1 0x1005b8d0
// LegoInputManager::`scalar deleting destructor'
@ -171,6 +180,10 @@ private:
MxBool m_useJoystick; // 0x334
MxBool m_unk0x335; // 0x335
MxBool m_unk0x336; // 0x336
std::map<SDL_FingerID, SDL_FPoint> m_touchOrigins;
std::map<SDL_FingerID, MxU32> m_touchFlags;
std::map<SDL_FingerID, Uint64> m_touchLastMotion;
};
// TEMPLATE: LEGO1 0x10028850

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@ -41,6 +41,10 @@ MxResult LegoCameraController::Create()
// FUNCTION: BETA10 0x10067852
MxLong LegoCameraController::Notify(MxParam& p_param)
{
if (((LegoEventNotificationParam&) p_param).GetModifier() & LegoEventNotificationParam::c_motionHandled) {
return SUCCESS;
}
switch (((MxNotificationParam&) p_param).GetNotification()) {
case c_notificationDragEnd: {
if (((((LegoEventNotificationParam&) p_param).GetModifier()) & LegoEventNotificationParam::c_lButtonState) ==

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@ -528,42 +528,91 @@ void LegoInputManager::EnableInputProcessing()
MxResult LegoInputManager::GetNavigationTouchStates(MxU32& p_keyStates)
{
int count;
SDL_TouchID* touchDevices = SDL_GetTouchDevices(&count);
for (auto& [fingerID, touchFlags] : m_touchFlags) {
p_keyStates |= touchFlags;
if (touchDevices) {
auto applyFingerNavigation = [&p_keyStates](SDL_TouchID p_touchId) {
int count;
SDL_Finger** fingers = SDL_GetTouchFingers(p_touchId, &count);
if (fingers) {
for (int i = 0; i < count; i++) {
if (fingers[i]->y > 3.0 / 4.0) {
if (fingers[i]->x < 1.0 / 3.0) {
p_keyStates |= c_left;
// We need to clear these as they are not meant to be persistent in e_gamepad mode.
if (m_touchOrigins.count(fingerID) && SDL_GetTicks() - m_touchLastMotion[fingerID] > 5) {
touchFlags &= ~c_left;
touchFlags &= ~c_right;
}
else if (fingers[i]->x > 2.0 / 3.0) {
p_keyStates |= c_right;
}
else {
p_keyStates |= c_down;
}
}
else {
p_keyStates |= c_up;
}
}
SDL_free(fingers);
}
};
for (int i = 0; i < count; i++) {
applyFingerNavigation(touchDevices[i]);
}
SDL_free(touchDevices);
}
return SUCCESS;
}
MxBool LegoInputManager::HandleTouchEvent(SDL_Event* p_event, TouchScheme p_touchScheme)
{
const SDL_TouchFingerEvent& event = p_event->tfinger;
switch (p_touchScheme) {
case e_mouse:
// Handled in LegoCameraController
return FALSE;
case e_arrowKeys:
switch (p_event->type) {
case SDL_EVENT_FINGER_UP:
m_touchFlags.erase(event.fingerID);
break;
case SDL_EVENT_FINGER_DOWN:
case SDL_EVENT_FINGER_MOTION:
m_touchFlags[event.fingerID] = 0;
if (event.y > 3.0 / 4.0) {
if (event.x < 1.0 / 3.0) {
m_touchFlags[event.fingerID] |= c_left;
}
else if (event.x > 2.0 / 3.0) {
m_touchFlags[event.fingerID] |= c_right;
}
else {
m_touchFlags[event.fingerID] |= c_down;
}
}
else {
m_touchFlags[event.fingerID] |= c_up;
}
break;
}
break;
case e_gamepad:
switch (p_event->type) {
case SDL_EVENT_FINGER_DOWN:
m_touchOrigins[event.fingerID] = {event.x, event.y};
break;
case SDL_EVENT_FINGER_UP:
m_touchOrigins.erase(event.fingerID);
m_touchFlags.erase(event.fingerID);
break;
case SDL_EVENT_FINGER_MOTION:
if (m_touchOrigins.count(event.fingerID)) {
m_touchFlags[event.fingerID] = 0;
m_touchLastMotion[event.fingerID] = SDL_GetTicks();
const float deltaY = event.y - m_touchOrigins[event.fingerID].y;
const float activationThreshold = 0.05f;
if (SDL_fabsf(deltaY) > activationThreshold) {
if (deltaY > 0) {
m_touchFlags[event.fingerID] |= c_down;
}
else if (deltaY < 0) {
m_touchFlags[event.fingerID] |= c_up;
}
}
const float deltaX = event.dx;
if (deltaX > 0) {
m_touchFlags[event.fingerID] |= c_right;
}
else if (deltaX < 0) {
m_touchFlags[event.fingerID] |= c_left;
}
}
break;
}
break;
}
return TRUE;
}