Touch Support in Minesweeper
How would we add support for touch screens, allowing both flag placement and cell clearing with touch gestures?
Adding touch screen support to our Minesweeper game is an excellent way to make it more accessible on mobile devices and tablets.
We'll need to modify our existing code to interpret touch gestures for both clearing cells and placing flags. Let's explore how we can implement this feature.
Touch Gestures
For our touch-enabled Minesweeper, we'll use the following gestures:
- Single tap: Clear a cell (equivalent to left-click)
- Long press: Place/remove a flag (equivalent to right-click)
Implementation
We'll need to modify our MinesweeperCell
class to handle touch events. SDL2 provides touch event handling through its event system. Here's how we might implement this:
#include <SDL2/SDL.h>
#include <iostream>
class MinesweeperCell : public Engine::Button {
public:
MinesweeperCell(int x, int y, int w, int h)
: Button{ x, y, w, h }
, longPressStartTime{ 0 } {}
void HandleEvent(
const SDL_Event& e) override {
switch (e.type) {
case SDL_FINGERDOWN:
HandleFingerDown(e.tfinger);
break;
case SDL_FINGERUP:
HandleFingerUp(e.tfinger);
break;
default:
Button::HandleEvent(e);
break;
}
}
private:
Uint32 longPressStartTime;
static constexpr Uint32 LONG_PRESS_DURATION =
500; // 500ms
void HandleFingerDown(
const SDL_TouchFingerEvent& e) {
if (IsPointInside(e.x * SCREEN_WIDTH,
e.y * SCREEN_HEIGHT)) {
longPressStartTime = SDL_GetTicks();
}
}
void HandleFingerUp(
const SDL_TouchFingerEvent& e) {
if (IsPointInside(e.x * SCREEN_WIDTH,
e.y * SCREEN_HEIGHT)) {
Uint32 pressDuration =
SDL_GetTicks() - longPressStartTime;
if (pressDuration
>= LONG_PRESS_DURATION) {
HandleLongPress();
} else { HandleTap(); }
}
longPressStartTime = 0;
}
void HandleTap() {
std::cout << "Cell tapped (clear cell)\n";
ClearCell();
}
void HandleLongPress() {
std::cout
<< "Cell long-pressed (toggle flag)\n";
ToggleFlag();
}
void ClearCell() {
// Existing cell clearing logic
}
void ToggleFlag() {
// Existing flag toggling logic
}
bool IsPointInside(float x, float y) const {
return x >= GetX()
&& x < GetX() + GetWidth() && y >= GetY()
&& y < GetY() + GetHeight();
}
};
int main() {
// SDL initialization code...
MinesweeperCell cell{ 100, 100, 50, 50 };
SDL_Event e;
bool quit = false;
while (!quit) {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) { quit = true; }
cell.HandleEvent(e);
}
// Rendering code...
}
// SDL cleanup code...
return 0;
}
Let's break down the key components of this implementation:
- We've added
SDL_FINGERDOWN
andSDL_FINGERUP
event handling to ourHandleEvent()
method. HandleFingerDown()
records the start time of a touch.HandleFingerUp()
calculates the duration of the touch and determines whether it was a tap or a long press.- We use
SDL_GetTicks()
to measure the duration of a touch. - The
IsPointInside()
method checks if a touch point is within the cell's boundaries. - We've defined
LONG_PRESS_DURATION
as 500ms, but you can adjust this value based on user testing. - The
HandleTap()
andHandleLongPress()
methods can be implemented to clear the cell or toggle the flag, respectively.
Considerations
- Screen Size: Note that touch coordinates are normalized (0.0 to 1.0), so we multiply by
SCREEN_WIDTH
andSCREEN_HEIGHT
to get pixel coordinates. - Multi-touch: This implementation doesn't handle multi-touch scenarios. You might want to add logic to track multiple touches if that's a requirement.
- Accessibility: Consider adding visual or haptic feedback for long presses to help users understand when they've held long enough to place a flag.
- Testing: Thoroughly test on various devices to ensure the touch timings feel natural across different hardware.
By implementing touch support, we make our Minesweeper game more accessible to a wider range of devices and users. This implementation maintains the core gameplay while adapting it to touch interfaces, allowing players to enjoy the game on tablets and smartphones just as they would on desktop computers.
Placing Flags
Implement flag placement and tracking to complete your Minesweeper project.