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#include "control.h"
#include "controls/plrctrls.h"
#include "controls/touch/renderers.h"
#include "cursor.h"
#include "doom.h"
#include "engine.h"
#include "gendung.h"
#include "inv.h"
#include "minitext.h"
#include "stores.h"
#include "towners.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 GetCancelButtonType(bool isPressed)
{
return isPressed ? GAMEPAD_BACKDOWN : GAMEPAD_BACK;
}
VirtualGamepadButtonType GetBlankButtonType(bool isPressed)
{
return isPressed ? GAMEPAD_BLANKDOWN : GAMEPAD_BLANK;
}
} // namespace
void DrawVirtualGamepad(const Surface &out)
{
Renderer.Render(out);
}
void VirtualGamepadRenderer::LoadArt()
{
directionPadRenderer.LoadArt();
const int Frames = 14;
buttonArt.surface.reset(LoadPNG("ui_art\\button.png"));
buttonArt.logical_width = buttonArt.surface->w;
buttonArt.frame_height = buttonArt.surface->h / Frames;
buttonArt.frames = Frames;
}
void VirtualDirectionPadRenderer::LoadArt()
{
padSurface.reset(LoadPNG("ui_art\\directions.png"));
knobSurface.reset(LoadPNG("ui_art\\directions2.png"));
}
void VirtualGamepadRenderer::Render(const Surface &out)
{
directionPadRenderer.Render(out);
primaryActionButtonRenderer.Render(out);
secondaryActionButtonRenderer.Render(out);
spellActionButtonRenderer.Render(out);
cancelButtonRenderer.Render(out);
}
void VirtualDirectionPadRenderer::Render(const Surface &out)
{
RenderPad(out);
RenderKnob(out);
}
void VirtualDirectionPadRenderer::RenderPad(const Surface &out)
{
if (padSurface == nullptr)
return;
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 };
SDL_BlitScaled(padSurface.get(), nullptr, out.surface, &rect);
}
void VirtualDirectionPadRenderer::RenderKnob(const Surface &out)
{
if (knobSurface == nullptr)
return;
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 };
SDL_BlitScaled(knobSurface.get(), nullptr, out.surface, &rect);
}
void VirtualPadButtonRenderer::Render(const Surface &out)
{
if (buttonArt->surface == nullptr)
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 { 0, offset, buttonArt->w(), buttonArt->h() };
SDL_Rect dst { x, y, width, height };
SDL_BlitScaled(buttonArt->surface.get(), &src, out.surface, &dst);
}
VirtualGamepadButtonType PrimaryActionButtonRenderer::GetButtonType()
{
// NEED: Confirm surface
if (qtextflag)
return GetTalkButtonType(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 || pcurs > CURSOR_HAND)
return GetItemButtonType(virtualPadButton->isHeld);
return GetBlankButtonType(virtualPadButton->isHeld);
}
VirtualGamepadButtonType SecondaryActionButtonRenderer::GetButtonType()
{
// NEED: Stairs surface
if (InGameMenu() || QuestLogIsOpen || sbookflag)
return GetBlankButtonType(virtualPadButton->isHeld);
if (pcursobj != -1)
return GetObjectButtonType(virtualPadButton->isHeld);
if (pcursitem != -1)
return GetItemButtonType(virtualPadButton->isHeld);
return GetBlankButtonType(virtualPadButton->isHeld);
}
VirtualGamepadButtonType SpellActionButtonRenderer::GetButtonType()
{
if (!InGameMenu() && !QuestLogIsOpen && !sbookflag)
return GetCastButtonType(virtualPadButton->isHeld);
return GetBlankButtonType(virtualPadButton->isHeld);
}
VirtualGamepadButtonType CancelButtonRenderer::GetButtonType()
{
if (InGameMenu())
return GetCancelButtonType(virtualPadButton->isHeld);
if (DoomFlag || invflag || sbookflag || QuestLogIsOpen || chrflag)
return GetCancelButtonType(virtualPadButton->isHeld);
return GetBlankButtonType(virtualPadButton->isHeld);
}
void VirtualGamepadRenderer::UnloadArt()
{
directionPadRenderer.UnloadArt();
buttonArt.surface = nullptr;
}
void VirtualDirectionPadRenderer::UnloadArt()
{
padSurface = nullptr;
knobSurface = nullptr;
}
void InitVirtualGamepadGFX()
{
Renderer.LoadArt();
}
void FreeVirtualGamepadGFX()
{
Renderer.UnloadArt();
}
} // namespace devilution