mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-22 21:09:52 +00:00
6b753c1d63
See #19573
666 lines
23 KiB
C++
666 lines
23 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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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, version 2.0 or later versions.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include <vector>
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#include "Common/Data/Color/RGBAUtil.h"
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#include "Common/Render/DrawBuffer.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Math/math_util.h"
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#include "Common/System/Display.h"
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#include "Common/UI/Context.h"
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#include "Common/CommonTypes.h"
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#include "Common/Log.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "UI/GamepadEmu.h"
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#include "UI/TouchControlLayoutScreen.h"
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#include "UI/TouchControlVisibilityScreen.h"
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static float layoutAreaScale = 1.0f;
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static u32 GetButtonColor() {
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return g_Config.iTouchButtonStyle != 0 ? 0xFFFFFF : 0xc0b080;
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}
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class DragDropButton : public MultiTouchButton {
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public:
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DragDropButton(ConfigTouchPos &pos, const char *key, ImageID bgImg, ImageID img, const Bounds &screenBounds)
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: MultiTouchButton(key, bgImg, bgImg, img, pos.scale, new UI::AnchorLayoutParams(pos.x * screenBounds.w, pos.y * screenBounds.h, UI::NONE, UI::NONE, true)),
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x_(pos.x), y_(pos.y), theScale_(pos.scale), screenBounds_(screenBounds) {
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scale_ = theScale_;
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}
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bool IsDown() override {
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// Don't want the button to enlarge and throw the user's perspective
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// of button size off whack.
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return false;
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};
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void Draw(UIContext &dc) override {
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scale_ = theScale_*layoutAreaScale; // Scale down just for rendering
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MultiTouchButton::Draw(dc);
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scale_ = theScale_/layoutAreaScale; // is this is needed?
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}
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virtual void SavePosition() {
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x_ = (bounds_.centerX() - screenBounds_.x) / screenBounds_.w;
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y_ = (bounds_.centerY() - screenBounds_.y) / screenBounds_.h;
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scale_ = theScale_;
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}
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virtual float GetScale() const { return theScale_; }
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virtual void SetScale(float s) { theScale_ = s; scale_ = s; }
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virtual float GetSpacing() const { return 1.0f; }
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virtual void SetSpacing(float s) { }
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virtual bool Contains(float x, float y) {
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const float thresholdFactor = 0.25f;
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const float thresholdW = thresholdFactor * bounds_.w;
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const float thresholdH = thresholdFactor * bounds_.h;
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Bounds tolerantBounds(bounds_.x - thresholdW * 0.5, bounds_.y - thresholdH * 0.5 , bounds_.w + thresholdW, bounds_.h + thresholdH);
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return tolerantBounds.Contains(x, y);
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}
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protected:
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const Bounds &screenBounds_;
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float &theScale_;
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float &x_, &y_;
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};
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class PSPActionButtons : public DragDropButton {
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public:
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PSPActionButtons(ConfigTouchPos &pos, const char *key, float &spacing, const Bounds &screenBounds)
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: DragDropButton(pos, key, ImageID::invalid(), ImageID::invalid(), screenBounds), spacing_(spacing) {
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using namespace UI;
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roundId_ = g_Config.iTouchButtonStyle ? ImageID("I_ROUND_LINE") : ImageID("I_ROUND");
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};
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void setCircleVisibility(bool visible) {
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circleVisible_ = visible;
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}
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void setCrossVisibility(bool visible) {
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crossVisible_ = visible;
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}
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void setTriangleVisibility(bool visible) {
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triangleVisible_ = visible;
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}
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void setSquareVisibility(bool visible) {
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squareVisible_ = visible;
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}
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void Draw(UIContext &dc) override {
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scale_ = theScale_*layoutAreaScale;
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float opacity = GamepadGetOpacity();
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uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
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uint32_t color = colorAlpha(0xFFFFFF, opacity);
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int centerX = bounds_.centerX();
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int centerY = bounds_.centerY();
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float spacing = spacing_ * baseActionButtonSpacing * layoutAreaScale;
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if (circleVisible_) {
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dc.Draw()->DrawImageRotated(roundId_, centerX + spacing, centerY, scale_, 0, colorBg, false);
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dc.Draw()->DrawImageRotated(circleId_, centerX + spacing, centerY, scale_, 0, color, false);
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}
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if (crossVisible_) {
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dc.Draw()->DrawImageRotated(roundId_, centerX, centerY + spacing, scale_, 0, colorBg, false);
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dc.Draw()->DrawImageRotated(crossId_, centerX, centerY + spacing, scale_, 0, color, false);
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}
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if (triangleVisible_) {
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float y = centerY - spacing;
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y -= 2.8f * scale_;
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dc.Draw()->DrawImageRotated(roundId_, centerX, centerY - spacing, scale_, 0, colorBg, false);
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dc.Draw()->DrawImageRotated(triangleId_, centerX, y, scale_, 0, color, false);
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}
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if (squareVisible_) {
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dc.Draw()->DrawImageRotated(roundId_, centerX - spacing, centerY, scale_, 0, colorBg, false);
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dc.Draw()->DrawImageRotated(squareId_, centerX - spacing, centerY, scale_, 0, color, false);
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}
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scale_ = theScale_/layoutAreaScale;
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};
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
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const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(roundId_);
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w = (2.0f * baseActionButtonSpacing * spacing_) + image->w * scale_;
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h = (2.0f * baseActionButtonSpacing * spacing_) + image->h * scale_;
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}
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float GetSpacing() const override { return spacing_; }
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void SetSpacing(float s) override { spacing_ = s; }
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bool Contains(float x, float y) override {
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float xFac = 0.0f;
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float wFac = 0.0f;
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float yFac = 0.0f;
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float hFac = 0.0f;
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// Many cases sadly...
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if (circleVisible_ && !squareVisible_) {
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if (crossVisible_ || triangleVisible_) {
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xFac = 1.0f;
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wFac = -1.0f;
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} else {
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xFac = 2.0f;
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wFac = -2.0f;
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yFac = 1.0f;
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hFac = -2.0f;
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}
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} else if (!circleVisible_ && squareVisible_) {
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if (crossVisible_ || triangleVisible_) {
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wFac = -1.0f;
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} else {
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wFac = -2.0f;
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yFac = 1.0f;
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hFac = -2.0f;
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}
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} else if (circleVisible_ && squareVisible_ && !crossVisible_ && !triangleVisible_) {
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yFac = 1.0f;
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hFac = -2.0f;
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}
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// No else here is intentional
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if (crossVisible_ && !triangleVisible_) {
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if (circleVisible_ || squareVisible_) {
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yFac = 1.0f;
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hFac = -1.0f;
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} else {
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yFac = 2.0f;
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hFac = -2.0f;
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xFac = 1.0f;
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wFac = -2.0f;
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}
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} else if (!crossVisible_ && triangleVisible_) {
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if (circleVisible_ || squareVisible_) {
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hFac = -1.0f;
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} else {
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hFac = -2.0f;
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xFac = 1.0f;
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wFac = -2.0f;
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}
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} else if (!circleVisible_ && !squareVisible_ && crossVisible_ && triangleVisible_) {
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xFac = 1.0f;
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wFac = -2.0f;
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}
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const float thresholdFactor = 0.25f;
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const float thresholdW = thresholdFactor * bounds_.w;
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const float thresholdH = thresholdFactor * bounds_.h;
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float tolerantX = bounds_.x - thresholdW*0.5 + xFac*baseActionButtonSpacing*spacing_;
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float tolerantY = bounds_.y - thresholdH*0.5 + yFac*baseActionButtonSpacing*spacing_;
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float tolerantW = bounds_.w + thresholdW + wFac*baseActionButtonSpacing*spacing_;
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float tolerantH = bounds_.h + thresholdH + hFac*baseActionButtonSpacing*spacing_;
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Bounds tolerantBounds(tolerantX, tolerantY, tolerantW, tolerantH);
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return tolerantBounds.Contains(x, y);
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}
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private:
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bool circleVisible_ = true, crossVisible_ = true, triangleVisible_ = true, squareVisible_ = true;
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ImageID roundId_ = ImageID::invalid();
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ImageID circleId_ = ImageID("I_CIRCLE");
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ImageID crossId_ = ImageID("I_CROSS");
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ImageID triangleId_ = ImageID("I_TRIANGLE");
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ImageID squareId_ = ImageID("I_SQUARE");
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float &spacing_;
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};
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class PSPDPadButtons : public DragDropButton {
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public:
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PSPDPadButtons(ConfigTouchPos &pos, const char *key, float &spacing, const Bounds &screenBounds)
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: DragDropButton(pos, key, ImageID::invalid(), ImageID::invalid(), screenBounds), spacing_(spacing) {
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}
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void Draw(UIContext &dc) override {
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scale_ = theScale_*layoutAreaScale;
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float opacity = GamepadGetOpacity();
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uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
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uint32_t color = colorAlpha(0xFFFFFF, opacity);
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static const float xoff[4] = {1, 0, -1, 0};
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static const float yoff[4] = {0, 1, 0, -1};
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ImageID dirImage = g_Config.iTouchButtonStyle ? ImageID("I_DIR_LINE") : ImageID("I_DIR");
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for (int i = 0; i < 4; i++) {
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float r = D_pad_Radius * spacing_ * layoutAreaScale;
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float x = bounds_.centerX() + xoff[i] * r;
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float y = bounds_.centerY() + yoff[i] * r;
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float x2 = bounds_.centerX() + xoff[i] * (r + 10.f * scale_);
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float y2 = bounds_.centerY() + yoff[i] * (r + 10.f * scale_);
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float angle = i * M_PI / 2;
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dc.Draw()->DrawImageRotated(dirImage, x, y, scale_, angle + PI, colorBg, false);
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dc.Draw()->DrawImageRotated(ImageID("I_ARROW"), x2, y2, scale_, angle + PI, color);
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}
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scale_ = theScale_ / layoutAreaScale;
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}
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
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const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(ImageID("I_DIR"));
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w = 2.0f * D_pad_Radius * spacing_ + image->w * scale_;
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h = w;
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};
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float GetSpacing() const override { return spacing_; }
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void SetSpacing(float s) override { spacing_ = s; }
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private:
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float &spacing_;
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};
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class PSPStickDragDrop : public DragDropButton {
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public:
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PSPStickDragDrop(ConfigTouchPos &pos, const char *key, ImageID bgImg, ImageID img, const Bounds &screenBounds, float &spacing)
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: DragDropButton(pos, key, bgImg, img, screenBounds), spacing_(spacing) {
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}
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void Draw(UIContext &dc) override {
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scale_ = theScale_ * layoutAreaScale;
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float opacity = GamepadGetOpacity();
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uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
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const ImageID stickImage = g_Config.iTouchButtonStyle ? ImageID("I_STICK_LINE") : ImageID("I_STICK");
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const ImageID stickBg = g_Config.iTouchButtonStyle ? ImageID("I_STICK_BG_LINE") : ImageID("I_STICK_BG");
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dc.Draw()->DrawImage(stickBg, bounds_.centerX(), bounds_.centerY(), scale_, colorBg, ALIGN_CENTER);
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dc.Draw()->DrawImage(stickImage, bounds_.centerX(), bounds_.centerY(), scale_ * spacing_, colorBg, ALIGN_CENTER);
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scale_ = theScale_ / layoutAreaScale;
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}
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float GetSpacing() const override { return spacing_ * 3; }
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void SetSpacing(float s) override {
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// In mapping spacing is clamped between 0.5 and 3.0 and passed to this method
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spacing_ = s/3;
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}
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private:
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float &spacing_;
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};
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class SnapGrid : public UI::View {
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public:
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SnapGrid(int leftMargin, int rightMargin, int topMargin, int bottomMargin, u32 color)
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: UI::View(), x1(leftMargin), x2(rightMargin), y1(topMargin), y2(bottomMargin), col(color) {}
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void Draw(UIContext &dc) override {
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if (g_Config.bTouchSnapToGrid) {
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dc.Flush();
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dc.BeginNoTex();
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float xOffset = bounds_.x;
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float yOffset = bounds_.y;
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dc.Draw()->Rect((x1+x2)/2 + xOffset - g_display.pixel_in_dps_x, y1 + yOffset, 3.0f * g_display.pixel_in_dps_x, y2-y1, col);
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dc.Draw()->Rect(x1 + xOffset, (y1+y2)/2 + yOffset - g_display.pixel_in_dps_y, x2-x1, 3.0f * g_display.pixel_in_dps_y, col);
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for (int x = x1 + (x1+x2)/2 % g_Config.iTouchSnapGridSize; x < x2; x += g_Config.iTouchSnapGridSize)
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dc.Draw()->vLine(x + xOffset, y1 + yOffset, y2 + yOffset, col);
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for (int y = y1 + (y1+y2)/2 % g_Config.iTouchSnapGridSize; y < y2; y += g_Config.iTouchSnapGridSize)
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dc.Draw()->hLine(x1 + xOffset, y + yOffset, x2 + xOffset, col);
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dc.Flush();
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dc.Begin();
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}
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}
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std::string DescribeText() const override {
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return "";
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}
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private:
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int x1, x2, y1, y2;
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u32 col;
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};
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class DragDropButton;
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class ControlLayoutView : public UI::AnchorLayout {
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public:
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explicit ControlLayoutView(UI::LayoutParams *layoutParams)
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: UI::AnchorLayout(layoutParams) {
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SetClip(true);
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}
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bool Touch(const TouchInput &input) override;
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void CreateViews();
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void Draw(UIContext& ui) override;
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bool HasCreatedViews() const {
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return !controls_.empty();
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}
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DragDropButton *pickedControl_ = nullptr;
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DragDropButton *getPickedControl(const int x, const int y);
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std::vector<DragDropButton *> controls_;
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// Touch down state for dragging
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float startObjectX_ = -1.0f;
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float startObjectY_ = -1.0f;
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float startDragX_ = -1.0f;
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float startDragY_ = -1.0f;
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float startScale_ = -1.0f;
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float startSpacing_ = -1.0f;
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int mode_ = 0;
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};
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static Point2D ClampTo(const Point2D &p, const Bounds &b) {
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return Point2D(clamp_value(p.x, b.x, b.x + b.w), clamp_value(p.y, b.y, b.y + b.h));
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}
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bool ControlLayoutView::Touch(const TouchInput &touch) {
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using namespace UI;
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if ((touch.flags & TOUCH_MOVE) && pickedControl_ != nullptr) {
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if (mode_ == 0) {
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// Allow placing the control halfway outside the play area.
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Bounds validRange = this->GetBounds();
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// Control coordinates are relative inside the bounds.
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validRange.x = 0.0f;
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validRange.y = 0.0f;
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// TODO: Worth keeping?
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// This make sure the control is all inside the screen (commented out only half)
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// const Bounds &controlBounds = pickedControl_->GetBounds();
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//validRange.x += controlBounds.w * 0.5f;
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//validRange.w -= controlBounds.w;
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//validRange.y += controlBounds.h * 0.5f;
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//validRange.h -= controlBounds.h;
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Point2D newPos;
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newPos.x = startObjectX_ + (touch.x - startDragX_);
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newPos.y = startObjectY_ + (touch.y - startDragY_);
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if (g_Config.bTouchSnapToGrid) {
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newPos.x -= fmod(newPos.x - validRange.w/2, g_Config.iTouchSnapGridSize);
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newPos.y -= fmod(newPos.y - validRange.h/2, g_Config.iTouchSnapGridSize);
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}
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newPos = ClampTo(newPos, validRange);
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pickedControl_->ReplaceLayoutParams(new AnchorLayoutParams(newPos.x, newPos.y, NONE, NONE, true));
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} else if (mode_ == 1) {
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// Resize. Vertical = scaling, horizontal = spacing;
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// Up should be bigger so let's negate in that direction
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float diffX = (touch.x - startDragX_);
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float diffY = -(touch.y - startDragY_);
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// Snap to grid
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if (g_Config.bTouchSnapToGrid) {
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diffX -= fmod(touch.x - startDragX_, g_Config.iTouchSnapGridSize/2);
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diffY += fmod(touch.y - startDragY_, g_Config.iTouchSnapGridSize/2);
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}
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float movementScale = 0.02f;
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float newScale = startScale_ + diffY * movementScale;
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float newSpacing = startSpacing_ + diffX * movementScale;
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if (newScale > 3.0f) newScale = 3.0f;
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if (newScale < 0.5f) newScale = 0.5f;
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if (newSpacing > 3.0f) newSpacing = 3.0f;
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if (newSpacing < 0.5f) newSpacing = 0.5f;
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pickedControl_->SetSpacing(newSpacing);
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pickedControl_->SetScale(newScale);
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}
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}
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if ((touch.flags & TOUCH_DOWN) && pickedControl_ == 0) {
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pickedControl_ = getPickedControl(touch.x, touch.y);
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if (pickedControl_) {
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startDragX_ = touch.x;
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startDragY_ = touch.y;
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const auto &prevParams = pickedControl_->GetLayoutParams()->As<AnchorLayoutParams>();
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startObjectX_ = prevParams->left;
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startObjectY_ = prevParams->top;
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startSpacing_ = pickedControl_->GetSpacing();
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startScale_ = pickedControl_->GetScale();
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}
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}
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if ((touch.flags & TOUCH_UP) && pickedControl_ != 0) {
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pickedControl_->SavePosition();
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pickedControl_ = 0;
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}
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return true;
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}
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void ControlLayoutView::Draw(UIContext& dc) {
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float opacity = g_Config.iTouchButtonOpacity / 100.0f;
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GamepadUpdateOpacity(std::max(0.5f, opacity));
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using namespace UI;
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dc.FillRect(Drawable(0x80000000), bounds_);
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dc.Flush();
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UI::AnchorLayout::Draw(dc);
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}
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void ControlLayoutView::CreateViews() {
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using namespace CustomKeyData;
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const Bounds &bounds = GetBounds();
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if (bounds.w == 0.0f || bounds.h == 0.0f) {
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// Layout hasn't happened yet, return.
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// See comment in TouchControlLayoutScreen::update().
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return;
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}
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// Create all the views.
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if (g_Config.bShowTouchCircle || g_Config.bShowTouchCross || g_Config.bShowTouchTriangle || g_Config.bShowTouchSquare) {
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PSPActionButtons *actionButtons = new PSPActionButtons(g_Config.touchActionButtonCenter, "Action buttons", g_Config.fActionButtonSpacing, bounds);
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actionButtons->setCircleVisibility(g_Config.bShowTouchCircle);
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actionButtons->setCrossVisibility(g_Config.bShowTouchCross);
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actionButtons->setTriangleVisibility(g_Config.bShowTouchTriangle);
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actionButtons->setSquareVisibility(g_Config.bShowTouchSquare);
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controls_.push_back(actionButtons);
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}
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ImageID rectImage = g_Config.iTouchButtonStyle ? ImageID("I_RECT_LINE") : ImageID("I_RECT");
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ImageID shoulderImage = g_Config.iTouchButtonStyle ? ImageID("I_SHOULDER_LINE") : ImageID("I_SHOULDER");
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ImageID stickImage = g_Config.iTouchButtonStyle ? ImageID("I_STICK_LINE") : ImageID("I_STICK");
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ImageID stickBg = g_Config.iTouchButtonStyle ? ImageID("I_STICK_BG_LINE") : ImageID("I_STICK_BG");
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auto addDragDropButton = [&](ConfigTouchPos &pos, const char *key, ImageID bgImg, ImageID img) {
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DragDropButton *b = nullptr;
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if (pos.show) {
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b = new DragDropButton(pos, key, bgImg, img, bounds);
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controls_.push_back(b);
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}
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return b;
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};
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if (g_Config.touchDpad.show) {
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controls_.push_back(new PSPDPadButtons(g_Config.touchDpad, "D-pad", g_Config.fDpadSpacing, bounds));
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}
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addDragDropButton(g_Config.touchSelectKey, "Select button", rectImage, ImageID("I_SELECT"));
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addDragDropButton(g_Config.touchStartKey, "Start button", rectImage, ImageID("I_START"));
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if (auto *fastForward = addDragDropButton(g_Config.touchFastForwardKey, "Fast-forward button", rectImage, ImageID("I_ARROW"))) {
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fastForward->SetAngle(180.0f);
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}
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addDragDropButton(g_Config.touchLKey, "Left shoulder button", shoulderImage, ImageID("I_L"));
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if (auto *rbutton = addDragDropButton(g_Config.touchRKey, "Right shoulder button", shoulderImage, ImageID("I_R"))) {
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rbutton->FlipImageH(true);
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}
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if (g_Config.touchAnalogStick.show) {
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controls_.push_back(new PSPStickDragDrop(g_Config.touchAnalogStick, "Left analog stick", stickBg, stickImage, bounds, g_Config.fLeftStickHeadScale));
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}
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if (g_Config.touchRightAnalogStick.show) {
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controls_.push_back(new PSPStickDragDrop(g_Config.touchRightAnalogStick, "Right analog stick", stickBg, stickImage, bounds, g_Config.fRightStickHeadScale));
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}
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auto addDragCustomKey = [&](ConfigTouchPos &pos, const char *key, const ConfigCustomButton& cfg) {
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DragDropButton *b = nullptr;
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if (pos.show) {
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b = new DragDropButton(pos, key, g_Config.iTouchButtonStyle == 0 ? customKeyShapes[cfg.shape].i : customKeyShapes[cfg.shape].l, customKeyImages[cfg.image].i, bounds);
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b->FlipImageH(customKeyShapes[cfg.shape].f);
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b->SetAngle(customKeyImages[cfg.image].r, customKeyShapes[cfg.shape].r);
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controls_.push_back(b);
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}
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return b;
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};
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for (int i = 0; i < Config::CUSTOM_BUTTON_COUNT; i++) {
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// Similar to GamepadEmu, we sanitize the images for valid values.
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if (g_Config.CustomButton[i].shape >= ARRAY_SIZE(CustomKeyData::customKeyShapes)) {
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g_Config.CustomButton[i].shape = 0;
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}
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if (g_Config.CustomButton[i].image >= ARRAY_SIZE(CustomKeyData::customKeyImages)) {
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g_Config.CustomButton[i].image = 0;
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}
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char temp[64];
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snprintf(temp, sizeof(temp), "Custom %d button", i);
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addDragCustomKey(g_Config.touchCustom[i], temp, g_Config.CustomButton[i]);
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}
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for (size_t i = 0; i < controls_.size(); i++) {
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Add(controls_[i]);
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}
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Add(new SnapGrid(0, bounds.w, 0, bounds.h, 0x3FFFFFFF));
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}
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// return the control which was picked up by the touchEvent. If a control
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// was already picked up, then it's being dragged around, so just return that instead
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DragDropButton *ControlLayoutView::getPickedControl(const int x, const int y) {
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if (pickedControl_ != 0) {
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return pickedControl_;
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}
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DragDropButton *bestMatch = nullptr;
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float bestDistance;
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for (size_t i = 0; i < controls_.size(); i++) {
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DragDropButton *control = controls_[i];
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if (control->Contains(x, y)) {
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const Bounds &bounds = control->GetBounds();
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float distance = (bounds.centerX()-x)*(bounds.centerX()-x)+(bounds.centerY()-y)*(bounds.centerY()-y);
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if (!bestMatch || distance < bestDistance) {
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bestDistance = distance;
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bestMatch = control;
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}
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}
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}
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return bestMatch;
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}
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void TouchControlLayoutScreen::resized() {
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RecreateViews();
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}
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void TouchControlLayoutScreen::onFinish(DialogResult reason) {
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g_Config.Save("TouchControlLayoutScreen::onFinish");
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}
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UI::EventReturn TouchControlLayoutScreen::OnVisibility(UI::EventParams &e) {
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screenManager()->push(new TouchControlVisibilityScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn TouchControlLayoutScreen::OnReset(UI::EventParams &e) {
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INFO_LOG(Log::G3D, "Resetting touch control layout");
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g_Config.ResetControlLayout();
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const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
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InitPadLayout(bounds.w, bounds.h);
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RecreateViews();
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return UI::EVENT_DONE;
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};
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void TouchControlLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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RecreateViews();
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}
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UI::EventReturn TouchControlLayoutScreen::OnMode(UI::EventParams &e) {
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int mode = mode_->GetSelection();
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if (layoutView_) {
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layoutView_->mode_ = mode;
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}
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return UI::EVENT_DONE;
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}
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void TouchControlLayoutScreen::update() {
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UIDialogScreenWithGameBackground::update();
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// TODO: We really, really need a cleaner solution for creating sub-views
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// of custom compound controls.
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if (layoutView_) {
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if (!layoutView_->HasCreatedViews()) {
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layoutView_->CreateViews();
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}
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}
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}
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void TouchControlLayoutScreen::CreateViews() {
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using namespace UI;
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// setup g_Config for button layout
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const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
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InitPadLayout(bounds.w, bounds.h);
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const float leftColumnWidth = 200.0f;
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layoutAreaScale = 1.0f - (leftColumnWidth + 10.0f) / std::max(bounds.w, 1.0f);
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auto co = GetI18NCategory(I18NCat::CONTROLS);
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auto di = GetI18NCategory(I18NCat::DIALOG);
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auto rootLayout = new LinearLayout(ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
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rootLayout->SetSpacing(0.0f);
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root_ = rootLayout;
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ScrollView *leftColumnScroll = root_->Add(new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(leftColumnWidth, FILL_PARENT)));
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leftColumnScroll->SetAlignOpposite(true);
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LinearLayout *leftColumn = leftColumnScroll->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(Margins(12.0f, 0.0f))));
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mode_ = new ChoiceStrip(ORIENT_VERTICAL);
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mode_->AddChoice(di->T("Move"));
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mode_->AddChoice(di->T("Resize"));
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mode_->SetSelection(0, false);
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mode_->OnChoice.Handle(this, &TouchControlLayoutScreen::OnMode);
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CheckBox *snap = new CheckBox(&g_Config.bTouchSnapToGrid, di->T("Snap"));
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PopupSliderChoice *gridSize = new PopupSliderChoice(&g_Config.iTouchSnapGridSize, 2, 256, 64, di->T("Grid"), screenManager(), "");
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gridSize->SetEnabledPtr(&g_Config.bTouchSnapToGrid);
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leftColumn->Add(mode_);
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leftColumn->Add(new Choice(co->T("Customize")))->OnClick.Handle(this, &TouchControlLayoutScreen::OnVisibility);
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leftColumn->Add(snap);
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leftColumn->Add(gridSize);
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leftColumn->Add(new Choice(di->T("Reset")))->OnClick.Handle(this, &TouchControlLayoutScreen::OnReset);
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leftColumn->Add(new Spacer(12.0f));
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leftColumn->Add(new Choice(di->T("Back"), "", false))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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leftColumn->Add(new Spacer(0.0f));
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LinearLayout* rightColumn = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f, Margins(0.0f, 12.0f, 12.0f, 12.0f))));
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rightColumn->Add(new Spacer(new LinearLayoutParams(1.0)));
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float previewHeight = bounds.h * layoutAreaScale;
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layoutView_ = rightColumn->Add(new ControlLayoutView(new LinearLayoutParams(FILL_PARENT, previewHeight)));
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}
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