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264 lines
9.7 KiB
264 lines
9.7 KiB
#include <cmath> |
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#include <SDL.h> |
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#include "control.h" |
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#include "controls/touch/gamepad.h" |
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#include "quests.h" |
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#include "utils/display.h" |
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#include "utils/ui_fwd.h" |
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namespace devilution { |
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VirtualGamepad VirtualGamepadState; |
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namespace { |
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constexpr float Pi = 3.141592653589793F; |
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int roundToInt(float value) |
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{ |
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return static_cast<int>(round(value)); |
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} |
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constexpr bool PointsUp(float angle) |
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{ |
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constexpr float UpAngle = Pi / 2; |
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constexpr float MinAngle = UpAngle - 3 * Pi / 8; |
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constexpr float MaxAngle = UpAngle + 3 * Pi / 8; |
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return MinAngle <= angle && angle <= MaxAngle; |
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} |
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constexpr bool PointsDown(float angle) |
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{ |
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constexpr float DownAngle = -Pi / 2; |
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constexpr float MinAngle = DownAngle - 3 * Pi / 8; |
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constexpr float MaxAngle = DownAngle + 3 * Pi / 8; |
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return MinAngle <= angle && angle <= MaxAngle; |
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} |
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constexpr bool PointsLeft(float angle) |
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{ |
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constexpr float MaxAngle = Pi - 3 * Pi / 8; |
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constexpr float MinAngle = -Pi + 3 * Pi / 8; |
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return !(MinAngle < angle && angle < MaxAngle); |
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} |
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constexpr bool PointsRight(float angle) |
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{ |
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constexpr float MinAngle = -3 * Pi / 8; |
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constexpr float MaxAngle = 3 * Pi / 8; |
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return MinAngle <= angle && angle <= MaxAngle; |
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} |
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} // namespace |
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void InitializeVirtualGamepad() |
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{ |
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const float sqrt2 = sqrtf(2); |
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int screenPixels = std::min(gnScreenWidth, gnScreenHeight); |
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int inputMargin = screenPixels / 10; |
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int menuButtonWidth = screenPixels / 10; |
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int directionPadSize = screenPixels / 4; |
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int padButtonSize = roundToInt(1.1f * screenPixels / 10); |
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int padButtonSpacing = inputMargin / 3; |
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float hdpi; |
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float vdpi; |
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int displayIndex = SDL_GetWindowDisplayIndex(ghMainWnd); |
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if (SDL_GetDisplayDPI(displayIndex, nullptr, &hdpi, &vdpi) == 0) { |
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int clientWidth; |
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int clientHeight; |
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if (renderer != nullptr) |
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SDL_GetRendererOutputSize(renderer, &clientWidth, &clientHeight); |
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else |
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SDL_GetWindowSize(ghMainWnd, &clientWidth, &clientHeight); |
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hdpi *= static_cast<float>(gnScreenWidth) / clientWidth; |
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vdpi *= static_cast<float>(gnScreenHeight) / clientHeight; |
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float dpi = std::min(hdpi, vdpi); |
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inputMargin = roundToInt(0.25f * dpi); |
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menuButtonWidth = roundToInt(0.2f * dpi); |
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directionPadSize = roundToInt(dpi); |
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padButtonSize = roundToInt(0.3f * dpi); |
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padButtonSpacing = roundToInt(0.1f * dpi); |
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} |
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int menuPanelTopMargin = 30; |
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int menuPanelButtonSpacing = 4; |
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Size menuPanelButtonSize = { 64, 62 }; |
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int rightMarginMenuButton4 = menuPanelButtonSpacing + menuPanelButtonSize.width; |
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int rightMarginMenuButton3 = rightMarginMenuButton4 + menuPanelButtonSpacing + menuPanelButtonSize.width; |
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int rightMarginMenuButton2 = rightMarginMenuButton3 + menuPanelButtonSpacing + menuPanelButtonSize.width; |
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int rightMarginMenuButton1 = rightMarginMenuButton2 + menuPanelButtonSpacing + menuPanelButtonSize.width; |
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int padButtonAreaWidth = roundToInt(sqrt2 * (padButtonSize + padButtonSpacing)); |
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int padButtonRight = gnScreenWidth - inputMargin - padButtonSize / 2; |
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int padButtonLeft = padButtonRight - padButtonAreaWidth; |
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int padButtonBottom = gnScreenHeight - inputMargin - padButtonSize / 2; |
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int padButtonTop = padButtonBottom - padButtonAreaWidth; |
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Rectangle &charButtonArea = VirtualGamepadState.menuPanel.charButton.area; |
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charButtonArea.position.x = gnScreenWidth - rightMarginMenuButton1 * menuButtonWidth / menuPanelButtonSize.width; |
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charButtonArea.position.y = menuPanelTopMargin * menuButtonWidth / menuPanelButtonSize.width; |
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charButtonArea.size.width = menuButtonWidth; |
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charButtonArea.size.height = menuPanelButtonSize.height * menuButtonWidth / menuPanelButtonSize.width; |
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Rectangle &questsButtonArea = VirtualGamepadState.menuPanel.questsButton.area; |
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questsButtonArea.position.x = gnScreenWidth - rightMarginMenuButton2 * menuButtonWidth / menuPanelButtonSize.width; |
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questsButtonArea.position.y = menuPanelTopMargin * menuButtonWidth / menuPanelButtonSize.width; |
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questsButtonArea.size.width = menuButtonWidth; |
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questsButtonArea.size.height = menuPanelButtonSize.height * menuButtonWidth / menuPanelButtonSize.width; |
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Rectangle &inventoryButtonArea = VirtualGamepadState.menuPanel.inventoryButton.area; |
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inventoryButtonArea.position.x = gnScreenWidth - rightMarginMenuButton3 * menuButtonWidth / menuPanelButtonSize.width; |
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inventoryButtonArea.position.y = menuPanelTopMargin * menuButtonWidth / menuPanelButtonSize.width; |
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inventoryButtonArea.size.width = menuButtonWidth; |
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inventoryButtonArea.size.height = menuPanelButtonSize.height * menuButtonWidth / menuPanelButtonSize.width; |
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Rectangle &mapButtonArea = VirtualGamepadState.menuPanel.mapButton.area; |
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mapButtonArea.position.x = gnScreenWidth - rightMarginMenuButton4 * menuButtonWidth / menuPanelButtonSize.width; |
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mapButtonArea.position.y = menuPanelTopMargin * menuButtonWidth / menuPanelButtonSize.width; |
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mapButtonArea.size.width = menuButtonWidth; |
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mapButtonArea.size.height = menuPanelButtonSize.height * menuButtonWidth / menuPanelButtonSize.width; |
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Rectangle &menuPanelArea = VirtualGamepadState.menuPanel.area; |
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menuPanelArea.position.x = gnScreenWidth - 399 * menuButtonWidth / menuPanelButtonSize.width; |
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menuPanelArea.position.y = 0; |
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menuPanelArea.size.width = 399 * menuButtonWidth / menuPanelButtonSize.width; |
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menuPanelArea.size.height = 162 * menuButtonWidth / menuPanelButtonSize.width; |
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VirtualDirectionPad &directionPad = VirtualGamepadState.directionPad; |
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Circle &directionPadArea = directionPad.area; |
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directionPadArea.position.x = inputMargin + directionPadSize / 2; |
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directionPadArea.position.y = gnScreenHeight - inputMargin - directionPadSize / 2; |
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directionPadArea.radius = directionPadSize / 2; |
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directionPad.position = directionPadArea.position; |
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int standButtonDiagonalOffset = directionPadArea.radius + padButtonSpacing / 2 + padButtonSize / 2; |
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int standButtonOffset = roundToInt(standButtonDiagonalOffset / sqrt2); |
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Circle &standButtonArea = VirtualGamepadState.standButton.area; |
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standButtonArea.position.x = directionPadArea.position.x - standButtonOffset; |
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standButtonArea.position.y = directionPadArea.position.y + standButtonOffset; |
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standButtonArea.radius = padButtonSize / 2; |
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Circle &primaryActionButtonArea = VirtualGamepadState.primaryActionButton.area; |
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primaryActionButtonArea.position.x = padButtonRight; |
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primaryActionButtonArea.position.y = (padButtonTop + padButtonBottom) / 2; |
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primaryActionButtonArea.radius = padButtonSize / 2; |
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Circle &secondaryActionButtonArea = VirtualGamepadState.secondaryActionButton.area; |
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secondaryActionButtonArea.position.x = (padButtonLeft + padButtonRight) / 2; |
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secondaryActionButtonArea.position.y = padButtonTop; |
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secondaryActionButtonArea.radius = padButtonSize / 2; |
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Circle &spellActionButtonArea = VirtualGamepadState.spellActionButton.area; |
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spellActionButtonArea.position.x = padButtonLeft; |
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spellActionButtonArea.position.y = (padButtonTop + padButtonBottom) / 2; |
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spellActionButtonArea.radius = padButtonSize / 2; |
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Circle &cancelButtonArea = VirtualGamepadState.cancelButton.area; |
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cancelButtonArea.position.x = (padButtonLeft + padButtonRight) / 2; |
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cancelButtonArea.position.y = padButtonBottom; |
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cancelButtonArea.radius = padButtonSize / 2; |
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VirtualPadButton &healthButton = VirtualGamepadState.healthButton; |
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Circle &healthButtonArea = healthButton.area; |
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healthButtonArea.position.x = directionPad.area.position.x - (padButtonSize + padButtonSpacing) / 2; |
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healthButtonArea.position.y = directionPad.area.position.y - (directionPadSize + padButtonSize + padButtonSpacing) / 2; |
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healthButtonArea.radius = padButtonSize / 2; |
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healthButton.isUsable = []() { return !CharFlag && !QuestLogIsOpen; }; |
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VirtualPadButton &manaButton = VirtualGamepadState.manaButton; |
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Circle &manaButtonArea = manaButton.area; |
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manaButtonArea.position.x = directionPad.area.position.x + (padButtonSize + padButtonSpacing) / 2; |
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manaButtonArea.position.y = directionPad.area.position.y - (directionPadSize + padButtonSize + padButtonSpacing) / 2; |
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manaButtonArea.radius = padButtonSize / 2; |
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manaButton.isUsable = []() { return !CharFlag && !QuestLogIsOpen; }; |
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} |
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void ActivateVirtualGamepad() |
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{ |
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VirtualGamepadState.isActive = true; |
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} |
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void DeactivateVirtualGamepad() |
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{ |
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VirtualGamepadState.Deactivate(); |
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} |
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void VirtualGamepad::Deactivate() |
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{ |
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isActive = false; |
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menuPanel.Deactivate(); |
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directionPad.Deactivate(); |
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standButton.Deactivate(); |
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primaryActionButton.Deactivate(); |
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secondaryActionButton.Deactivate(); |
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spellActionButton.Deactivate(); |
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cancelButton.Deactivate(); |
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healthButton.Deactivate(); |
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manaButton.Deactivate(); |
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} |
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void VirtualMenuPanel::Deactivate() |
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{ |
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charButton.Deactivate(); |
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questsButton.Deactivate(); |
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inventoryButton.Deactivate(); |
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mapButton.Deactivate(); |
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} |
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void VirtualDirectionPad::UpdatePosition(Point touchCoordinates) |
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{ |
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position = touchCoordinates; |
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Displacement diff = position - area.position; |
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if (diff == Displacement { 0, 0 }) { |
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isUpPressed = false; |
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isDownPressed = false; |
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isLeftPressed = false; |
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isRightPressed = false; |
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return; |
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} |
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if (!area.contains(position)) { |
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int x = diff.deltaX; |
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int y = diff.deltaY; |
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float dist = sqrtf(static_cast<float>(x * x + y * y)); |
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x = roundToInt(x * area.radius / dist); |
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y = roundToInt(y * area.radius / dist); |
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position.x = area.position.x + x; |
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position.y = area.position.y + y; |
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} |
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float angle = atan2f(static_cast<float>(-diff.deltaY), static_cast<float>(diff.deltaX)); |
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isUpPressed = PointsUp(angle); |
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isDownPressed = PointsDown(angle); |
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isLeftPressed = PointsLeft(angle); |
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isRightPressed = PointsRight(angle); |
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} |
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void VirtualDirectionPad::Deactivate() |
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{ |
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position = area.position; |
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isUpPressed = false; |
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isDownPressed = false; |
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isLeftPressed = false; |
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isRightPressed = false; |
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} |
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void VirtualButton::Deactivate() |
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{ |
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isHeld = false; |
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didStateChange = false; |
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} |
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} // namespace devilution
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