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.
For our touch-enabled Minesweeper, we'll use the following gestures:
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:
SDL_FINGERDOWN
and SDL_FINGERUP
event handling to our HandleEvent()
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.SDL_GetTicks()
to measure the duration of a touch.IsPointInside()
method checks if a touch point is within the cell's boundaries.LONG_PRESS_DURATION
as 500ms, but you can adjust this value based on user testing.HandleTap()
and HandleLongPress()
methods can be implemented to clear the cell or toggle the flag, respectively.SCREEN_WIDTH
and SCREEN_HEIGHT
to get pixel coordinates.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.
Answers to questions are automatically generated and may not have been reviewed.
Implement flag placement and tracking to complete your Minesweeper project.