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WheelSelect.cpp
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#include "WheelSelect.h"
#include "TouchControlsConfig.h"
#include <math.h> /* sin */
#define PI 3.14159265
#define CENTRE_SIZE 0.1
#define AXIS_BLOCK_DELAY_MS 300
using namespace touchcontrols;
//#define GAMEPAD_MODE_START 1
//#define GAMEPAD_MODE_TAP 2
//#define GAMEPAD_MOVE_HOLD 3
WheelSelect::WheelSelect(std::string tag, RectF pos, std::string image_filename, int segments):
ControlSuper(TC_TYPE_WHEELSEL, tag, pos)
{
// Check is segments nubmer should be in filename
if(image_filename.find("%d") != std::string::npos)
{
char newname[64];
snprintf(newname, 64, image_filename.c_str(), segments);
image_filename = newname;
LOGTOUCH("WheelSelect new image filename = %s", image_filename.c_str());
}
image = image_filename;
id = -1;
nbrSegs = segments;
visible = false;
hideGraphics = false;
gamepadInUse = false;
updateSize();
selectedSeg = -1;
enabledSegs = 0;
gamepadMode = WHEELSELECT_GP_MODE_TAP;
gamepadAutoTimeout = 0;
useFadeSegs = false;
axisBlock = false;
gamepadMultiTap = false;
axisBlockDelay = 0;
};
void WheelSelect::setWheelVisible(bool visible)
{
this->visible = visible;
signal_enabled.emit(visible);
}
void WheelSelect::setHideGraphics(bool v)
{
hideGraphics = v;
}
void WheelSelect::setGamepadMode(WheelSelectMode mode, int autoTimeout)
{
gamepadMode = mode;
gamepadAutoTimeout = autoTimeout;
}
void WheelSelect::resetOutput()
{
reset();
}
void WheelSelect::setSegmentEnabled(int seg, bool v)
{
if(v)
enabledSegs |= 1 << seg;
else
enabledSegs &= ~(1 << seg);
useFadeSegs = true;
}
void WheelSelect::updateSize()
{
glRect.resize(controlPos.right - controlPos.left, controlPos.bottom - controlPos.top);
glRectFade.resize(glRect.width / 5, glRect.height / 5);
glRectSelected.resize(0.1, 0.16);
centre.x = controlPos.left + (controlPos.right - controlPos.left) / 2;
centre.y = controlPos.top + (controlPos.bottom - controlPos.top) / 2;
}
float WheelSelect::distCentre(float x, float y)
{
float dist = ((centre.x - x) * (centre.x - x)) + ((centre.y - y) * (centre.y - y));
dist = sqrt(dist);
return dist;
}
bool WheelSelect::inCentre(float x, float y)
{
float dist = distCentre(x, y);
if(dist < CENTRE_SIZE)
return true;
else
return false;
}
bool WheelSelect::processPointer(int action, int pid, float x, float y)
{
if(action == P_DOWN)
{
if(id == -1) //Only process if not active
{
if(inCentre(x, y))
{
id = pid;
setWheelVisible(true);
last.x = x;
last.y = y;
anchor.x = x;
anchor.y = y;
fingerPos.x = x;
fingerPos.y = y;
selectedSeg = -1;
gamepadInUse = false;
return true;
}
}
return false;
}
else if(action == P_UP)
{
if(id == pid)
{
signal_selected.emit(selectedSeg);
reset();
return true;
}
return false;
}
else if(action == P_MOVE)
{
if(pid == id) //Finger already down
{
//LOGTOUCH("centre: %f %f",centre.x,centre.y);
fingerPos.x = x;
fingerPos.y = y;
float a = fingerPos.x - centre.x;
float o = fingerPos.y - centre.y;
a = a * ((float)touchcontrols::ScaleX / (float)touchcontrols::ScaleY);
//LOGTOUCH("len: %f %f",o,a);
//float angle = asin(o/a);
float angle = atan2(o, a);
angle += PI / 2;
if(angle < 0)
angle = (2 * PI) + angle;
if(distCentre(x, y) > CENTRE_SIZE) //Only update if moved out of circle
{
int selectedSegNew = angle * nbrSegs / (2 * PI) ;
if(selectedSeg != selectedSegNew)
{
signal_vibrate.emit(SHORT_VIBRATE);
selectedSeg = selectedSegNew;
}
signal_scroll.emit(selectedSeg);
}
return true;
}
return false;
}
return false;
}
bool WheelSelect::gamepadActionButton(int state)
{
// LOGTOUCH( "gamepadActionButton %d", state );
gamepadInUse = true;
// Update segment position
gamepadUpdateSeg();
// check if rapidly pressing the button to reselect last number again
if(state == 1 && gamepadMultiTap && blockGamepad())
{
gamepadSelect();
return true;
}
if(gamepadMode == WHEELSELECT_GP_MODE_HOLD)
{
if(state == 1) // button down
{
//selectedSeg = -1;
setWheelVisible(true);
}
else // button up
{
if(visible == true)
{
gamepadSelect();
}
}
}
else if(gamepadMode == WHEELSELECT_GP_MODE_TAP)
{
if(state == 1) // button down
{
if(visible == false)
{
//selectedSeg = -1;
setWheelVisible(true);
}
else // Already visible, now select
{
gamepadSelect();
}
}
}
return true;
}
void WheelSelect::gamepadSelect()
{
// Send weapon if selected
if(selectedSeg != -1)
{
axisBlock = true;
axisBlockDelay = getMS() + AXIS_BLOCK_DELAY_MS;
signal_selected.emit(selectedSeg);
signal_vibrate.emit(SHORT_VIBRATE);
}
reset();
}
void WheelSelect::processGamepad(float x, float y)
{
gamepadLastX = x;
gamepadLastY = y;
if(visible)
{
gamepadUpdateSeg();
}
}
bool WheelSelect::gamepadUpdateSeg()
{
bool changed = false;
// TODO check amount moved
gamepadLastMoveTime = getMS();
float x = gamepadLastX;
float y = gamepadLastY;
float a = x;
float o = y;
float angle = atan2(o, a);
angle += PI / 2;
if(angle < 0)
angle = (2 * PI) + angle;
float dist = x * x + y * y;
dist = sqrt(dist);
if(dist > 0.3)
{
int selectedSegNew = angle * nbrSegs / (2 * PI) ;
if(selectedSeg != selectedSegNew)
{
signal_vibrate.emit(SHORT_VIBRATE);
selectedSeg = selectedSegNew;
changed = true;
}
signal_scroll.emit(selectedSeg);
}
return changed;
}
// This is needed because we only get axis values when it changes, therefor the gameloop needs to check this
bool WheelSelect::blockGamepad()
{
if(visible && gamepadInUse)
{
return true;
}
else
{
if(axisBlock) // Block axis working for a bit to stop random movments
{
if(getMS() > axisBlockDelay) // Check timeout
{
axisBlock = false;
}
return axisBlock;
}
else
{
return false;
}
}
}
bool WheelSelect::initGL()
{
int x, y;
glTex = loadTextureFromPNG(image, x, y);
glTexFade = loadTextureFromPNG("red_cross", x, y);
glTexSelected = loadTextureFromPNG("weapon_wheel_select", x, y);
return true;
}
bool WheelSelect::drawGL(bool forEditor)
{
if((visible) || forEditor)
gl_drawRect(glTex, controlPos.left, controlPos.top, glRect);
if((visible) && useFadeSegs)
{
float ang = 360.0 / nbrSegs / 2;
for(int n = 0; n < nbrSegs; n++)
{
//Work out presuming square
float h_len = (glRect.height / 2) * 0.7;
float a = cos(ang * PI / 180.0) * h_len;
float o = sin(ang * PI / 180.0) * h_len;
//Now scale as prob not square..
o = o * (glRect.width / glRect.height);
if(!(enabledSegs & 1 << n))
gl_drawRect(glTexFade, centre.x + o - glRectFade.width / 2, centre.y - a - glRectFade.height / 2, glRectFade);
ang += 360.0 / nbrSegs;
}
}
if((visible) && (selectedSeg != -1))
{
float ang = (360.0 / nbrSegs / 2) + (360.0 / nbrSegs * selectedSeg);
float h_len = (glRect.height / 2) * 0.5;
float a = cos(ang * PI / 180.0) * h_len;
float o = sin(ang * PI / 180.0) * h_len;
o = o * (glRect.width / glRect.height);
gl_color3f(COLOUR_WHITE);
gl_drawRect(glTexSelected, centre.x + o - glRectSelected.width / 2, centre.y - a - glRectSelected.height / 2, glRectSelected);
// There are poential threading issues here, but unlikely to happen.
if(gamepadAutoTimeout != 0 && gamepadLastMoveTime != 0)
{
// gamepad autoselect timeout
if(getMS() > (gamepadLastMoveTime + gamepadAutoTimeout))
{
gamepadLastMoveTime = 0;
gamepadSelect();
}
}
}
return false;
}
void WheelSelect::reset()
{
id = -1;
setWheelVisible(false);
doUpdate();
}
void WheelSelect::calcNewValue()
{
}
void WheelSelect::doUpdate()
{
}
void WheelSelect::saveXML(TiXmlDocument &doc)
{
TiXmlElement * root = new TiXmlElement(tag.c_str());
doc.LinkEndChild(root);
ControlSuper::saveXML(*root);
}
void WheelSelect::loadXML(TiXmlDocument &doc)
{
TiXmlHandle hDoc(&doc);
TiXmlElement* pElem = hDoc.FirstChild(tag).Element();
if(!pElem) //Check exists, if not just leave as default
return;
ControlSuper::loadXML(*pElem);
}