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#include "controls/touch/renderers.h"
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#include "control.h"
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#include "cursor.h"
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#include "diablo.h"
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#include "doom.h"
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#include "engine.h"
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#include "engine/render/cel_render.hpp"
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#include "gendung.h"
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#include "init.h"
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#include "inv.h"
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#include "minitext.h"
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#include "panels/ui_panels.hpp"
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#include "stores.h"
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#include "towners.h"
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#include "utils/sdl_compat.h"
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#include "utils/sdl_wrap.h"
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namespace devilution {
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namespace {
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VirtualGamepadRenderer Renderer(&VirtualGamepadState);
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VirtualGamepadButtonType GetAttackButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_ATTACKDOWN : GAMEPAD_ATTACK;
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}
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VirtualGamepadButtonType GetTalkButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_TALKDOWN : GAMEPAD_TALK;
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}
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VirtualGamepadButtonType GetItemButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_ITEMDOWN : GAMEPAD_ITEM;
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}
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VirtualGamepadButtonType GetObjectButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_OBJECTDOWN : GAMEPAD_OBJECT;
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}
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VirtualGamepadButtonType GetCastButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_CASTSPELLDOWN : GAMEPAD_CASTSPELL;
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}
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VirtualGamepadButtonType GetBackButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_BACKDOWN : GAMEPAD_BACK;
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}
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VirtualGamepadButtonType GetBlankButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_BLANKDOWN : GAMEPAD_BLANK;
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}
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VirtualGamepadButtonType GetPotionButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_POTIONDOWN : GAMEPAD_POTION;
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}
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VirtualGamepadButtonType GetApplyButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_APPLYDOWN : GAMEPAD_APPLY;
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}
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VirtualGamepadButtonType GetEquipButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_EQUIPDOWN : GAMEPAD_EQUIP;
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}
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VirtualGamepadButtonType GetDropButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_DROPDOWN : GAMEPAD_DROP;
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}
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VirtualGamepadButtonType GetStairsButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_STAIRSDOWN : GAMEPAD_STAIRS;
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}
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VirtualGamepadButtonType GetStandButtonType(bool isPressed)
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{
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return isPressed ? GAMEPAD_STANDDOWN : GAMEPAD_STAND;
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}
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void LoadButtonArt(Art *buttonArt, SDL_Renderer *renderer)
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{
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const int Frames = 26;
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buttonArt->surface.reset(LoadPNG("ui_art\\button.png"));
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if (buttonArt->surface == nullptr)
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return;
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buttonArt->logical_width = buttonArt->surface->w;
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buttonArt->frame_height = buttonArt->surface->h / Frames;
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buttonArt->frames = Frames;
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if (renderer != nullptr) {
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buttonArt->texture.reset(SDL_CreateTextureFromSurface(renderer, buttonArt->surface.get()));
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buttonArt->surface = nullptr;
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}
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}
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void LoadPotionArt(Art *potionArt, SDL_Renderer *renderer)
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{
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item_cursor_graphic potionGraphics[] {
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ICURS_POTION_OF_HEALING,
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ICURS_POTION_OF_MANA,
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ICURS_POTION_OF_REJUVENATION,
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ICURS_POTION_OF_FULL_HEALING,
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ICURS_POTION_OF_FULL_MANA,
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ICURS_POTION_OF_FULL_REJUVENATION,
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ICURS_SCROLL_OF
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};
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int potionFrame = CURSOR_FIRSTITEM + ICURS_POTION_OF_HEALING;
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Size potionSize = GetInvItemSize(potionFrame);
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auto surface = SDLWrap::CreateRGBSurfaceWithFormat(
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/*flags=*/0,
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/*width=*/potionSize.width,
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/*height=*/potionSize.height * sizeof(potionGraphics),
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/*depth=*/8,
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SDL_PIXELFORMAT_INDEX8);
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auto palette = SDLWrap::AllocPalette();
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if (SDLC_SetSurfaceAndPaletteColors(surface.get(), palette.get(), orig_palette, 0, 256) < 0)
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ErrSdl();
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Uint32 bgColor = SDL_MapRGB(surface->format, orig_palette[1].r, orig_palette[1].g, orig_palette[1].b);
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if (SDL_FillRect(surface.get(), nullptr, bgColor) < 0)
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ErrSdl();
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if (SDL_SetColorKey(surface.get(), SDL_TRUE, bgColor) < 0)
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ErrSdl();
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Point position { 0, 0 };
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for (item_cursor_graphic graphic : potionGraphics) {
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const int frame = CURSOR_FIRSTITEM + graphic;
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const OwnedCelSprite &potionSprite = GetInvItemSprite(frame);
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position.y += potionSize.height;
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CelClippedDrawTo(Surface(surface.get()), position, potionSprite, frame);
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}
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potionArt->logical_width = potionSize.width;
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potionArt->frame_height = potionSize.height;
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potionArt->frames = sizeof(potionGraphics);
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if (renderer == nullptr) {
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potionArt->surface.reset(SDL_ConvertSurfaceFormat(surface.get(), SDL_PIXELFORMAT_ARGB8888, 0));
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} else {
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potionArt->texture.reset(SDL_CreateTextureFromSurface(renderer, surface.get()));
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potionArt->surface = nullptr;
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}
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}
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bool InteractsWithCharButton(Point point)
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{
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auto &myPlayer = Players[MyPlayerId];
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if (myPlayer._pStatPts == 0)
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return false;
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for (auto attribute : enum_values<CharacterAttribute>()) {
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if (myPlayer.GetBaseAttributeValue(attribute) >= myPlayer.GetMaximumAttributeValue(attribute))
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continue;
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auto buttonId = static_cast<size_t>(attribute);
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Rectangle button = ChrBtnsRect[buttonId];
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button.position = GetPanelPosition(UiPanels::Character, button.position);
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if (button.Contains(point)) {
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return true;
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}
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}
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return false;
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}
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} // namespace
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void RenderVirtualGamepad(SDL_Renderer *renderer)
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{
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if (!gbRunGame)
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return;
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RenderFunction renderFunction = [&](Art &art, SDL_Rect *src, SDL_Rect *dst) {
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if (art.texture == nullptr)
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return;
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if (SDL_RenderCopy(renderer, art.texture.get(), src, dst) <= -1)
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ErrSdl();
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};
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Renderer.Render(renderFunction);
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}
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void RenderVirtualGamepad(SDL_Surface *surface)
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{
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if (!gbRunGame)
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return;
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RenderFunction renderFunction = [&](Art &art, SDL_Rect *src, SDL_Rect *dst) {
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if (art.surface == nullptr)
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return;
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if (SDL_BlitScaled(art.surface.get(), src, surface, dst) <= -1)
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ErrSdl();
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};
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Renderer.Render(renderFunction);
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}
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void VirtualGamepadRenderer::LoadArt(SDL_Renderer *renderer)
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{
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menuPanelRenderer.LoadArt(renderer);
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directionPadRenderer.LoadArt(renderer);
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LoadButtonArt(&buttonArt, renderer);
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LoadPotionArt(&potionArt, renderer);
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}
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void VirtualMenuPanelRenderer::LoadArt(SDL_Renderer *renderer)
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{
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menuArt.surface.reset(LoadPNG("ui_art\\menu.png"));
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menuArtLevelUp.surface.reset(LoadPNG("ui_art\\menu-levelup.png"));
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if (renderer != nullptr) {
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menuArt.texture.reset(SDL_CreateTextureFromSurface(renderer, menuArt.surface.get()));
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menuArt.surface = nullptr;
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menuArtLevelUp.texture.reset(SDL_CreateTextureFromSurface(renderer, menuArtLevelUp.surface.get()));
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menuArtLevelUp.surface = nullptr;
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}
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}
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void VirtualDirectionPadRenderer::LoadArt(SDL_Renderer *renderer)
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{
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padArt.surface.reset(LoadPNG("ui_art\\directions.png"));
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knobArt.surface.reset(LoadPNG("ui_art\\directions2.png"));
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if (renderer != nullptr) {
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padArt.texture.reset(SDL_CreateTextureFromSurface(renderer, padArt.surface.get()));
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padArt.surface = nullptr;
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knobArt.texture.reset(SDL_CreateTextureFromSurface(renderer, knobArt.surface.get()));
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knobArt.surface = nullptr;
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}
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}
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void VirtualGamepadRenderer::Render(RenderFunction renderFunction)
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{
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if (CurrentProc == DisableInputWndProc)
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return;
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primaryActionButtonRenderer.Render(renderFunction, buttonArt);
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secondaryActionButtonRenderer.Render(renderFunction, buttonArt);
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spellActionButtonRenderer.Render(renderFunction, buttonArt);
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cancelButtonRenderer.Render(renderFunction, buttonArt);
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healthButtonRenderer.Render(renderFunction, buttonArt);
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manaButtonRenderer.Render(renderFunction, buttonArt);
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healthButtonRenderer.RenderPotion(renderFunction, potionArt);
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manaButtonRenderer.RenderPotion(renderFunction, potionArt);
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if (leveltype != DTYPE_TOWN)
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standButtonRenderer.Render(renderFunction, buttonArt);
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directionPadRenderer.Render(renderFunction);
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menuPanelRenderer.Render(renderFunction);
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}
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void VirtualMenuPanelRenderer::Render(RenderFunction renderFunction)
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{
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int x = virtualMenuPanel->area.position.x;
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int y = virtualMenuPanel->area.position.y;
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int width = virtualMenuPanel->area.size.width;
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int height = virtualMenuPanel->area.size.height;
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SDL_Rect rect { x, y, width, height };
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renderFunction(MyPlayer->_pStatPts == 0 ? menuArt : menuArtLevelUp, nullptr, &rect);
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}
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void VirtualDirectionPadRenderer::Render(RenderFunction renderFunction)
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{
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RenderPad(renderFunction);
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RenderKnob(renderFunction);
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}
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void VirtualDirectionPadRenderer::RenderPad(RenderFunction renderFunction)
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{
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auto center = virtualDirectionPad->area.position;
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auto radius = virtualDirectionPad->area.radius;
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int diameter = 2 * radius;
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int x = center.x - radius;
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int y = center.y - radius;
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int width = diameter;
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int height = diameter;
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SDL_Rect rect { x, y, width, height };
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renderFunction(padArt, nullptr, &rect);
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}
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void VirtualDirectionPadRenderer::RenderKnob(RenderFunction renderFunction)
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{
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auto center = virtualDirectionPad->position;
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auto radius = virtualDirectionPad->area.radius / 3;
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int diameter = 2 * radius;
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int x = center.x - radius;
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int y = center.y - radius;
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int width = diameter;
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int height = diameter;
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SDL_Rect rect { x, y, width, height };
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renderFunction(knobArt, nullptr, &rect);
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}
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void VirtualPadButtonRenderer::Render(RenderFunction renderFunction, Art &buttonArt)
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{
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if (!virtualPadButton->isUsable())
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return;
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VirtualGamepadButtonType buttonType = GetButtonType();
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int frame = buttonType;
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int offset = buttonArt.h() * frame;
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auto center = virtualPadButton->area.position;
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auto radius = virtualPadButton->area.radius;
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int diameter = 2 * radius;
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int x = center.x - radius;
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int y = center.y - radius;
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int width = diameter;
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int height = diameter;
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SDL_Rect src { 0, offset, buttonArt.w(), buttonArt.h() };
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SDL_Rect dst { x, y, width, height };
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|
renderFunction(buttonArt, &src, &dst);
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|
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}
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void PotionButtonRenderer::RenderPotion(RenderFunction renderFunction, Art &potionArt)
|
|
|
|
|
{
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|
|
|
if (!virtualPadButton->isUsable())
|
|
|
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|
return;
|
|
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|
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|
std::optional<VirtualGamepadPotionType> potionType = GetPotionType();
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|
if (potionType == std::nullopt)
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|
return;
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int frame = *potionType;
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|
int offset = potionArt.h() * frame;
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|
auto center = virtualPadButton->area.position;
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auto radius = virtualPadButton->area.radius * 8 / 10;
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|
int diameter = 2 * radius;
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|
int x = center.x - radius;
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int y = center.y - radius;
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|
int width = diameter;
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int height = diameter;
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SDL_Rect src { 0, offset, potionArt.w(), potionArt.h() };
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SDL_Rect dst { x, y, width, height };
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|
renderFunction(potionArt, &src, &dst);
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|
}
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std::optional<VirtualGamepadPotionType> PotionButtonRenderer::GetPotionType()
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|
|
|
{
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|
|
|
|
for (const Item &item : MyPlayer->SpdList) {
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|
|
|
if (item.isEmpty()) {
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|
|
continue;
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|
|
|
}
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|
|
|
if (potionType == BLT_HEALING) {
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|
|
if (item._iMiscId == IMISC_HEAL)
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|
|
return GAMEPAD_HEALING;
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|
|
if (item._iMiscId == IMISC_FULLHEAL)
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|
|
return GAMEPAD_FULL_HEALING;
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|
|
if (item.isScrollOf(SPL_HEAL))
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|
|
return GAMEPAD_SCROLL_OF_HEALING;
|
|
|
|
|
}
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|
|
|
|
|
|
if (potionType == BLT_MANA) {
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|
|
|
if (item._iMiscId == IMISC_MANA)
|
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|
|
|
return GAMEPAD_MANA;
|
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|
|
|
if (item._iMiscId == IMISC_FULLMANA)
|
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|
|
return GAMEPAD_FULL_MANA;
|
|
|
|
|
}
|
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|
|
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|
|
|
if (item._iMiscId == IMISC_REJUV)
|
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|
|
|
return GAMEPAD_REJUVENATION;
|
|
|
|
|
if (item._iMiscId == IMISC_FULLREJUV)
|
|
|
|
|
return GAMEPAD_FULL_REJUVENATION;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return std::nullopt;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType StandButtonRenderer::GetButtonType()
|
|
|
|
|
{
|
|
|
|
|
return GetStandButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType PrimaryActionButtonRenderer::GetButtonType()
|
|
|
|
|
{
|
|
|
|
|
// NEED: Confirm surface
|
|
|
|
|
if (qtextflag)
|
|
|
|
|
return GetTalkButtonType(virtualPadButton->isHeld);
|
|
|
|
|
if (chrflag && InteractsWithCharButton(MousePosition))
|
|
|
|
|
return GetApplyButtonType(virtualPadButton->isHeld);
|
|
|
|
|
if (invflag)
|
|
|
|
|
return GetInventoryButtonType();
|
|
|
|
|
if (leveltype == DTYPE_TOWN)
|
|
|
|
|
return GetTownButtonType();
|
|
|
|
|
return GetDungeonButtonType();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType PrimaryActionButtonRenderer::GetTownButtonType()
|
|
|
|
|
{
|
|
|
|
|
if (stextflag != STORE_NONE || pcursmonst != -1)
|
|
|
|
|
return GetTalkButtonType(virtualPadButton->isHeld);
|
|
|
|
|
return GetBlankButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType PrimaryActionButtonRenderer::GetDungeonButtonType()
|
|
|
|
|
{
|
|
|
|
|
if (pcursmonst != -1) {
|
|
|
|
|
const auto &monster = Monsters[pcursmonst];
|
|
|
|
|
if (M_Talker(monster) || monster.mtalkmsg != TEXT_NONE)
|
|
|
|
|
return GetTalkButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
return GetAttackButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType PrimaryActionButtonRenderer::GetInventoryButtonType()
|
|
|
|
|
{
|
|
|
|
|
if (pcursinvitem != -1 || pcursstashitem != uint16_t(-1) || pcurs > CURSOR_HAND)
|
|
|
|
|
return GetItemButtonType(virtualPadButton->isHeld);
|
|
|
|
|
return GetBlankButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
extern int pcurstrig;
|
|
|
|
|
extern Missile *pcursmissile;
|
|
|
|
|
extern quest_id pcursquest;
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType SecondaryActionButtonRenderer::GetButtonType()
|
|
|
|
|
{
|
|
|
|
|
if (pcursmissile != nullptr || pcurstrig != -1 || pcursquest != Q_INVALID) {
|
|
|
|
|
return GetStairsButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
if (InGameMenu() || QuestLogIsOpen || sbookflag)
|
|
|
|
|
return GetBlankButtonType(virtualPadButton->isHeld);
|
|
|
|
|
if (pcursobj != -1)
|
|
|
|
|
return GetObjectButtonType(virtualPadButton->isHeld);
|
|
|
|
|
if (pcursitem != -1)
|
|
|
|
|
return GetItemButtonType(virtualPadButton->isHeld);
|
|
|
|
|
if (invflag) {
|
|
|
|
|
if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM)
|
|
|
|
|
return GetApplyButtonType(virtualPadButton->isHeld);
|
|
|
|
|
|
|
|
|
|
if (pcursinvitem != -1) {
|
|
|
|
|
Item &item = GetInventoryItem(*MyPlayer, pcursinvitem);
|
|
|
|
|
if (!item.isScroll() || !spelldata[item._iSpell].sTargeted) {
|
|
|
|
|
if (!item.isEquipment()) {
|
|
|
|
|
return GetApplyButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return GetBlankButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType SpellActionButtonRenderer::GetButtonType()
|
|
|
|
|
{
|
|
|
|
|
if (!MyPlayer->HoldItem.isEmpty())
|
|
|
|
|
return GetDropButtonType(virtualPadButton->isHeld);
|
|
|
|
|
|
|
|
|
|
if (invflag && pcursinvitem != -1 && pcurs == CURSOR_HAND) {
|
|
|
|
|
return GetEquipButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!invflag && !InGameMenu() && !QuestLogIsOpen && !sbookflag)
|
|
|
|
|
return GetCastButtonType(virtualPadButton->isHeld);
|
|
|
|
|
return GetBlankButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType CancelButtonRenderer::GetButtonType()
|
|
|
|
|
{
|
|
|
|
|
if (InGameMenu())
|
|
|
|
|
return GetBackButtonType(virtualPadButton->isHeld);
|
|
|
|
|
if (DoomFlag || invflag || sbookflag || QuestLogIsOpen || chrflag)
|
|
|
|
|
return GetBackButtonType(virtualPadButton->isHeld);
|
|
|
|
|
return GetBlankButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VirtualGamepadButtonType PotionButtonRenderer::GetButtonType()
|
|
|
|
|
{
|
|
|
|
|
return GetPotionButtonType(virtualPadButton->isHeld);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VirtualGamepadRenderer::UnloadArt()
|
|
|
|
|
{
|
|
|
|
|
menuPanelRenderer.UnloadArt();
|
|
|
|
|
directionPadRenderer.UnloadArt();
|
|
|
|
|
buttonArt.Unload();
|
|
|
|
|
potionArt.Unload();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VirtualMenuPanelRenderer::UnloadArt()
|
|
|
|
|
{
|
|
|
|
|
menuArt.Unload();
|
|
|
|
|
menuArtLevelUp.Unload();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VirtualDirectionPadRenderer::UnloadArt()
|
|
|
|
|
{
|
|
|
|
|
padArt.Unload();
|
|
|
|
|
knobArt.Unload();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InitVirtualGamepadGFX(SDL_Renderer *renderer)
|
|
|
|
|
{
|
|
|
|
|
Renderer.LoadArt(renderer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FreeVirtualGamepadGFX()
|
|
|
|
|
{
|
|
|
|
|
Renderer.UnloadArt();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|