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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-02 23:07:36 +02:00

support map scroll

This commit is contained in:
kdmcser 2024-04-28 20:06:47 +08:00
parent 1eea8398b4
commit 836c891c36
2 changed files with 117 additions and 40 deletions

View File

@ -28,10 +28,17 @@ void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameC
InputSourceGameController::InputSourceGameController():
lastCheckTime(0),
axisValueX(0),
axisValueY(0),
planDisX(0.0),
planDisY(0.0)
cursorAxisValueX(0),
cursorAxisValueY(0),
cursorPlanDisX(0.0),
cursorPlanDisY(0.0),
scrollAxisMoved(false),
scrollStart(Point(0,0)),
scrollCurrent(Point(0,0)),
scrollAxisValueX(0),
scrollAxisValueY(0),
scrollPlanDisX(0.0),
scrollPlanDisY(0.0)
{
tryOpenAllGameControllers();
}
@ -156,25 +163,34 @@ void InputSourceGameController::dispatchTriggerRightClick(int axisValue)
void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis)
{
tryToConvertCursor();
if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX)
{
if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
axisValueX = getRealAxisValue(axis.value);
cursorAxisValueX = getRealAxisValue(axis.value);
else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
scrollAxisValueX = getRealAxisValue(axis.value);
}
else if(axis.axis == SDL_CONTROLLER_AXIS_LEFTY)
{
if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
axisValueY = getRealAxisValue(axis.value);
cursorAxisValueY = getRealAxisValue(axis.value);
else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
scrollAxisValueY = getRealAxisValue(axis.value);
}
if(axis.axis == SDL_CONTROLLER_AXIS_RIGHTX)
{
if(config.getRightAxisType() == AxisType::CURSOR_MOTION)
axisValueX = getRealAxisValue(axis.value);
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)
axisValueY = getRealAxisValue(axis.value);
cursorAxisValueY = getRealAxisValue(axis.value);
else if(config.getRightAxisType() == AxisType::MAP_SCROLL)
scrollAxisValueY = getRealAxisValue(axis.value);
}
else if(config.isLeftClickTrigger(axis.axis))
{
@ -191,6 +207,17 @@ void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEv
}
}
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);
}
}
void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button)
{
const Point & position = GH.input().getCursorPosition();
@ -236,19 +263,13 @@ void InputSourceGameController::doCursorMove(int deltaX, int deltaY)
if(deltaX == 0 && deltaY == 0)
return;
const Point & screenSize = GH.screenDimensions();
// if joystick is connected when intro video plays, using hardware position will move cursor to the right position.
bool isHardwareCursor = CCS && CCS->curh && CCS->curh->getShowType() == Cursor::ShowType::HARDWARE;
const Point & cursorPosition = isHardwareCursor ? CCS->curh->getCursorPosition() : GH.getCursorPosition();
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) {
if(CCS->curh->getShowType() == Cursor::ShowType::HARDWARE)
CCS->curh->ChangeCursor(Cursor::ShowType::SOFTWARE);
if(CCS && CCS->curh)
CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y);
}
}
int InputSourceGameController::getMoveDis(float planDis)
@ -263,28 +284,71 @@ 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)
{
if (lastCheckTime == 0) {
lastCheckTime = nowMs;
return;
}
long long deltaTime = nowMs - lastCheckTime;
if(axisValueX == 0)
planDisX = 0;
else
planDisX += ((float)deltaTime / 1000) * ((float)axisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
if(axisValueY == 0)
planDisY = 0;
else
planDisY += ((float)deltaTime / 1000) * ((float)axisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
int moveDisX = getMoveDis(planDisX);
int moveDisY = getMoveDis(planDisY);
planDisX -= moveDisX;
planDisY -= moveDisY;
doCursorMove(moveDisX, moveDisY);
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(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);
}
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);
}
}
bool InputSourceGameController::isScrollAxisReleased()
{
return scrollAxisValueX == 0 && scrollAxisValueY == 0;
}

View File

@ -14,6 +14,7 @@
#include "GameControllerConfig.h"
#include "../gui/Shortcut.h"
#include "../../lib/Point.h"
const int AXIS_DEAD_ZOOM = 6000;
@ -30,12 +31,20 @@ class InputSourceGameController
using GameControllerPtr = std::unique_ptr<SDL_GameController, decltype(&gameControllerDeleter)>;
std::map<int, GameControllerPtr> gameControllerMap;
long long lastCheckTime;
int axisValueX;
int axisValueY;
float planDisX;
float planDisY;
GameControllerConfig config;
long long lastCheckTime;
int cursorAxisValueX;
int cursorAxisValueY;
float cursorPlanDisX;
float cursorPlanDisY;
bool scrollAxisMoved;
Point scrollStart;
Point scrollCurrent;
int scrollAxisValueX;
int scrollAxisValueY;
float scrollPlanDisX;
float scrollPlanDisY;
void openGameController(int index);
int getJoystickIndex(SDL_GameController * controller);
@ -43,8 +52,12 @@ class InputSourceGameController
void dispatchTriggerShortcuts(const std::vector<EShortcut> & shortcutsVector, int axisValue);
void dispatchTriggerLeftClick(int axisValue);
void dispatchTriggerRightClick(int axisValue);
void tryToConvertCursor();
void doCursorMove(int deltaX, int deltaY);
int getMoveDis(float planDis);
void handleCursorUpdate(long long deltaTime);
void handleScrollUpdate(long long deltaTime);
bool isScrollAxisReleased();
public:
InputSourceGameController();