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236 lines
6.1 KiB
236 lines
6.1 KiB
#include "control.h" |
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#include "controls/plrctrls.h" |
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#include "controls/touch/renderers.h" |
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#include "cursor.h" |
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#include "doom.h" |
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#include "engine.h" |
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#include "gendung.h" |
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#include "inv.h" |
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#include "minitext.h" |
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#include "stores.h" |
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#include "towners.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 GetCancelButtonType(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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} // namespace |
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void DrawVirtualGamepad(const Surface &out) |
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{ |
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Renderer.Render(out); |
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} |
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void VirtualGamepadRenderer::LoadArt() |
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{ |
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directionPadRenderer.LoadArt(); |
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const int Frames = 14; |
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buttonArt.surface.reset(LoadPNG("ui_art\\button.png")); |
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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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} |
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void VirtualDirectionPadRenderer::LoadArt() |
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{ |
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padSurface.reset(LoadPNG("ui_art\\directions.png")); |
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knobSurface.reset(LoadPNG("ui_art\\directions2.png")); |
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} |
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void VirtualGamepadRenderer::Render(const Surface &out) |
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{ |
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directionPadRenderer.Render(out); |
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primaryActionButtonRenderer.Render(out); |
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secondaryActionButtonRenderer.Render(out); |
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spellActionButtonRenderer.Render(out); |
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cancelButtonRenderer.Render(out); |
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} |
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void VirtualDirectionPadRenderer::Render(const Surface &out) |
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{ |
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RenderPad(out); |
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RenderKnob(out); |
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} |
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void VirtualDirectionPadRenderer::RenderPad(const Surface &out) |
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{ |
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if (padSurface == nullptr) |
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return; |
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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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SDL_BlitScaled(padSurface.get(), nullptr, out.surface, &rect); |
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} |
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void VirtualDirectionPadRenderer::RenderKnob(const Surface &out) |
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{ |
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if (knobSurface == nullptr) |
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return; |
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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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SDL_BlitScaled(knobSurface.get(), nullptr, out.surface, &rect); |
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} |
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void VirtualPadButtonRenderer::Render(const Surface &out) |
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{ |
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if (buttonArt->surface == nullptr) |
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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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SDL_BlitScaled(buttonArt->surface.get(), &src, out.surface, &dst); |
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} |
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VirtualGamepadButtonType PrimaryActionButtonRenderer::GetButtonType() |
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{ |
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// NEED: Confirm surface |
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if (qtextflag) |
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return GetTalkButtonType(virtualPadButton->isHeld); |
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if (invflag) |
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return GetInventoryButtonType(); |
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if (leveltype == DTYPE_TOWN) |
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return GetTownButtonType(); |
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return GetDungeonButtonType(); |
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} |
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VirtualGamepadButtonType PrimaryActionButtonRenderer::GetTownButtonType() |
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{ |
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if (stextflag != STORE_NONE || pcursmonst != -1) |
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return GetTalkButtonType(virtualPadButton->isHeld); |
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return GetBlankButtonType(virtualPadButton->isHeld); |
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} |
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VirtualGamepadButtonType PrimaryActionButtonRenderer::GetDungeonButtonType() |
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{ |
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if (pcursmonst != -1) { |
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const auto &monster = Monsters[pcursmonst]; |
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if (M_Talker(monster) || monster.mtalkmsg != TEXT_NONE) |
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return GetTalkButtonType(virtualPadButton->isHeld); |
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} |
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return GetAttackButtonType(virtualPadButton->isHeld); |
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} |
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VirtualGamepadButtonType PrimaryActionButtonRenderer::GetInventoryButtonType() |
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{ |
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if (pcursinvitem != -1 || pcurs > CURSOR_HAND) |
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return GetItemButtonType(virtualPadButton->isHeld); |
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return GetBlankButtonType(virtualPadButton->isHeld); |
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} |
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VirtualGamepadButtonType SecondaryActionButtonRenderer::GetButtonType() |
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{ |
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// NEED: Stairs surface |
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if (InGameMenu() || QuestLogIsOpen || sbookflag) |
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return GetBlankButtonType(virtualPadButton->isHeld); |
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if (pcursobj != -1) |
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return GetObjectButtonType(virtualPadButton->isHeld); |
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if (pcursitem != -1) |
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return GetItemButtonType(virtualPadButton->isHeld); |
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return GetBlankButtonType(virtualPadButton->isHeld); |
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} |
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VirtualGamepadButtonType SpellActionButtonRenderer::GetButtonType() |
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{ |
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if (!InGameMenu() && !QuestLogIsOpen && !sbookflag) |
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return GetCastButtonType(virtualPadButton->isHeld); |
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return GetBlankButtonType(virtualPadButton->isHeld); |
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} |
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VirtualGamepadButtonType CancelButtonRenderer::GetButtonType() |
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{ |
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if (InGameMenu()) |
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return GetCancelButtonType(virtualPadButton->isHeld); |
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if (DoomFlag || invflag || sbookflag || QuestLogIsOpen || chrflag) |
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return GetCancelButtonType(virtualPadButton->isHeld); |
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return GetBlankButtonType(virtualPadButton->isHeld); |
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} |
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void VirtualGamepadRenderer::UnloadArt() |
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{ |
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directionPadRenderer.UnloadArt(); |
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buttonArt.surface = nullptr; |
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} |
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void VirtualDirectionPadRenderer::UnloadArt() |
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{ |
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padSurface = nullptr; |
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knobSurface = nullptr; |
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} |
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void InitVirtualGamepadGFX() |
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{ |
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Renderer.LoadArt(); |
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} |
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void FreeVirtualGamepadGFX() |
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{ |
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Renderer.UnloadArt(); |
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} |
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} // namespace devilution
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