use crate::framework::context::Context; use crate::framework::error::GameResult; use crate::common::Rect; use crate::engine_constants::EngineConstants; use crate::texture_set::TextureSet; #[derive(Copy, Clone, PartialEq, Eq)] pub enum TouchControlType { None, Dialog, Controls, } #[derive(Copy, Clone)] pub struct TouchPoint { id: u64, touch_id: u64, position: (f64, f64), last_position: (f64, f64), } pub struct TouchControls { pub control_type: TouchControlType, pub points: Vec, pub interact_icon: bool, touch_id_counter: u64, clicks: Vec, } impl TouchControls { pub fn new() -> TouchControls { TouchControls { control_type: TouchControlType::None, touch_id_counter: 0, interact_icon: false, points: Vec::with_capacity(8), clicks: Vec::with_capacity(8), } } /* pub fn process_winit_event(&mut self, scale: f32, touch: winit::event::Touch) { 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; point.position = (touch.location.x / scale as f64, touch.location.y / scale as f64); } else { self.touch_id_counter = self.touch_id_counter.wrapping_add(1); let point = TouchPoint { id: touch.id, touch_id: self.touch_id_counter, position: (touch.location.x / scale as f64, touch.location.y / scale as f64), last_position: (0.0, 0.0), }; self.points.push(point); if touch.phase == TouchPhase::Started { self.clicks.push(point); } } } TouchPhase::Ended | TouchPhase::Cancelled => { self.points.retain(|p| p.id != touch.id); self.clicks.retain(|p| p.id != touch.id); } } }*/ pub fn point_in(&self, bounds: Rect) -> Option { 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; } } false } 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)?; } Ok(()) } }