Example #1
0
        }   // end of Update()

        private void UpdateTouch()
        {
            Camera    camera    = Boku.InGame.inGame.shared.camera;
            TouchEdit touchEdit = Boku.InGame.inGame.TouchEdit;

            TouchEdit.TouchHitInfo hitInfo = TouchEdit.HitInfo;

            // Don't update touchOver if the menus are active.  This way the focus state will be preserved.
            if (!MenusActive && !SliderActive)
            {
                //handle color palette interactions
                if (touchOver.Over && touchOver.Path != null)
                {
                    //set target color
                    focusColorIndex = ColorPalette.GetIndexFromColor(touchOver.Path.Color);
                    Boku.InGame.ColorPalette.Active = true;

                    //check for touch on a new color
                    Classification.Colors touchColor = Boku.InGame.ColorPalette.GetColorFromTouch();
                    if ((touchColor != Classification.Colors.None) && (touchOver.Path.Color != touchColor))
                    {
                        touchOver.Path.Color = touchColor;
                        focusColorIndex      = ColorPalette.GetIndexFromColor(touchColor);
                        Foley.PlayColorChange();
                        Boku.InGame.IsLevelDirty = true;
                    }

                    // For the duration of the color palette handling touch, all touch inputs are deferred.
                    if (Boku.InGame.ColorPalette.HandlingTouch)
                    {
                        return;
                    }
                }
                else
                {
                    //no path selected, hide the palette
                    Boku.InGame.ColorPalette.Active = false;
                }

                //clear selections if menu options change
                if (TouchInput.WasTouched && !Boku.InGame.inGame.TouchEdit.HasNonUITouch())
                {
                    touchOver.Clear();
                }

                //adding/adjusting flags may change with update - but we don't want to allow a new path if we entered the update in
                //one of these modes
                bool allowNewPath = !touchOver.Adding && !touchOver.Adjusting;

                touchOver.Update(inGame, camera);

                // If the user presses the left button while not over anything
                // start adding a plain path.
                if (allowNewPath &&
                    !touchOver.Adding && !touchOver.Adjusting &&
                    TouchGestureManager.Get().TapGesture.WasRecognized&&
                    Boku.InGame.inGame.touchEditUpdateObj.ToolBar.IsButtonActionToggledOn(ToolBar.TouchControls.BrushActionIDs.baNode) &&
                    Boku.InGame.inGame.TouchEdit.HasNonUITouch())
                {
                    Road.GenIndex = 0;
                    touchOver.NewPath(hitInfo.TerrainPosition, focusColorIndex);
                }
            }

            //We stop adding in touch mode when the add node button is toggled off
            if (touchOver.Adding && !Boku.InGame.inGame.touchEditUpdateObj.ToolBar.IsButtonActionToggledOn(ToolBar.TouchControls.BrushActionIDs.baNode))
            {
                touchOver.StopAdding();
            }

            // Check to see if any of the menus need activating.
            if (TouchGestureManager.Get().TouchHoldGesture.WasRecognized&& Boku.InGame.inGame.TouchEdit.HasNonUITouch())
            {
                // The menus may change depending on whether or not the full path is selected.
                SetUpMenus();

                if (touchOver.Over)
                {
                    if (touchOver.node != null)
                    {
                        nodeMenu.Activate(TouchInput.GetOldestTouch().position);
                    }
                    if (touchOver.edge != null)
                    {
                        edgeMenu.Activate(TouchInput.GetOldestTouch().position);
                    }
                }
                else
                {
                    groundMenu.Activate(TouchInput.GetOldestTouch().position);
                    menuPosition = hitInfo.TerrainPosition;
                }
            }

            if (TouchGestureManager.Get().RotateGesture.IsValidated ||
                TouchGestureManager.Get().PinchGesture.IsValidated ||
                TouchGestureManager.Get().DoubleDragGesture.IsValidated)
            {
                //turn off menu if rotating, pinching or double dragging (i.e. terrain manipulation)
                groundMenu.Deactivate();
                nodeMenu.Deactivate();
                edgeMenu.Deactivate();
            }

            groundMenu.Update();
            nodeMenu.Update();
            edgeMenu.Update();

            // Change edge direction?
            if (touchOver.Over && touchOver.Path != null && touchOver.edge != null)
            {
                //direction change via double tap
                if (TouchGestureManager.Get().DoubleTapGesture.WasRecognized)
                {
                    if (touchOver.ActOnPath)
                    {
                        touchOver.Path.IncDir();
                    }
                    else
                    {
                        touchOver.edge.IncDir();
                    }
                }
            }

            //
            // Set up correct HelpOverlay
            //
            if (touchOver.Over)
            {
                if (touchOver.ActOnPath)
                {
                    HelpOverlay.ReplaceTop("MouseEditPathsFocusPath");
                }
                else if (touchOver.node != null)
                {
                    HelpOverlay.ReplaceTop("MouseEditPathsFocusNode");
                }
                else if (touchOver.edge != null)
                {
                    HelpOverlay.ReplaceTop("MouseEditPathsFocusEdge");
                }
            }
        }
Example #2
0
        private void HandleTouchInput(Camera uicamera)
        {
            //TODO: this method is now extremely unwieldly - now that we have the basics down, refactor and consolidate the various checks
            if (GamePadInput.ActiveMode != GamePadInput.InputMode.Touch)
            {
                return;
            }

            // If the mouse took over from the touch, it should clear any
            // highlights the touch had going.
            Boku.InGame.inGame.MouseEdit.Clear();

            Camera    camera    = Boku.InGame.inGame.shared.camera;
            TouchEdit touchEdit = Boku.InGame.inGame.TouchEdit;

            TouchEdit.TouchHitInfo hitInfo = null;

            //keep track of previous focus actor for comparisons this frame
            GameActor previousFocusActor = FocusActor;

            hitInfo = TouchEdit.HitInfo;

            //Check for color pallet hits
            if (Boku.InGame.ColorPalette.Active && (FocusActor != null) && !actorMenu.Active && !noActorMenu.Active)
            {
                Classification.Colors touchColor = Boku.InGame.ColorPalette.GetColorFromTouch();
                if ((touchColor != Classification.Colors.None) && (FocusActor.ClassColor != touchColor))
                {
                    FocusActor.ClassColor = touchColor;
                    focusColorIndex       = ColorPalette.GetIndexFromColor(touchColor);
                    Foley.PlayColorChange();
                    Boku.InGame.IsLevelDirty = true;
                }
                // For the duration of the color palette handling touch, all touch inputs are deferred.
                if (Boku.InGame.ColorPalette.HandlingTouch)
                {
                    return;
                }
            }

            bool hasNonUITouch = touchEdit.HasNonUITouch();
            bool hasValidTap   = TouchGestureManager.Get().TapGesture.WasValidEditObjectTap;

            touchEdit.DoObject(camera);

            //check for tap to adjust hit actor
            if (hasValidTap ||
                TouchGestureManager.Get().DoubleTapGesture.WasRecognized ||
                TouchGestureManager.Get().TouchHoldGesture.WasRecognized ||
                TouchGestureManager.Get().TouchHoldGesture.SlightHoldMade ||
                (TouchGestureManager.Get().DragGesture.IsDragging&& TouchInput.InitialActorHit != null))
            {
                if (hasNonUITouch && TouchGestureManager.Get().DragGesture.IsDragging&& TouchInput.InitialActorHit != null)
                {
                    FocusActor      = TouchInput.InitialActorHit;
                    focusColorIndex = ColorPalette.GetIndexFromColor(FocusActor.Classification.Color);
                    Boku.InGame.ColorPalette.Active = true;
                }
                else if (hasNonUITouch && hitInfo.HaveActor)
                {
                    FocusActor      = hitInfo.ActorHit;
                    focusColorIndex = ColorPalette.GetIndexFromColor(FocusActor.Classification.Color);
                    Boku.InGame.ColorPalette.Active = true;
                }
                else
                {
                    FocusActor = null;
                    Boku.InGame.ColorPalette.Active = false;
                }
            }

            //check for double tap on terrain to bring up add actor
            if (hasNonUITouch &&
                TouchGestureManager.Get().DoubleTapGesture.WasRecognized&&
                FocusActor == null &&
                !MenusActive && !SliderActive && inGame.editObjectUpdateObj.newItemSelectorShim.State != UIShim.States.Active)
            {
                // No actor in focus so activate AddItem menu.
                Vector2 position = new Vector2(hitInfo.TerrainPosition.X, hitInfo.TerrainPosition.Y);
                inGame.editObjectUpdateObj.ActivateNewItemSelector(position, true);
            }

            //handle dragging an actor
            if (TouchGestureManager.Get().DragGesture.IsDragging&& TouchInput.InitialActorHit != null && FocusActor != null)
            {
                //clear out menu if up
                actorMenu.Deactivate();
                noActorMenu.Deactivate();

                //select the focus actor when we start dragging
                if (selectedActor == null)
                {
                    // Start draggin if over actor.
                    selectedActor = FocusActor;
                    actorOffset   = selectedActor.Movement.Position - hitInfo.TerrainPosition;
                }

                Vector3 position = hitInfo.TerrainPosition + actorOffset;
                selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);

                // Try and keep the bot directly under the mouse cursor while still being at the correct height.
                // A possible alternative would be to use the cursor's 2d position for the bot and just have the
                // bot float at the appropriate height over the cursor.  This would allow more exact placement of
                // bots over terrain but it would mean a visual disconnect between where the cursor is and where
                // the bot is.  There would also be a jump when the bot is first clicked on since the terrain
                // position of the cursor is most likely further back than the bot's current position.
                if (hitInfo.VerticalOffset == 0.0f)
                {
                    Vector3 terrainToCameraDir = hitInfo.TerrainPosition - camera.From;
                    terrainToCameraDir.Normalize();
                    position = hitInfo.TerrainPosition + terrainToCameraDir * (selectedActor.EditHeight / terrainToCameraDir.Z);
                    selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);
                }

                // If the actor is supposed to stay above water, try to enforce that.
                // This can have some strange visual effects since it forces the actor to
                // float above where the mouse cursor is but the alternative is to have
                // actor get dragged under water.
                if (selectedActor.StayAboveWater)
                {
                    float waterAlt = Terrain.GetWaterBase(position);
                    if (waterAlt != 0)
                    {
                        position.Z = waterAlt + selectedActor.EditHeight;
                        selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);
                    }
                }

                Boku.InGame.IsLevelDirty = true;
            }
            else
            {
                selectedActor = null;


                //rules for context menus:
                // tap + hold -> always bring up menu (terrain or actor accordingly)
                // double tap -> bring up menu if over an actor (actor only)
                // single tap -> bring up menu if over an actor that was already selected (actor only)
                if (hasNonUITouch &&
                    (TouchGestureManager.Get().TouchHoldGesture.WasRecognized ||
                     (FocusActor != null && TouchGestureManager.Get().DoubleTapGesture.WasRecognized) ||
                     (FocusActor != null && hasValidTap && FocusActor == previousFocusActor)))
                {
                    menuActor          = FocusActor;
                    menuCursorPosition = hitInfo.TerrainPosition;

                    // We need to do this repeatedly since the Paste option will
                    // change depending on what's in the cut/paste buffer.
                    SetUpMenus();

                    if (FocusActor == null)
                    {
                        actorMenu.Deactivate();
                        noActorMenu.Activate(TouchInput.GetOldestTouch().position);
                    }
                    else
                    {
                        noActorMenu.Deactivate();
                        actorMenu.Activate(TouchInput.GetOldestTouch().position);
                        // Turn off any thought balloons so they don't clutter the menu.
                        ThoughtBalloonManager.RemoveThoughts(FocusActor);
                    }
                }

                // Handle two finger actions. Only enabled when not dragging.
                if (hasNonUITouch && TouchInput.TouchCount == 2 && selectedActor == null)
                {
                    PinchGestureRecognizer pinchGesture = TouchGestureManager.Get().GetActiveGesture(TouchGestureType.Pinch, TouchGestureType.Rotate) as PinchGestureRecognizer;
                    if (pinchGesture != null && pinchGesture.IsPinching)
                    {
                        //Debug.WriteLine("Pinching... Scale: "+ pinchGesture.Scale );
                        DoScaleActor(pinchGesture.DeltaScale, FocusActor);
                    }

                    RotationGestureRecognizer rotationGesture = TouchGestureManager.Get().GetActiveGesture(TouchGestureType.Rotate, TouchGestureType.Pinch) as RotationGestureRecognizer;
                    if (null != rotationGesture && rotationGesture.IsRotating)
                    {
                        DoRotateActor(rotationGesture.RotationDelta, FocusActor);
                    }
                }
            }

            if (TouchGestureManager.Get().RotateGesture.IsValidated ||
                TouchGestureManager.Get().PinchGesture.IsValidated ||
                TouchGestureManager.Get().DoubleDragGesture.IsValidated)
            {
                //turn off menu if rotating, pinching or double dragging (i.e. terrain manipulation)
                actorMenu.Deactivate();
                noActorMenu.Deactivate();
            }

            noActorMenu.Update();
            actorMenu.Update();

            // Support for changing tree types via up/down arrow keys.
            if (FocusActor != null && FocusActor.Classification.name == "tree")
            {
                inGame.editObjectUpdateObj.MakeTreeChange(FocusActor);
            }

            //
            // Figure out help overlay mode.
            //
            if (inGame.editObjectUpdateObj.newItemSelectorShim.State == UIShim.States.Active)
            {
                // The pie menu is active.
                HelpOverlay.ReplaceTop("MouseEditAddItemMenu");
            }
            else if (hitInfo != null && hitInfo.HaveActor)
            {
                // We have an actor in focus.
                if (FocusActor != null && FocusActor.Classification.name == "tree")
                {
                    HelpOverlay.ReplaceTop("MouseEditEditObjectFocusTree");
                }
                else
                {
                    HelpOverlay.ReplaceTop("MouseEditEditObjectFocus");
                }
            }
        }