Detect touchscreen and tweak some behaviors

pull/84/head
Noah 2022-09-24 17:45:54 -07:00
parent 6631d8d11c
commit 546b5705db
8 changed files with 71 additions and 24 deletions

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@ -1,6 +1,7 @@
# Building Doodle
* [Quickstart](#quickstart-with-bootstrap-py)
* [Automated Release Scripts](#automated-release-scripts)
* [Quickstart with bootstrap.py](#quickstart-with-bootstrap-py)
* [Detailed Instructions](#detailed-instructions)
* [Linux](#linux)
* [Flatpak for Linux](#flatpak-for-linux)
@ -72,12 +73,10 @@ For building the app the hard way, and in-depth instructions, read
this section. You'll need the following git repositories:
* `git.kirsle.net/SketchyMaze/doodle` - the game engine.
* `git.kirsle.net/apps/SketchyMaze/masters` - where built-in level files are kept,
as well as master GIMP drawings for sprites and such but only the levels
are necessary to build the app properly. Tho even then the app would
work fine with no levels built in!
* `git.kirsle.net/apps/SketchyMaze/vendor` - vendored libraries for Windows (SDL2.dll etc.)
* `git.kirsle.net/apps/SketchyMaze/rtp` - runtime package (sounds and music mostly)
* `git.kirsle.net/SketchyMaze/assets` - where built-in level files are kept (optional)
* `git.kirsle.net/SketchyMaze/vendor` - vendored libraries for Windows (SDL2.dll etc.)
* `git.kirsle.net/SketchyMaze/rtp` - runtime package (sounds and music mostly)
* `git.kirsle.net/SketchyMaze/doodads` - sources to compile the built-in doodads.
The [docker](https://git.kirsle.net/SketchyMaze/docker) repo will
be more up-to-date than the instructions below, as that repo actually has
@ -85,16 +84,17 @@ runnable code in the Dockerfile!
```bash
# Clone all the repos down to your project folder
git clone git@git.kirsle.net:apps/SketchyMaze/rtp rtp
git clone git@git.kirsle.net:apps/SketchyMaze/vendor vendor
git clone git@git.kirsle.net:apps/SketchyMaze/masters masters
git clone git@git.kirsle.net:apps/doodle doodle
git clone https://git.kirsle.net/SketchyMaze/rtp rtp
git clone https://git.kirsle.net/SketchyMaze/vendor vendor
git clone https://git.kirsle.net/SketchyMaze/masters masters
git clone https://git.kirsle.net/SketchyMaze/doodle doodle
git clone https://git.kirsle.net/SketchyMaze/doodads doodle/deps/doodads
# Enter doodle/ project
cd doodle/
# Copy fonts and levels in
cp ../masters/levels assets/levels
cp ../assets/levelpacks assets/levelpacks
cp ../vendor/fonts assets/fonts
mkdir rtp && cp -r ../rtp/* rtp/
@ -121,13 +121,27 @@ make mingw
make release
```
The `make setup` command tries to do the above.
`make build` produces a local binary in the bin/ folder and `make dist`
will build an app for distribution in the dist/ folder.
Levels should be copied in from the doodle-masters repo into the
assets/levels/ folder before building the game.
The bootstrap.py script does all of the above up to `make dist` so if you need
fully release the game by hand (e.g. on a macOS host) you can basically get away
with:
1. Clone the doodle repo and cd into it
2. Run `bootstrap.py` to fully set up your OS with dependencies and build a
release quality version of the game with all latest assets (the script finishes
with a `make dist`).
3. Run `make release` to package the dist/ artifact into platform specific
release artifacts (.rpm/.deb/.tar.gz bundles for Linux, .zip for Windows,
.dmg if running on macOS) which output into the dist/release/ folder.
Before step 3 you may want to download the latest Guidebook to bundle with
the game (optional). Grab and extract the tarball and run `make dist && make release`:
```bash
wget -O - https://download.sketchymaze.com/guidebook.tar.gz | tar -xzvf -
```
## Fonts
@ -195,7 +209,7 @@ brew install golang sdl2 sdl2_ttf sdl2_mixer pkg-config
## Flatpak for Linux
The repo for this is at <https://code.sketchymaze.com/game/flatpak>.
The repo for this is at <https://git.kirsle.net/SketchyMaze/flatpak>.
## Windows Cross-Compile from Linux

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@ -20,6 +20,7 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
"git.kirsle.net/SketchyMaze/doodle/pkg/license"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/sound"
"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
@ -199,9 +200,10 @@ func main() {
game := doodle.New(c.Bool("debug"), engine)
game.SetupEngine()
// Hide the mouse cursor over the window, we draw our own
// sprite image for it.
engine.ShowCursor(false)
// Hide the mouse cursor over the window, we draw our own sprite image for it.
if !native.HasTouchscreen(engine) {
engine.ShowCursor(false)
}
// Set the app window icon.
if engine, ok := game.Engine.(*sdl.Renderer); ok {
@ -235,6 +237,10 @@ func main() {
// Initialize the developer shell chatbot easter egg.
chatbot.Setup()
// Log some basic environment details.
w, h := engine.WindowSize()
log.Info("Has touchscreen? %+v Window size: %dx%d", native.HasTouchscreen(engine), w, h)
game.Run()
return nil
}

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@ -9,7 +9,7 @@ import (
const (
AppName = "Sketchy Maze"
Summary = "A drawing-based maze game"
Version = "0.13.0"
Version = "0.13.1"
Website = "https://www.sketchymaze.com"
Copyright = "2022 Noah Petherbridge"
Byline = "a game by Noah Petherbridge."

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@ -4,6 +4,7 @@ package cursor
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
"git.kirsle.net/go/render"
@ -22,8 +23,12 @@ var Current *Cursor
// NoCursor hides the cursor entirely.
var NoCursor = &Cursor{}
// Draw the cursor on screen.
// Draw the cursor on screen. NOTE: Does not draw on touchscreen devices.
func Draw(e render.Engine) {
if native.HasTouchscreen(e) {
return
}
if Current == nil {
Current = NewPointer(e)
}

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@ -89,7 +89,7 @@ func (c *Chunker) MigrateZipfile(zf *zip.Writer) error {
}
}
} else {
log.Warn("Chunker.MigrateZipfile: the drawing did not give me a zipfile!")
log.Debug("Chunker.MigrateZipfile: the drawing did not give me a zipfile!")
}
if len(c.Chunks) == 0 {

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@ -1,3 +1,4 @@
//go:build !js
// +build !js
package native
@ -14,6 +15,14 @@ import (
// Native render engine functions (SDL2 edition),
// not for JavaScript/WASM yet.
// HasTouchscreen checks if the device has at least one SDL_GetNumTouchDevices.
func HasTouchscreen(e render.Engine) bool {
if _, ok := e.(*sdl.Renderer); ok {
return sdl2.GetNumTouchDevices() > 0
}
return false
}
/*
TextToImage takes an SDL2_TTF texture and makes it into a Go image.

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@ -8,6 +8,10 @@ import (
"git.kirsle.net/go/render"
)
func HasTouchscreen(e render.Engine) bool {
return false
}
func TextToImage(e render.Engine, text render.Text) (image.Image, error) {
return nil, errors.New("not supported on WASM")
}

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@ -18,6 +18,8 @@ import (
"path/filepath"
"time"
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
"git.kirsle.net/go/render"
)
@ -53,7 +55,14 @@ var Current = Defaults()
// Defaults returns sensible default user settings.
func Defaults() *Settings {
return &Settings{}
settings := &Settings{}
// If not a touchscreen device, disable touchscreen hints as default.
if !native.HasTouchscreen(shmem.CurrentRenderEngine) {
settings.HideTouchHints = true
}
return settings
}
// Filepath returns the path to the settings file.