TouchScreenMode Fix
Made some fixes to touchscreen control detection: * TouchScreenMode is activated on the first SDL2 FingerDown * TouchScreenMode deactivates after the last finger is removed, and a mouse event happens at least 5 ticks later.
This commit is contained in:
parent
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commit
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@ -19,7 +19,6 @@ import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/chatbot"
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"git.kirsle.net/SketchyMaze/doodle/pkg/chatbot"
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"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
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"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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"git.kirsle.net/SketchyMaze/doodle/pkg/plus/bootstrap"
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"git.kirsle.net/SketchyMaze/doodle/pkg/plus/bootstrap"
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"git.kirsle.net/SketchyMaze/doodle/pkg/plus/dpp"
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"git.kirsle.net/SketchyMaze/doodle/pkg/plus/dpp"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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@ -251,7 +250,7 @@ func main() {
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// Log some basic environment details.
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// Log some basic environment details.
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w, h := engine.WindowSize()
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w, h := engine.WindowSize()
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log.Info("Has touchscreen? %+v Window size: %dx%d", native.HasTouchscreen(engine), w, h)
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log.Info("Window size: %dx%d", w, h)
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game.Run()
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game.Run()
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return nil
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return nil
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@ -25,7 +25,7 @@ var NoCursor = &Cursor{}
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// Draw the cursor on screen. NOTE: Does not draw on touchscreen devices.
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// Draw the cursor on screen. NOTE: Does not draw on touchscreen devices.
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func Draw(e render.Engine) {
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func Draw(e render.Engine) {
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if native.IsTouchScreenMode {
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if native.IsTouchScreenMode() {
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return
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return
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}
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}
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@ -141,25 +141,14 @@ func (d *Doodle) Run() error {
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}
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}
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d.event = ev
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d.event = ev
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// If they have touched a touch screen, set the touchscreen mode boolean. This
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// will hide the mouse cursor until they let up off the screen.
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if !native.IsTouchScreenMode {
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if ev.IsFingerDown {
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log.Debug("TouchScreenMode ON!")
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native.IsTouchScreenMode = true
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}
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} else {
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if !ev.IsFingerDown {
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log.Debug("TouchScreenMode OFF")
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native.IsTouchScreenMode = false
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}
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}
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// Always have an accurate idea of the window size.
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// Always have an accurate idea of the window size.
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if ev.WindowResized {
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if ev.WindowResized {
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d.width, d.height = d.Engine.WindowSize()
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d.width, d.height = d.Engine.WindowSize()
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}
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}
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// Update touch screen control (mainly whether to show the mouse cursor).
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native.UpdateTouchScreenMode(ev)
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// Let the gamepad controller check for events, if it's in MouseMode
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// Let the gamepad controller check for events, if it's in MouseMode
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// it will fake the mouse cursor.
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// it will fake the mouse cursor.
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gamepad.Loop(ev)
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gamepad.Loop(ev)
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@ -19,17 +19,6 @@ import (
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// Native render engine functions (SDL2 edition),
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// Native render engine functions (SDL2 edition),
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// not for JavaScript/WASM yet.
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// not for JavaScript/WASM yet.
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// HasTouchscreen checks if the device has at least one SDL_GetNumTouchDevices.
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//
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// Note: SDL2 GetNumTouchDevices will sometimes return 0 until a touch device is actually touched. On Macbooks,
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// the trackpad counts as a touch device and on first touch, HasTouchscreen may begin returning true.
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func HasTouchscreen(e render.Engine) bool {
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if _, ok := e.(*sdl.Renderer); ok {
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return sdl2.GetNumTouchDevices() > 0
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}
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return false
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}
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// CopyToClipboard puts some text on your clipboard.
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// CopyToClipboard puts some text on your clipboard.
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func CopyToClipboard(text string) error {
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func CopyToClipboard(text string) error {
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if _, ok := shmem.CurrentRenderEngine.(*sdl.Renderer); ok {
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if _, ok := shmem.CurrentRenderEngine.(*sdl.Renderer); ok {
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@ -10,10 +10,6 @@ import (
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render"
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)
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)
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func HasTouchscreen(e render.Engine) bool {
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return false
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}
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func TextToImage(e render.Engine, text render.Text) (image.Image, error) {
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func TextToImage(e render.Engine, text render.Text) (image.Image, error) {
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return nil, errors.New("not supported on WASM")
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return nil, errors.New("not supported on WASM")
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}
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}
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@ -1,12 +1,60 @@
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package native
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package native
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import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/go/render/event"
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)
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// Common code to handle basic touch screen detection.
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// Common code to handle basic touch screen detection.
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/*
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var (
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IsTouchScreenMode is set to true when the user has touched the screen, and false when the mouse is moved.
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isTouchScreenMode bool
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lastFingerDownTick uint64
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)
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This informs the game's control scheme: if the user has a touch screen and they've touched it,
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// IsTouchScreenMode is activated when the user has touched the screen, and false when the mouse is moved.
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the custom mouse cursor is hidden (as it becomes distracting) and if they then move a real mouse
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func IsTouchScreenMode() bool {
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over the window, the custom cursor appears again and we assume non-touchscreen mode once more.
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return isTouchScreenMode
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}
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/*
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UpdateTouchScreenMode evaluates whether the primary game input is a touch screen rather than a mouse cursor.
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The game always hides the OS cursor (if it exists) and may draw its own custom mouse cursor.
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On a touch screen device (such as a mobile), the custom mouse cursor should not be drawn, either, as
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it would jump around to wherever the user last touched and be distracting.
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TouchScreenMode is activated when a touch event has been triggered (at least one finger was down).
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TouchScreenMode deactivates and shows the mouse cursor when no finger is held down, and then a mouse
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event has occurred. So if the user has a touch screen laptop, wiggling the actual mouse input will
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bring the cursor back.
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*/
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*/
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var IsTouchScreenMode bool
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func UpdateTouchScreenMode(ev *event.State) {
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// If a finger is presently down, record the current tick.
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if ev.IsFingerDown {
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lastFingerDownTick = shmem.Tick
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}
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if !isTouchScreenMode {
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// We are NOT in touch screen mode. Touching the screen will change this.
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if ev.IsFingerDown {
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log.Info("TouchScreenMode ON")
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isTouchScreenMode = true
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}
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} else {
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// We ARE in touch screen mode. Wait for all fingers to be lifted.
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if !ev.IsFingerDown {
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// If we have registered a mouse event a few ticks after the finger was
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// removed, it is a real mouse cursor and we exit touch screen mode.
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if ev.IsMouseEvent && shmem.Tick-lastFingerDownTick > 5 {
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log.Info("TouchScreenMode OFF")
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isTouchScreenMode = false
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}
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}
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}
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}
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@ -5,6 +5,7 @@ import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/render/event"
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@ -119,7 +120,9 @@ func (s *PlayScene) LoopTouchable(ev *event.State) {
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// DrawTouchable draws any UI elements if needed for the touch UI.
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// DrawTouchable draws any UI elements if needed for the touch UI.
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func (s *PlayScene) DrawTouchable() {
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func (s *PlayScene) DrawTouchable() {
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if usercfg.Current.HideTouchHints {
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// If we are not in touch mode (user has not touched their screen at all), don't
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// show the hints - mouse & keyboard mode. And user opt-out setting.
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if !native.IsTouchScreenMode() || usercfg.Current.HideTouchHints {
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return
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return
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}
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}
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@ -18,8 +18,6 @@ import (
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"path/filepath"
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"path/filepath"
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"time"
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
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"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render"
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)
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)
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@ -57,12 +55,6 @@ var Current = Defaults()
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// Defaults returns sensible default user settings.
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// Defaults returns sensible default user settings.
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func Defaults() *Settings {
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func Defaults() *Settings {
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settings := &Settings{}
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settings := &Settings{}
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// If not a touchscreen device, disable touchscreen hints as default.
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if !native.HasTouchscreen(shmem.CurrentRenderEngine) {
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settings.HideTouchHints = true
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}
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return settings
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return settings
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}
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}
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