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doukutsu-rs/src/input/touch_controls.rs

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use ggez::{Context, GameResult};
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use winit::event::TouchPhase;
use crate::common::Rect;
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use crate::engine_constants::EngineConstants;
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use crate::texture_set::TextureSet;
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#[derive(Copy, Clone, PartialEq, Eq)]
pub enum TouchControlType {
None,
Dialog,
Controls,
}
#[derive(Copy, Clone)]
pub struct TouchPoint {
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id: u64,
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touch_id: u64,
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position: (f64, f64),
last_position: (f64, f64),
}
pub struct TouchControls {
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pub control_type: TouchControlType,
pub points: Vec<TouchPoint>,
pub interact_icon: bool,
touch_id_counter: u64,
clicks: Vec<TouchPoint>,
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}
impl TouchControls {
pub fn new() -> TouchControls {
TouchControls {
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control_type: TouchControlType::None,
touch_id_counter: 0,
interact_icon: false,
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points: Vec::with_capacity(8),
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clicks: Vec::with_capacity(8),
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}
}
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pub fn process_winit_event(&mut self, scale: f32, touch: winit::event::Touch) {
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match touch.phase {
TouchPhase::Started | TouchPhase::Moved => {
if let Some(point) = self.points.iter_mut().find(|p| p.id == touch.id) {
point.last_position = point.position;
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point.position = (touch.location.x / scale as f64, touch.location.y / scale as f64);
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} else {
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self.touch_id_counter = self.touch_id_counter.wrapping_add(1);
let point = TouchPoint {
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id: touch.id,
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touch_id: self.touch_id_counter,
position: (touch.location.x / scale as f64, touch.location.y / scale as f64),
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last_position: (0.0, 0.0),
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};
self.points.push(point);
if touch.phase == TouchPhase::Started {
self.clicks.push(point);
}
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}
}
TouchPhase::Ended | TouchPhase::Cancelled => {
self.points.retain(|p| p.id != touch.id);
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self.clicks.retain(|p| p.id != touch.id);
}
}
}
pub fn point_in(&self, bounds: Rect) -> Option<u64> {
for point in self.points.iter() {
if (point.position.0 as isize) > bounds.left
&& (point.position.0 as isize) < bounds.right
&& (point.position.1 as isize) > bounds.top
&& (point.position.1 as isize) < bounds.bottom {
return Some(point.touch_id);
}
}
None
}
pub fn consume_click_in(&mut self, bounds: Rect) -> bool {
self.clicks.retain(|p| p.touch_id != 0);
for point in self.clicks.iter_mut() {
if (point.position.0 as isize) > bounds.left
&& (point.position.0 as isize) < bounds.right
&& (point.position.1 as isize) > bounds.top
&& (point.position.1 as isize) < bounds.bottom {
point.touch_id = 0;
return true;
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}
}
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false
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}
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pub fn draw(&self, canvas_size: (f32, f32), constants: &EngineConstants, texture_set: &mut TextureSet, ctx: &mut Context) -> GameResult {
if self.control_type == TouchControlType::Controls {
let batch = texture_set.get_or_load_batch(ctx, constants, "builtin/touch")?;
let color = (255, 255, 255, 160);
for x in 0..3 {
for y in 0..3 {
let mut icon_x = x;
let icon_y = y;
if self.interact_icon && x == 1 && y == 2 {
icon_x = 3;
}
batch.add_rect_tinted(4.0 + 48.0 * x as f32 + 8.0,
(canvas_size.1 - 4.0 - 48.0 * 3.0) + 48.0 * y as f32 + 8.0,
color,
&Rect::new_size(icon_x * 32, icon_y * 32, 32, 32));
}
}
batch.add_rect_tinted(canvas_size.0 - (4.0 + 48.0) + 8.0, canvas_size.1 - (4.0 + 48.0) + 8.0,
color,
&Rect::new_size(3 * 32, 32, 32, 32));
batch.add_rect_tinted(canvas_size.0 - (4.0 + 48.0) + 8.0, canvas_size.1 - (4.0 + 48.0) * 2.0 + 8.0,
color,
&Rect::new_size(3 * 32, 0, 32, 32));
batch.draw(ctx)?;
}
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Ok(())
}
}