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@ -22,333 +22,333 @@
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void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameController)
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{
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if(gameController)
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SDL_GameControllerClose(gameController);
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if(gameController)
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SDL_GameControllerClose(gameController);
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}
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InputSourceGameController::InputSourceGameController():
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lastCheckTime(0),
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cursorAxisValueX(0),
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cursorAxisValueY(0),
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cursorPlanDisX(0.0),
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cursorPlanDisY(0.0),
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scrollAxisMoved(false),
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scrollStart(Point(0,0)),
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scrollCurrent(Point(0,0)),
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scrollAxisValueX(0),
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scrollAxisValueY(0),
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scrollPlanDisX(0.0),
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scrollPlanDisY(0.0)
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lastCheckTime(0),
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cursorAxisValueX(0),
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cursorAxisValueY(0),
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cursorPlanDisX(0.0),
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cursorPlanDisY(0.0),
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scrollAxisMoved(false),
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scrollStart(Point(0,0)),
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scrollCurrent(Point(0,0)),
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scrollAxisValueX(0),
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scrollAxisValueY(0),
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scrollPlanDisX(0.0),
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scrollPlanDisY(0.0)
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{
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tryOpenAllGameControllers();
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tryOpenAllGameControllers();
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}
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void InputSourceGameController::tryOpenAllGameControllers()
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{
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for(int i = 0; i < SDL_NumJoysticks(); ++i)
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if(SDL_IsGameController(i))
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openGameController(i);
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else
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logGlobal->warn("Joystick %d is an unsupported game controller!", i);
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for(int i = 0; i < SDL_NumJoysticks(); ++i)
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if(SDL_IsGameController(i))
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openGameController(i);
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else
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logGlobal->warn("Joystick %d is an unsupported game controller!", i);
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}
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void InputSourceGameController::openGameController(int index)
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{
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SDL_GameController * controller = SDL_GameControllerOpen(index);
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if(!controller)
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{
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logGlobal->error("Fail to open game controller %d!", index);
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return;
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}
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GameControllerPtr controllerPtr(controller, gameControllerDeleter);
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SDL_GameController * controller = SDL_GameControllerOpen(index);
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if(!controller)
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{
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logGlobal->error("Fail to open game controller %d!", index);
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return;
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}
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GameControllerPtr controllerPtr(controller, gameControllerDeleter);
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// Need to save joystick index for event. Joystick index may not be equal to index sometimes.
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int joystickIndex = getJoystickIndex(controllerPtr.get());
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if(joystickIndex < 0)
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{
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logGlobal->error("Fail to get joystick index of game controller %d!", index);
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return;
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}
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// Need to save joystick index for event. Joystick index may not be equal to index sometimes.
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int joystickIndex = getJoystickIndex(controllerPtr.get());
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if(joystickIndex < 0)
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{
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logGlobal->error("Fail to get joystick index of game controller %d!", index);
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return;
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}
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if(gameControllerMap.find(joystickIndex) != gameControllerMap.end())
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{
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logGlobal->warn("Game controller with joystick index %d is already opened.", joystickIndex);
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return;
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}
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if(gameControllerMap.find(joystickIndex) != gameControllerMap.end())
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{
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logGlobal->warn("Game controller with joystick index %d is already opened.", joystickIndex);
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return;
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}
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gameControllerMap.emplace(joystickIndex, std::move(controllerPtr));
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gameControllerMap.emplace(joystickIndex, std::move(controllerPtr));
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}
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int InputSourceGameController::getJoystickIndex(SDL_GameController * controller)
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{
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
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if(!joystick)
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return -1;
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
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if(!joystick)
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return -1;
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SDL_JoystickID instanceID = SDL_JoystickInstanceID(joystick);
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if(instanceID < 0)
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return -1;
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return (int)instanceID;
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SDL_JoystickID instanceID = SDL_JoystickInstanceID(joystick);
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if(instanceID < 0)
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return -1;
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return (int)instanceID;
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}
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void InputSourceGameController::handleEventDeviceAdded(const SDL_ControllerDeviceEvent & device)
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{
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if(gameControllerMap.find(device.which) != gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is already opened.", device.which);
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return;
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}
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openGameController(device.which);
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if(gameControllerMap.find(device.which) != gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is already opened.", device.which);
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return;
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}
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openGameController(device.which);
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}
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void InputSourceGameController::handleEventDeviceRemoved(const SDL_ControllerDeviceEvent & device)
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{
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if(gameControllerMap.find(device.which) == gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is not opened before.", device.which);
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return;
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}
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gameControllerMap.erase(device.which);
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if(gameControllerMap.find(device.which) == gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is not opened before.", device.which);
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return;
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}
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gameControllerMap.erase(device.which);
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}
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void InputSourceGameController::handleEventDeviceRemapped(const SDL_ControllerDeviceEvent & device)
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{
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if(gameControllerMap.find(device.which) == gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is not opened.", device.which);
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return;
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}
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gameControllerMap.erase(device.which);
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openGameController(device.which);
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if(gameControllerMap.find(device.which) == gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is not opened.", device.which);
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return;
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}
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gameControllerMap.erase(device.which);
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openGameController(device.which);
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}
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int InputSourceGameController::getRealAxisValue(int value)
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{
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if(value < AXIS_DEAD_ZOOM && value > -AXIS_DEAD_ZOOM)
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return 0;
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if(value > AXIS_MAX_ZOOM)
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return AXIS_MAX_ZOOM;
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if(value < -AXIS_MAX_ZOOM)
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return -AXIS_MAX_ZOOM;
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int base = value > 0 ? AXIS_DEAD_ZOOM: -AXIS_DEAD_ZOOM;
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return (value - base) * AXIS_MAX_ZOOM / (AXIS_MAX_ZOOM - AXIS_DEAD_ZOOM);
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if(value < AXIS_DEAD_ZOOM && value > -AXIS_DEAD_ZOOM)
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return 0;
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if(value > AXIS_MAX_ZOOM)
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return AXIS_MAX_ZOOM;
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if(value < -AXIS_MAX_ZOOM)
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return -AXIS_MAX_ZOOM;
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int base = value > 0 ? AXIS_DEAD_ZOOM: -AXIS_DEAD_ZOOM;
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return (value - base) * AXIS_MAX_ZOOM / (AXIS_MAX_ZOOM - AXIS_DEAD_ZOOM);
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}
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void InputSourceGameController::dispatchTriggerShortcuts(const std::vector<EShortcut> & shortcutsVector, int axisValue)
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{
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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GH.events().dispatchShortcutPressed(shortcutsVector);
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else
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GH.events().dispatchShortcutReleased(shortcutsVector);
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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GH.events().dispatchShortcutPressed(shortcutsVector);
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else
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GH.events().dispatchShortcutReleased(shortcutsVector);
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}
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void InputSourceGameController::dispatchTriggerLeftClick(int axisValue)
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{
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const Point & position = GH.input().getCursorPosition();
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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GH.events().dispatchMouseLeftButtonPressed(position, 0);
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else
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GH.events().dispatchMouseLeftButtonReleased(position, 0);
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const Point & position = GH.input().getCursorPosition();
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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GH.events().dispatchMouseLeftButtonPressed(position, 0);
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else
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GH.events().dispatchMouseLeftButtonReleased(position, 0);
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}
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void InputSourceGameController::dispatchTriggerRightClick(int axisValue)
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{
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const Point & position = GH.input().getCursorPosition();
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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GH.events().dispatchShowPopup(position, 0);
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else
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GH.events().dispatchClosePopup(position);
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const Point & position = GH.input().getCursorPosition();
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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GH.events().dispatchShowPopup(position, 0);
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else
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GH.events().dispatchClosePopup(position);
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}
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void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis)
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{
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tryToConvertCursor();
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if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX)
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{
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if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
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cursorAxisValueX = getRealAxisValue(axis.value);
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else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
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scrollAxisValueX = getRealAxisValue(axis.value);
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}
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else if(axis.axis == SDL_CONTROLLER_AXIS_LEFTY)
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{
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if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
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cursorAxisValueY = getRealAxisValue(axis.value);
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else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
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scrollAxisValueY = getRealAxisValue(axis.value);
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}
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if(axis.axis == SDL_CONTROLLER_AXIS_RIGHTX)
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{
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if(config.getRightAxisType() == AxisType::CURSOR_MOTION)
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cursorAxisValueX = getRealAxisValue(axis.value);
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else if(config.getRightAxisType() == AxisType::MAP_SCROLL)
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scrollAxisValueX = getRealAxisValue(axis.value);
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}
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else if(axis.axis == SDL_CONTROLLER_AXIS_RIGHTY)
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{
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if(config.getRightAxisType() == AxisType::CURSOR_MOTION)
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cursorAxisValueY = getRealAxisValue(axis.value);
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else if(config.getRightAxisType() == AxisType::MAP_SCROLL)
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scrollAxisValueY = getRealAxisValue(axis.value);
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}
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else if(config.isLeftClickTrigger(axis.axis))
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{
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dispatchTriggerLeftClick(axis.value);
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}
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else if(config.isRightClickTrigger(axis.axis))
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{
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dispatchTriggerRightClick(axis.value);
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}
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else if(config.isShortcutsTrigger(axis.axis))
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{
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const auto & shortcutsVector = config.getTriggerShortcuts(axis.axis);
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dispatchTriggerShortcuts(shortcutsVector, axis.value);
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}
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tryToConvertCursor();
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if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX)
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{
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if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
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cursorAxisValueX = getRealAxisValue(axis.value);
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else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
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scrollAxisValueX = getRealAxisValue(axis.value);
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||||
}
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||||
else if(axis.axis == SDL_CONTROLLER_AXIS_LEFTY)
|
||||
{
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||||
if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
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||||
cursorAxisValueY = getRealAxisValue(axis.value);
|
||||
else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
|
||||
scrollAxisValueY = getRealAxisValue(axis.value);
|
||||
}
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||||
if(axis.axis == SDL_CONTROLLER_AXIS_RIGHTX)
|
||||
{
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||||
if(config.getRightAxisType() == AxisType::CURSOR_MOTION)
|
||||
cursorAxisValueX = getRealAxisValue(axis.value);
|
||||
else if(config.getRightAxisType() == AxisType::MAP_SCROLL)
|
||||
scrollAxisValueX = getRealAxisValue(axis.value);
|
||||
}
|
||||
else if(axis.axis == SDL_CONTROLLER_AXIS_RIGHTY)
|
||||
{
|
||||
if(config.getRightAxisType() == AxisType::CURSOR_MOTION)
|
||||
cursorAxisValueY = getRealAxisValue(axis.value);
|
||||
else if(config.getRightAxisType() == AxisType::MAP_SCROLL)
|
||||
scrollAxisValueY = getRealAxisValue(axis.value);
|
||||
}
|
||||
else if(config.isLeftClickTrigger(axis.axis))
|
||||
{
|
||||
dispatchTriggerLeftClick(axis.value);
|
||||
}
|
||||
else if(config.isRightClickTrigger(axis.axis))
|
||||
{
|
||||
dispatchTriggerRightClick(axis.value);
|
||||
}
|
||||
else if(config.isShortcutsTrigger(axis.axis))
|
||||
{
|
||||
const auto & shortcutsVector = config.getTriggerShortcuts(axis.axis);
|
||||
dispatchTriggerShortcuts(shortcutsVector, axis.value);
|
||||
}
|
||||
}
|
||||
|
||||
void InputSourceGameController::tryToConvertCursor()
|
||||
{
|
||||
if(CCS && CCS->curh && CCS->curh->getShowType() == Cursor::ShowType::HARDWARE)
|
||||
{
|
||||
const Point & cursorPosition = CCS->curh->getCursorPosition();
|
||||
CCS->curh->ChangeCursor(Cursor::ShowType::SOFTWARE);
|
||||
CCS->curh->cursorMove(cursorPosition.x, cursorPosition.y);
|
||||
GH.input().setCursorPosition(cursorPosition);
|
||||
}
|
||||
if(CCS && CCS->curh && CCS->curh->getShowType() == Cursor::ShowType::HARDWARE)
|
||||
{
|
||||
const Point & cursorPosition = CCS->curh->getCursorPosition();
|
||||
CCS->curh->ChangeCursor(Cursor::ShowType::SOFTWARE);
|
||||
CCS->curh->cursorMove(cursorPosition.x, cursorPosition.y);
|
||||
GH.input().setCursorPosition(cursorPosition);
|
||||
}
|
||||
}
|
||||
|
||||
void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button)
|
||||
{
|
||||
const Point & position = GH.input().getCursorPosition();
|
||||
const Point & position = GH.input().getCursorPosition();
|
||||
|
||||
if(config.isLeftClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchMouseLeftButtonPressed(position, 0);
|
||||
}
|
||||
if(config.isLeftClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchMouseLeftButtonPressed(position, 0);
|
||||
}
|
||||
|
||||
if(config.isRightClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchShowPopup(position, 0);
|
||||
}
|
||||
if(config.isRightClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchShowPopup(position, 0);
|
||||
}
|
||||
|
||||
if(config.isShortcutsButton(button.button))
|
||||
{
|
||||
const auto & shortcutsVector = config.getButtonShortcuts(button.button);
|
||||
GH.events().dispatchShortcutPressed(shortcutsVector);
|
||||
}
|
||||
if(config.isShortcutsButton(button.button))
|
||||
{
|
||||
const auto & shortcutsVector = config.getButtonShortcuts(button.button);
|
||||
GH.events().dispatchShortcutPressed(shortcutsVector);
|
||||
}
|
||||
}
|
||||
|
||||
void InputSourceGameController::handleEventButtonUp(const SDL_ControllerButtonEvent & button)
|
||||
{
|
||||
const Point & position = GH.input().getCursorPosition();
|
||||
const Point & position = GH.input().getCursorPosition();
|
||||
|
||||
if(config.isLeftClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchMouseLeftButtonReleased(position, 0);
|
||||
}
|
||||
if(config.isRightClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchClosePopup(position);
|
||||
}
|
||||
if(config.isShortcutsButton(button.button))
|
||||
{
|
||||
const auto & shortcutsVector = config.getButtonShortcuts(button.button);
|
||||
GH.events().dispatchShortcutReleased(shortcutsVector);
|
||||
}
|
||||
if(config.isLeftClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchMouseLeftButtonReleased(position, 0);
|
||||
}
|
||||
if(config.isRightClickButton(button.button))
|
||||
{
|
||||
GH.events().dispatchClosePopup(position);
|
||||
}
|
||||
if(config.isShortcutsButton(button.button))
|
||||
{
|
||||
const auto & shortcutsVector = config.getButtonShortcuts(button.button);
|
||||
GH.events().dispatchShortcutReleased(shortcutsVector);
|
||||
}
|
||||
}
|
||||
|
||||
void InputSourceGameController::doCursorMove(int deltaX, int deltaY)
|
||||
{
|
||||
if(deltaX == 0 && deltaY == 0)
|
||||
return;
|
||||
const Point & screenSize = GH.screenDimensions();
|
||||
const Point & cursorPosition = GH.getCursorPosition();
|
||||
int newX = std::min(std::max(cursorPosition.x + deltaX, 0), screenSize.x);
|
||||
int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y);
|
||||
Point targetPosition{newX, newY};
|
||||
GH.input().setCursorPosition(targetPosition);
|
||||
if(CCS && CCS->curh)
|
||||
CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y);
|
||||
if(deltaX == 0 && deltaY == 0)
|
||||
return;
|
||||
const Point & screenSize = GH.screenDimensions();
|
||||
const Point & cursorPosition = GH.getCursorPosition();
|
||||
int newX = std::min(std::max(cursorPosition.x + deltaX, 0), screenSize.x);
|
||||
int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y);
|
||||
Point targetPosition{newX, newY};
|
||||
GH.input().setCursorPosition(targetPosition);
|
||||
if(CCS && CCS->curh)
|
||||
CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y);
|
||||
}
|
||||
|
||||
int InputSourceGameController::getMoveDis(float planDis)
|
||||
{
|
||||
if(planDis >= 0)
|
||||
return std::floor(planDis);
|
||||
else
|
||||
return std::ceil(planDis);
|
||||
if(planDis >= 0)
|
||||
return std::floor(planDis);
|
||||
else
|
||||
return std::ceil(planDis);
|
||||
}
|
||||
|
||||
void InputSourceGameController::handleUpdate()
|
||||
{
|
||||
auto now = std::chrono::high_resolution_clock::now();
|
||||
auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
|
||||
if (lastCheckTime == 0) {
|
||||
lastCheckTime = nowMs;
|
||||
return;
|
||||
}
|
||||
auto now = std::chrono::high_resolution_clock::now();
|
||||
auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
|
||||
if (lastCheckTime == 0) {
|
||||
lastCheckTime = nowMs;
|
||||
return;
|
||||
}
|
||||
|
||||
long long deltaTime = nowMs - lastCheckTime;
|
||||
handleCursorUpdate(deltaTime);
|
||||
handleScrollUpdate(deltaTime);
|
||||
lastCheckTime = nowMs;
|
||||
long long deltaTime = nowMs - lastCheckTime;
|
||||
handleCursorUpdate(deltaTime);
|
||||
handleScrollUpdate(deltaTime);
|
||||
lastCheckTime = nowMs;
|
||||
}
|
||||
|
||||
void InputSourceGameController::handleCursorUpdate(long long deltaTime)
|
||||
{
|
||||
if(cursorAxisValueX == 0)
|
||||
cursorPlanDisX = 0;
|
||||
else
|
||||
cursorPlanDisX += ((float)deltaTime / 1000) * ((float)cursorAxisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
if(cursorAxisValueX == 0)
|
||||
cursorPlanDisX = 0;
|
||||
else
|
||||
cursorPlanDisX += ((float)deltaTime / 1000) * ((float)cursorAxisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
|
||||
if(cursorAxisValueY == 0)
|
||||
cursorPlanDisY = 0;
|
||||
else
|
||||
cursorPlanDisY += ((float)deltaTime / 1000) * ((float)cursorAxisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
if(cursorAxisValueY == 0)
|
||||
cursorPlanDisY = 0;
|
||||
else
|
||||
cursorPlanDisY += ((float)deltaTime / 1000) * ((float)cursorAxisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
|
||||
int moveDisX = getMoveDis(cursorPlanDisX);
|
||||
int moveDisY = getMoveDis(cursorPlanDisY);
|
||||
cursorPlanDisX -= moveDisX;
|
||||
cursorPlanDisY -= moveDisY;
|
||||
doCursorMove(moveDisX, moveDisY);
|
||||
int moveDisX = getMoveDis(cursorPlanDisX);
|
||||
int moveDisY = getMoveDis(cursorPlanDisY);
|
||||
cursorPlanDisX -= moveDisX;
|
||||
cursorPlanDisY -= moveDisY;
|
||||
doCursorMove(moveDisX, moveDisY);
|
||||
}
|
||||
|
||||
void InputSourceGameController::handleScrollUpdate(long long deltaTime)
|
||||
{
|
||||
if(!scrollAxisMoved && isScrollAxisReleased())
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if(!scrollAxisMoved && !isScrollAxisReleased())
|
||||
{
|
||||
scrollAxisMoved = true;
|
||||
scrollCurrent = scrollStart = GH.input().getCursorPosition();
|
||||
GH.events().dispatchGesturePanningStarted(scrollStart);
|
||||
}
|
||||
else if(scrollAxisMoved && isScrollAxisReleased())
|
||||
{
|
||||
GH.events().dispatchGesturePanningEnded(scrollStart, scrollCurrent);
|
||||
scrollAxisMoved = false;
|
||||
scrollPlanDisX = scrollPlanDisY = 0;
|
||||
return;
|
||||
}
|
||||
scrollPlanDisX += ((float)deltaTime / 1000) * ((float)scrollAxisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
scrollPlanDisY += ((float)deltaTime / 1000) * ((float)scrollAxisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
int moveDisX = getMoveDis(scrollPlanDisX);
|
||||
int moveDisY = getMoveDis(scrollPlanDisY);
|
||||
if(moveDisX != 0 || moveDisY != 0)
|
||||
{
|
||||
scrollPlanDisX -= moveDisX;
|
||||
scrollPlanDisY -= moveDisY;
|
||||
scrollCurrent.x += moveDisX;
|
||||
scrollCurrent.y += moveDisY;
|
||||
Point distance(moveDisX, moveDisY);
|
||||
GH.events().dispatchGesturePanning(scrollStart, scrollCurrent, distance);
|
||||
}
|
||||
if(!scrollAxisMoved && isScrollAxisReleased())
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if(!scrollAxisMoved && !isScrollAxisReleased())
|
||||
{
|
||||
scrollAxisMoved = true;
|
||||
scrollCurrent = scrollStart = GH.input().getCursorPosition();
|
||||
GH.events().dispatchGesturePanningStarted(scrollStart);
|
||||
}
|
||||
else if(scrollAxisMoved && isScrollAxisReleased())
|
||||
{
|
||||
GH.events().dispatchGesturePanningEnded(scrollStart, scrollCurrent);
|
||||
scrollAxisMoved = false;
|
||||
scrollPlanDisX = scrollPlanDisY = 0;
|
||||
return;
|
||||
}
|
||||
scrollPlanDisX += ((float)deltaTime / 1000) * ((float)scrollAxisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
scrollPlanDisY += ((float)deltaTime / 1000) * ((float)scrollAxisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
|
||||
int moveDisX = getMoveDis(scrollPlanDisX);
|
||||
int moveDisY = getMoveDis(scrollPlanDisY);
|
||||
if(moveDisX != 0 || moveDisY != 0)
|
||||
{
|
||||
scrollPlanDisX -= moveDisX;
|
||||
scrollPlanDisY -= moveDisY;
|
||||
scrollCurrent.x += moveDisX;
|
||||
scrollCurrent.y += moveDisY;
|
||||
Point distance(moveDisX, moveDisY);
|
||||
GH.events().dispatchGesturePanning(scrollStart, scrollCurrent, distance);
|
||||
}
|
||||
}
|
||||
|
||||
bool InputSourceGameController::isScrollAxisReleased()
|
||||
{
|
||||
return scrollAxisValueX == 0 && scrollAxisValueY == 0;
|
||||
return scrollAxisValueX == 0 && scrollAxisValueY == 0;
|
||||
}
|
||||
|
Reference in New Issue
Block a user