doodle/pkg/native/touch_screen.go

61 lines
1.9 KiB
Go

package native
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/go/render/event"
)
// Common code to handle basic touch screen detection.
var (
isTouchScreenMode bool
lastFingerDownTick uint64
)
// IsTouchScreenMode is activated when the user has touched the screen, and false when the mouse is moved.
func IsTouchScreenMode() bool {
return isTouchScreenMode
}
/*
UpdateTouchScreenMode evaluates whether the primary game input is a touch screen rather than a mouse cursor.
The game always hides the OS cursor (if it exists) and may draw its own custom mouse cursor.
On a touch screen device (such as a mobile), the custom mouse cursor should not be drawn, either, as
it would jump around to wherever the user last touched and be distracting.
TouchScreenMode is activated when a touch event has been triggered (at least one finger was down).
TouchScreenMode deactivates and shows the mouse cursor when no finger is held down, and then a mouse
event has occurred. So if the user has a touch screen laptop, wiggling the actual mouse input will
bring the cursor back.
*/
func UpdateTouchScreenMode(ev *event.State) {
// If a finger is presently down, record the current tick.
if ev.IsFingerDown {
lastFingerDownTick = shmem.Tick
}
if !isTouchScreenMode {
// We are NOT in touch screen mode. Touching the screen will change this.
if ev.IsFingerDown {
log.Info("TouchScreenMode ON")
isTouchScreenMode = true
}
} else {
// We ARE in touch screen mode. Wait for all fingers to be lifted.
if !ev.IsFingerDown {
// If we have registered a mouse event a few ticks after the finger was
// removed, it is a real mouse cursor and we exit touch screen mode.
if ev.IsMouseEvent && shmem.Tick-lastFingerDownTick > 5 {
log.Info("TouchScreenMode OFF")
isTouchScreenMode = false
}
}
}
}