#include "gettime.h"
#include "util/numeric.h"
#include "porting.h"
+#include "guiscalingfilter.h"
#include <iostream>
#include <algorithm>
#include <ISceneCollisionManager.h>
+// Very slow button repeat frequency (in seconds)
+#define SLOW_BUTTON_REPEAT (1.0f)
+
using namespace irr::core;
extern Settings *g_settings;
for (unsigned int i=0; i < after_last_element_id; i++) {
m_buttons[i].guibutton = 0;
m_buttons[i].repeatcounter = -1;
+ m_buttons[i].repeatdelay = BUTTON_REPEAT_DELAY;
}
m_screensize = m_device->getVideoDriver()->getScreenSize();
}
-void TouchScreenGUI::loadButtonTexture(button_info* btn, const char* path)
+void TouchScreenGUI::loadButtonTexture(button_info* btn, const char* path, rect<s32> button_rect)
{
unsigned int tid;
- video::ITexture *texture = m_texturesource->getTexture(path,&tid);
+ video::ITexture *texture = guiScalingImageButton(m_device->getVideoDriver(),
+ m_texturesource->getTexture(path, &tid), button_rect.getWidth(), button_rect.getHeight());
if (texture) {
btn->guibutton->setUseAlphaChannel(true);
- btn->guibutton->setImage(texture);
- btn->guibutton->setPressedImage(texture);
- btn->guibutton->setScaleImage(true);
+ if (g_settings->getBool("gui_scaling_filter")) {
+ rect<s32> txr_rect = rect<s32>(0, 0, button_rect.getWidth(), button_rect.getHeight());
+ btn->guibutton->setImage(texture, txr_rect);
+ btn->guibutton->setPressedImage(texture, txr_rect);
+ btn->guibutton->setScaleImage(false);
+ } else {
+ btn->guibutton->setImage(texture);
+ btn->guibutton->setPressedImage(texture);
+ btn->guibutton->setScaleImage(true);
+ }
btn->guibutton->setDrawBorder(false);
btn->guibutton->setText(L"");
}
}
void TouchScreenGUI::initButton(touch_gui_button_id id, rect<s32> button_rect,
- std::wstring caption, bool immediate_release )
+ std::wstring caption, bool immediate_release, float repeat_delay)
{
button_info* btn = &m_buttons[id];
btn->guibutton = m_guienv->addButton(button_rect, 0, id, caption.c_str());
btn->guibutton->grab();
btn->repeatcounter = -1;
+ btn->repeatdelay = repeat_delay;
btn->keycode = id2keycode(id);
btn->immediate_release = immediate_release;
btn->ids.clear();
- loadButtonTexture(btn,touchgui_button_imagenames[id]);
+ loadButtonTexture(btn,touchgui_button_imagenames[id], button_rect);
}
static int getMaxControlPadSize(float density) {
rect<s32>(m_screensize.X - (0.75*button_size),
m_screensize.Y - (2.25*button_size),
m_screensize.X, m_screensize.Y - (button_size*1.5)),
- L"fly", true);
+ L"fly", false, SLOW_BUTTON_REPEAT);
/* init noclip button */
initButton(noclip_id,
rect<s32>(m_screensize.X - (0.75*button_size), 2.25*button_size,
m_screensize.X, 3*button_size),
- L"clip", true);
+ L"clip", false, SLOW_BUTTON_REPEAT);
/* init fast button */
initButton(fast_id,
rect<s32>(m_screensize.X - (0.75*button_size), 1.5*button_size,
m_screensize.X, 2.25*button_size),
- L"fast", true);
+ L"fast", false, SLOW_BUTTON_REPEAT);
/* init debug button */
initButton(debug_id,
rect<s32>(m_screensize.X - (0.75*button_size), 0.75*button_size,
m_screensize.X, 1.5*button_size),
- L"dbg", true);
+ L"dbg", false, SLOW_BUTTON_REPEAT);
/* init chat button */
initButton(chat_id,
initButton(camera_id,
rect<s32>(m_screensize.X - (1.5*button_size), 0,
m_screensize.X - (0.75*button_size), 0.75*button_size),
- L"cam", true);
+ L"cam", false, SLOW_BUTTON_REPEAT);
/* init rangeselect button */
initButton(range_id,
rect<s32>(m_screensize.X - (2.25*button_size), 0,
m_screensize.X - (1.5*button_size), 0.75*button_size),
- L"far", true);
+ L"far", false, SLOW_BUTTON_REPEAT);
}
touch_gui_button_id TouchScreenGUI::getButtonID(s32 x, s32 y)
{
// check if hud item is pressed
for (std::map<int,rect<s32> >::iterator iter = m_hud_rects.begin();
- iter != m_hud_rects.end(); iter++) {
+ iter != m_hud_rects.end(); ++iter) {
if (iter->second.isPointInside(
v2s32(event.TouchInput.X,
event.TouchInput.Y)
}
for (std::vector<id_status>::iterator iter = m_known_ids.begin();
- iter != m_known_ids.end(); iter++) {
+ iter != m_known_ids.end(); ++iter) {
if (iter->id == event.TouchInput.ID) {
m_known_ids.erase(iter);
break;
continue;
}
for(std::vector<int>::iterator iter = m_buttons[i].ids.begin();
- iter != m_buttons[i].ids.end(); iter++) {
+ iter != m_buttons[i].ids.end(); ++iter) {
if (event.TouchInput.ID == *iter) {
if (m_move_id != -1)
m_move_has_really_moved = true;
- if (btn->repeatcounter < 0.2) continue;
+ if (btn->repeatcounter < btn->repeatdelay) continue;
btn->repeatcounter = 0;
SEvent translated;