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- Use a SVG asset to allow for better scalability - Make the controller visible when touching the screen - Allow for oblique moving by placing finger between two directions - Add more buttons on the center area of the screen (GUIDE, START, LEFT STICK, RIGHT STICK) and simplify right area (only four buttons) - Don't track all fingers, only the ones needed - Cleanup now unused code
174 lines
4.5 KiB
C++
174 lines
4.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ANDROID_TOUCHCONTROLS_H_
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#define ANDROID_TOUCHCONTROLS_H_
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#include "common/events.h"
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namespace Graphics {
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class ManagedSurface;
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}
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class TouchControlsDrawer {
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public:
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virtual void touchControlInitSurface(const Graphics::ManagedSurface &surf) = 0;
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virtual void touchControlNotifyChanged() = 0;
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virtual void touchControlDraw(uint8 alpha, int16 x, int16 y, int16 w, int16 h, const Common::Rect &clip) = 0;
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protected:
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~TouchControlsDrawer() {}
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};
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class TouchControls {
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public:
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// action type
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enum Action {
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JACTION_DOWN = 0,
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JACTION_MOVE = 1,
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JACTION_UP = 2,
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JACTION_CANCEL = 3
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};
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TouchControls();
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~TouchControls();
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void init(float scale);
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void setDrawer(TouchControlsDrawer *drawer, int width, int height);
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void beforeDraw();
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void draw();
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void update(Action action, int ptr, int x, int y);
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private:
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TouchControlsDrawer *_drawer;
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unsigned int _screen_width, _screen_height;
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unsigned int _scale, _scale2;
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Graphics::ManagedSurface *_svg;
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unsigned int _zombieCount;
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enum State {
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kFunctionInactive = 0,
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kFunctionActive = 1,
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kFunctionZombie = 2
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};
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struct Function {
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virtual bool isInside(int, int) = 0;
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virtual void touch(int, int, Action) = 0;
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virtual void draw(uint8 alpha) = 0;
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virtual void resetState() {}
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Function(const TouchControls *parent_) :
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parent(parent_), pointerId(-1),
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startX(-1), startY(-1),
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currentX(-1), currentY(-1),
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lastActivable(0), status(kFunctionInactive) {}
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virtual ~Function() {}
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void reset() {
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pointerId = -1;
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startX = startY = currentX = currentY = -1;
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lastActivable = 0;
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status = kFunctionInactive;
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resetState();
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}
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const TouchControls *parent;
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int pointerId;
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uint16 startX, startY;
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uint16 currentX, currentY;
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uint32 lastActivable;
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State status;
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};
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Function *getFunctionFromPointerId(int ptr);
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Function *getZombieFunctionFromPos(int x, int y);
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enum FunctionId {
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kFunctionNone = -1,
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kFunctionLeft = 0,
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kFunctionRight = 1,
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kFunctionCenter = 2,
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kFunctionCount = 3
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};
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FunctionId getFunctionId(int x, int y);
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Function *_functions[kFunctionCount];
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static void buttonDown(Common::JoystickButton jb);
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static void buttonUp(Common::JoystickButton jb);
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static void buttonPress(Common::JoystickButton jb);
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/**
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* Draws a part of the joystick surface on the screen
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*
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* @param x The left coordinate in fixed-point screen pixels
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* @param y The top coordinate in fixed-point screen pixels
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* @param offX The left offset in SVG pixels
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* @param offY The top offset in SVG pixels
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* @param clip The clipping rectangle in source surface in SVG pixels
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*/
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void drawSurface(uint8 alpha, int x, int y, int offX, int offY, const Common::Rect &clip) const;
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// Functions implementations
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struct FunctionLeft : Function {
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FunctionLeft(const TouchControls *parent) :
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Function(parent), mask(0) {}
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void resetState() override { mask = 0; }
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bool isInside(int, int) override;
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void touch(int, int, Action) override;
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void draw(uint8 alpha) override;
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uint32 mask;
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void maskToLeftButtons(uint32 oldMask, uint32 newMask);
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};
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struct FunctionRight : Function {
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FunctionRight(const TouchControls *parent) :
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Function(parent), button(0) {}
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void resetState() override { button = 0; }
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bool isInside(int, int) override;
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void touch(int, int, Action) override;
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void draw(uint8 alpha) override;
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uint32 button;
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};
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struct FunctionCenter : Function {
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FunctionCenter(const TouchControls *parent) :
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Function(parent), button(0) {}
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void resetState() override { button = 0; }
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bool isInside(int, int) override;
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void touch(int, int, Action) override;
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void draw(uint8 alpha) override;
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uint32 button;
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};
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};
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#endif
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