#include <ISceneCollisionManager.h>
+// Very slow button repeat frequency (in seconds)
+#define SLOW_BUTTON_REPEAT (1.0f)
+
using namespace irr::core;
extern Settings *g_settings;
for (unsigned int i=0; i < after_last_element_id; i++) {
m_buttons[i].guibutton = 0;
m_buttons[i].repeatcounter = -1;
+ m_buttons[i].repeatdelay = BUTTON_REPEAT_DELAY;
}
m_screensize = m_device->getVideoDriver()->getScreenSize();
}
void TouchScreenGUI::initButton(touch_gui_button_id id, rect<s32> button_rect,
- std::wstring caption, bool immediate_release )
+ std::wstring caption, bool immediate_release, float repeat_delay)
{
button_info* btn = &m_buttons[id];
btn->guibutton = m_guienv->addButton(button_rect, 0, id, caption.c_str());
btn->guibutton->grab();
btn->repeatcounter = -1;
+ btn->repeatdelay = repeat_delay;
btn->keycode = id2keycode(id);
btn->immediate_release = immediate_release;
btn->ids.clear();
rect<s32>(m_screensize.X - (0.75*button_size),
m_screensize.Y - (2.25*button_size),
m_screensize.X, m_screensize.Y - (button_size*1.5)),
- L"fly", true);
+ L"fly", false, SLOW_BUTTON_REPEAT);
/* init noclip button */
initButton(noclip_id,
rect<s32>(m_screensize.X - (0.75*button_size), 2.25*button_size,
m_screensize.X, 3*button_size),
- L"clip", true);
+ L"clip", false, SLOW_BUTTON_REPEAT);
/* init fast button */
initButton(fast_id,
rect<s32>(m_screensize.X - (0.75*button_size), 1.5*button_size,
m_screensize.X, 2.25*button_size),
- L"fast", true);
+ L"fast", false, SLOW_BUTTON_REPEAT);
/* init debug button */
initButton(debug_id,
rect<s32>(m_screensize.X - (0.75*button_size), 0.75*button_size,
m_screensize.X, 1.5*button_size),
- L"dbg", true);
+ L"dbg", false, SLOW_BUTTON_REPEAT);
/* init chat button */
initButton(chat_id,
initButton(camera_id,
rect<s32>(m_screensize.X - (1.5*button_size), 0,
m_screensize.X - (0.75*button_size), 0.75*button_size),
- L"cam", true);
+ L"cam", false, SLOW_BUTTON_REPEAT);
/* init rangeselect button */
initButton(range_id,
rect<s32>(m_screensize.X - (2.25*button_size), 0,
m_screensize.X - (1.5*button_size), 0.75*button_size),
- L"far", true);
+ L"far", false, SLOW_BUTTON_REPEAT);
}
touch_gui_button_id TouchScreenGUI::getButtonID(s32 x, s32 y)
if (m_move_id != -1)
m_move_has_really_moved = true;
- if (btn->repeatcounter < 0.2) continue;
+ if (btn->repeatcounter < btn->repeatdelay) continue;
btn->repeatcounter = 0;
SEvent translated;
#define MIN_DIG_TIME_MS 500
#define MAX_TOUCH_COUNT 64
+#define BUTTON_REPEAT_DELAY 0.2f
extern const char** touchgui_button_imagenames;
struct button_info {
float repeatcounter;
+ float repeatdelay;
irr::EKEY_CODE keycode;
std::vector<int> ids;
IGUIButton* guibutton;
/* initialize a button */
void initButton(touch_gui_button_id id, rect<s32> button_rect,
- std::wstring caption, bool immediate_release );
+ std::wstring caption, bool immediate_release,
+ float repeat_delay = BUTTON_REPEAT_DELAY);
/* load texture */
void loadButtonTexture(button_info* btn, const char* path);