RUN_IN_PLACE=FALSE - Create a portable install (worlds, settings etc. in current directory)
USE_GPROF=FALSE - Enable profiling using GProf
VERSION_EXTRA= - Text to append to version (e.g. VERSION_EXTRA=foobar -> Minetest 0.4.9-foobar)
+ ENABLE_TOUCH=FALSE - Enable Touchscreen support (requires support by IrrlichtMt)
Library specific options:
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
screen_dpi (DPI) int 72 1
+# Adjust the detected display density, used for scaling UI elements.
+display_density_factor (Display Density Scaling Factor) float 1
+
# Windows systems only: Start Minetest with the command line window in the background.
# Contains the same information as the file debug.txt (default name).
enable_console (Enable console window) bool false
option(ENABLE_GLES "Use OpenGL ES instead of OpenGL" FALSE)
mark_as_advanced(ENABLE_GLES)
+
+option(ENABLE_TOUCH "Enable Touchscreen support" FALSE)
+if(ENABLE_TOUCH)
+ add_definitions(-DHAVE_TOUCHSCREENGUI)
+endif()
+
if(BUILD_CLIENT)
# transitive dependency from Irrlicht (see longer explanation below)
if(NOT WIN32)
#if USE_SOUND
#include "sound_openal.h"
#endif
-#ifdef __ANDROID__
- #include "porting.h"
-#endif
/* mainmenumanager.h
*/
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
-#ifdef __ANDROID__
- float density = porting::getDisplayDensity();
+#ifdef HAVE_TOUCHSCREENGUI
+ float density = RenderingEngine::getDisplayDensity();
skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
}
};
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
#define SIZE_TAG "size[11,5.5]"
#else
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
bool m_does_lost_focus_pause_game = false;
int m_reset_HW_buffer_counter = 0;
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
+#endif
+#ifdef __ANDROID__
bool m_android_chat_open;
#endif
};
readSettings();
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = false; // This is initialised properly later
#endif
set_light_table(g_settings->getFloat("display_gamma"));
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = g_settings->getBool("fast_move")
&& client->checkPrivilege("fast");
#endif
else if (g_touchscreengui) {
/* on touchscreengui step may generate own input events which ain't
* what we want in case we just did clear them */
+ g_touchscreengui->show();
g_touchscreengui->step(dtime);
}
#endif
m_game_ui->showTranslatedStatusText("Fast mode disabled");
}
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = fast_move && has_fast_privs;
#endif
}
control.movement_direction = 0.0f;
}
-#ifdef ANDROID
- /* For Android, simulate holding down AUX1 (fast move) if the user has
+#ifdef HAVE_TOUCHSCREENGUI
+ /* For touch, simulate holding down AUX1 (fast move) if the user has
* the fast_move setting toggled on. If there is an aux1 key defined for
- * Android then its meaning is inverted (i.e. holding aux1 means walk and
+ * touch then its meaning is inverted (i.e. holding aux1 means walk and
* not fast)
*/
if (m_cache_hold_aux1) {
#define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
void Game::showPauseMenu()
{
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
static const std::string control_text = strgettext("Default Controls:\n"
"No menu visible:\n"
"- single tap: button activate\n"
float RenderingEngine::getDisplayDensity()
{
static float cached_display_density = calcDisplayDensity();
- return cached_display_density;
+ return cached_display_density * g_settings->getFloat("display_density_factor");
}
#elif defined(_WIN32)
display_density = calcDisplayDensity(get_video_driver());
cached = true;
}
- return display_density;
+ return display_density * g_settings->getFloat("display_density_factor");
}
#else
float RenderingEngine::getDisplayDensity()
{
- return g_settings->getFloat("screen_dpi") / 96.0;
+ return (g_settings->getFloat("screen_dpi") / 96.0) * g_settings->getFloat("display_density_factor");
}
#endif
settings->setDefault("aux1_descends", "false");
settings->setDefault("doubletap_jump", "false");
settings->setDefault("always_fly_fast", "true");
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
settings->setDefault("autojump", "true");
#else
settings->setDefault("autojump", "false");
settings->setDefault("enable_console", "false");
settings->setDefault("screen_dpi", "72");
+ settings->setDefault("display_density_factor", "1");
// Altered settings for macOS
#if defined(__MACH__) && defined(__APPLE__)
settings->setDefault("fps_max", "0");
#endif
+#ifdef HAVE_TOUCHSCREENGUI
+ settings->setDefault("touchtarget", "true");
+ settings->setDefault("touchscreen_threshold","20");
+ settings->setDefault("fixed_virtual_joystick", "false");
+ settings->setDefault("virtual_joystick_triggers_aux1", "false");
+#endif
// Altered settings for Android
#ifdef __ANDROID__
settings->setDefault("screen_w", "0");
settings->setDefault("screen_h", "0");
settings->setDefault("fullscreen", "true");
- settings->setDefault("touchtarget", "true");
- settings->setDefault("touchscreen_threshold","20");
- settings->setDefault("fixed_virtual_joystick", "false");
- settings->setDefault("virtual_joystick_triggers_aux1", "false");
settings->setDefault("smooth_lighting", "false");
settings->setDefault("max_simultaneous_block_sends_per_client", "10");
settings->setDefault("emergequeue_limit_diskonly", "16");
+set(extra_gui_SRCS "")
+if(ENABLE_TOUCH)
+ set(extra_gui_SRCS ${CMAKE_CURRENT_SOURCE_DIR}/touchscreengui.cpp)
+endif()
+
set(gui_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/guiAnimatedImage.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiBackgroundImage.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiVolumeChange.cpp
${CMAKE_CURRENT_SOURCE_DIR}/modalMenu.cpp
${CMAKE_CURRENT_SOURCE_DIR}/profilergraph.cpp
+ ${extra_gui_SRCS}
PARENT_SCOPE
)
#include "guiEditBoxWithScrollbar.h"
#include "porting.h"
+#ifdef HAVE_TOUCHSCREENGUI
+ #include "client/renderingengine.h"
+#endif
+
#include "gettext.h"
// Continuing from guiPasswordChange.cpp
m_client(client), m_playername(playername), m_password(password),
m_aborted(aborted), m_tsrc(tsrc)
{
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
m_touchscreen_visible = false;
#endif
}
/*
Calculate new sizes and positions
*/
-#ifdef __ANDROID__
- const float s = m_gui_scale * porting::getDisplayDensity() / 2;
+#ifdef HAVE_TOUCHSCREENGUI
+ const float s = m_gui_scale * RenderingEngine::getDisplayDensity() / 2;
#else
const float s = m_gui_scale;
#endif
data->invsize.Y = MYMAX(0, stof(parts[1]));
lockSize(false);
-#ifndef __ANDROID__
+#ifndef HAVE_TOUCHSCREENGUI
if (parts.size() == 3) {
if (parts[2] == "true") {
lockSize(true,v2u32(800,600));
((15.0 / 13.0) * (0.85 + mydata.invsize.Y));
}
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
// In Android, the preferred imgsize should be larger to accommodate the
// smaller screensize.
double prefer_imgsize = padded_screensize.Y / 10 * gui_scaling;
v2u32 screenSize = Environment->getVideoDriver()->getScreenSize();
int tooltip_offset_x = m_btn_height;
int tooltip_offset_y = m_btn_height;
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
tooltip_offset_x *= 3;
tooltip_offset_y = 0;
if (m_pointer.X > (s32)screenSize.X / 2)
#include <IGUIStaticText.h>
#include <IGUIFont.h>
+#ifdef HAVE_TOUCHSCREENGUI
+ #include "client/renderingengine.h"
+#endif
+
#include "porting.h"
#include "gettext.h"
/*
Calculate new sizes and positions
*/
-#ifdef __ANDROID__
- const float s = m_gui_scale * porting::getDisplayDensity() / 2;
+#ifdef HAVE_TOUCHSCREENGUI
+ const float s = m_gui_scale * RenderingEngine::getDisplayDensity() / 2;
#else
const float s = m_gui_scale;
#endif
setTabStop(true);
setTabOrder(-1);
updateAbsolutePosition();
+#ifdef HAVE_TOUCHSCREENGUI
+ float density = 1; // dp scaling is applied by the skin
+#else
float density = RenderingEngine::getDisplayDensity();
-#ifdef __ANDROID__
- density = 1; // dp scaling is applied by the skin
#endif
core::rect<s32> relative_rect = m_scrollbar->getRelativePosition();
s32 width = (relative_rect.getWidth() / (2.0 / 3.0)) * density *
#ifdef HAVE_TOUCHSCREENGUI
#include "touchscreengui.h"
+#include "client/renderingengine.h"
#endif
// clang-format off
m_remap_dbl_click(remap_dbl_click)
{
m_gui_scale = g_settings->getFloat("gui_scaling");
-#ifdef __ANDROID__
- float d = porting::getDisplayDensity();
+#ifdef HAVE_TOUCHSCREENGUI
+ float d = RenderingEngine::getDisplayDensity();
m_gui_scale *= 1.1 - 0.3 * d + 0.2 * d * d;
#endif
setVisible(true);
return false;
}
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
bool GUIModalMenu::simulateMouseEvent(
gui::IGUIElement *target, ETOUCH_INPUT_EVENT touch_event)
void GUIModalMenu::enter(gui::IGUIElement *hovered)
{
+ if (!hovered)
+ return;
sanity_check(!m_hovered);
m_hovered.grab(hovered);
SEvent gui_event{};
return retval;
}
}
+#endif
+#ifdef HAVE_TOUCHSCREENGUI
if (event.EventType == EET_TOUCH_INPUT_EVENT) {
irr_ptr<GUIModalMenu> holder;
holder.grab(this); // keep this alive until return (it might be dropped downstream [?])
v2u32 m_screensize_old;
float m_gui_scale;
#ifdef __ANDROID__
- v2s32 m_down_pos;
std::string m_jni_field_name;
#endif
#ifdef HAVE_TOUCHSCREENGUI
+ v2s32 m_down_pos;
bool m_touchscreen_visible = true;
#endif
// wants to launch other menus
bool m_allow_focus_removal = false;
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
irr_ptr<gui::IGUIElement> m_hovered;
bool simulateMouseEvent(gui::IGUIElement *target, ETOUCH_INPUT_EVENT touch_event);
#include "util/numeric.h"
#include "porting.h"
#include "client/guiscalingfilter.h"
+#include "client/renderingengine.h"
#include <iostream>
#include <algorithm>
m_joystick_triggers_aux1 = g_settings->getBool("virtual_joystick_triggers_aux1");
m_screensize = m_device->getVideoDriver()->getScreenSize();
button_size = MYMIN(m_screensize.Y / 4.5f,
- porting::getDisplayDensity() *
+ RenderingEngine::getDisplayDensity() *
g_settings->getFloat("hud_scaling") * 65.0f);
}
if (button != after_last_element_id) {
// handle button events
handleButtonEvent(button, evt_id, false);
- } else if (evt_id == m_move_id) {
+ } else if (m_has_move_id && evt_id == m_move_id) {
// handle the point used for moving view
- m_move_id = -1;
+ m_has_move_id = false;
// if this pointer issued a mouse event issue symmetric release here
if (m_move_sent_as_mouse_event) {
}
// handle joystick
- else if (evt_id == m_joystick_id) {
- m_joystick_id = -1;
+ else if (m_has_joystick_id && evt_id == m_joystick_id) {
+ m_has_joystick_id = false;
// reset joystick
for (unsigned int i = 0; i < 4; i++)
if ((m_fixed_joystick && dxj * dxj + dyj * dyj <= button_size * button_size * 1.5 * 1.5) ||
(!m_fixed_joystick && event.TouchInput.X < m_screensize.X / 3.0f)) {
// If we don't already have a starting point for joystick make this the one.
- if (m_joystick_id == -1) {
+ if (!m_has_joystick_id) {
+ m_has_joystick_id = true;
m_joystick_id = event.TouchInput.ID;
m_joystick_has_really_moved = false;
}
} else {
// If we don't already have a moving point make this the moving one.
- if (m_move_id == -1) {
+ if (!m_has_move_id) {
+ m_has_move_id = true;
m_move_id = event.TouchInput.ID;
m_move_has_really_moved = false;
m_move_downtime = porting::getTimeMs();
v2s32(event.TouchInput.X, event.TouchInput.Y))
return;
- if (m_move_id != -1) {
+ if (m_has_move_id) {
if ((event.TouchInput.ID == m_move_id) &&
(!m_move_sent_as_mouse_event)) {
}
}
- if (m_joystick_id != -1 && event.TouchInput.ID == m_joystick_id) {
+ if (m_has_joystick_id && event.TouchInput.ID == m_joystick_id) {
s32 X = event.TouchInput.X;
s32 Y = event.TouchInput.Y;
}
}
- if (m_move_id == -1 && m_joystick_id == -1)
+ if (!m_has_move_id && !m_has_joystick_id)
handleChangedButton(event);
}
}
button.repeatcounter += dtime;
// in case we're moving around digging does not happen
- if (m_move_id != -1)
+ if (m_has_move_id)
m_move_has_really_moved = true;
if (button.repeatcounter < button.repeatdelay)
}
// if a new placed pointer isn't moved for some time start digging
- if ((m_move_id != -1) &&
+ if (m_has_move_id &&
(!m_move_has_really_moved) &&
(!m_move_sent_as_mouse_event)) {
*/
line3d<f32> m_shootline;
- int m_move_id = -1;
+ bool m_has_move_id = false;
+ size_t m_move_id;
bool m_move_has_really_moved = false;
u64 m_move_downtime = 0;
bool m_move_sent_as_mouse_event = false;
v2s32 m_move_downlocation = v2s32(-10000, -10000);
- int m_joystick_id = -1;
+ bool m_has_joystick_id = false;
+ size_t m_joystick_id;
bool m_joystick_has_really_moved = false;
bool m_fixed_joystick = false;
bool m_joystick_triggers_aux1 = false;