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https://github.com/vcmi/vcmi.git
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a simple implement for game controller
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248
client/eventsSDL/InputSourceGameController.cpp
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248
client/eventsSDL/InputSourceGameController.cpp
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/*
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* InputSourceGameController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "InputSourceGameController.h"
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#include "GameControllerShortcuts.h"
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#include "InputHandler.h"
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#include "../CGameInfo.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../gui/ShortcutHandler.h"
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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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}
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InputSourceGameController::InputSourceGameController():
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lastCheckTime(0),
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axisValueX(0),
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axisValueY(0),
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planDisX(0.0),
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planDisY(0.0)
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{
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// SDL_init has not been called. so it is unnecessary to open joystick.
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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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}
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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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// 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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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_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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}
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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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}
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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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}
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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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}
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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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}
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void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis)
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{
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const auto & triggerShortcutsMap = getTriggerShortcutsMap();
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if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX)
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{
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axisValueX = 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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axisValueY = getRealAxisValue(axis.value);
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}
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else if(triggerShortcutsMap.find(axis.axis) != triggerShortcutsMap.end())
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{
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const auto & shortcutsVector = triggerShortcutsMap.find(axis.axis)->second;
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dispatchTriggerShortcuts(shortcutsVector, axis.value);
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}
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}
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void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button)
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{
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const Point & position = GH.input().getCursorPosition();
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const auto & buttonShortcutsMap = getButtonShortcutsMap();
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// TODO: define keys by user
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if(button.button == SDL_CONTROLLER_BUTTON_A)
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{
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GH.events().dispatchMouseLeftButtonPressed(position, 0);
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}
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else if(button.button == SDL_CONTROLLER_BUTTON_Y)
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{
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GH.events().dispatchShowPopup(position, 0);
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}
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else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end())
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{
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const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second;
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GH.events().dispatchShortcutPressed(shortcutsVector);
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}
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}
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void InputSourceGameController::handleEventButtonUp(const SDL_ControllerButtonEvent & button)
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{
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const Point & position = GH.input().getCursorPosition();
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const auto & buttonShortcutsMap = getButtonShortcutsMap();
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if(button.button == SDL_CONTROLLER_BUTTON_A)
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{
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GH.events().dispatchMouseLeftButtonReleased(position, 0);
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}
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else if(button.button == SDL_CONTROLLER_BUTTON_Y)
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{
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GH.events().dispatchClosePopup(position);
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}
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else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end())
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{
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const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second;
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GH.events().dispatchShortcutReleased(shortcutsVector);
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}
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}
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void InputSourceGameController::doCursorMove(int deltaX, int deltaY)
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{
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if(deltaX == 0 && deltaY == 0)
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return;
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const Point & screenSize = GH.screenDimensions();
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const Point &cursorPosition = GH.getCursorPosition();
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int newX = std::min(std::max(cursorPosition.x + deltaX, 0), screenSize.x);
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int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y);
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Point targetPosition{newX, newY};
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GH.input().setCursorPosition(targetPosition);
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if(CCS && CCS->curh)
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CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y);
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}
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int InputSourceGameController::getMoveDis(float planDis)
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{
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if(planDis >= 0)
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return std::floor(planDis);
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else
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return std::ceil(planDis);
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}
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void InputSourceGameController::handleUpdate()
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{
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auto now = std::chrono::high_resolution_clock::now();
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auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
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if(lastCheckTime == 0)
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{
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lastCheckTime = nowMs;
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return;
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}
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long long deltaTime = nowMs - lastCheckTime;
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if(axisValueX == 0)
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planDisX = 0;
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else
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planDisX += ((float)deltaTime / 1000) * ((float)axisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
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if(axisValueY == 0)
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planDisY = 0;
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else
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planDisY += ((float)deltaTime / 1000) * ((float)axisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
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int moveDisX = getMoveDis(planDisX);
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int moveDisY = getMoveDis(planDisY);
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planDisX -= moveDisX;
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planDisY -= moveDisY;
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doCursorMove(moveDisX, moveDisY);
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lastCheckTime = nowMs;
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}
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