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