3e9ff2b580
* Change the name of debug.h into config.h and use the new RESPATH define.
245 lines
5.6 KiB
C++
245 lines
5.6 KiB
C++
#include "../include/config.h"
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#include "../include/PlayGuiObjectController.h"
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#include "../include/PlayGuiObject.h"
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#include "../include/GameObserver.h"
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int PlayGuiObjectController::showBigCards = 1;
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int PlayGuiObjectController::getClosestItem(int direction){
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return getClosestItem(direction, 35);
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}
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int PlayGuiObjectController::getClosestItem(int direction, float tolerance){
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if (mCount == 0){
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return -1;
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}
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if (mCount == 1){
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return mCurr;
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}
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float maxDist = SCREEN_WIDTH * SCREEN_WIDTH;
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PlayGuiObject * current = (PlayGuiObject *)mObjects[mCurr];
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int closest_match = -1;
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int available = 0;
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float x0, y0, x1, y1;
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x0 = current->x;
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y0 = current->y;
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for (int i=0;i<mCount;i++){
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if (i == mCurr) continue;
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PlayGuiObject * other = (PlayGuiObject *) mObjects[i];
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x1 = other->x;
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y1 = other->y;
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float dist = (x0-x1)*(x0-x1) + (y0-y1)*(y0-y1);
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if (dist>=maxDist) continue;
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//Potential match !
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int ok = 0;
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switch(direction){
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case DIR_DOWN:
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if (y1 > y0){
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available = 1;
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if (fabs(x0-x1) < tolerance ) ok = 1;
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}
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break;
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case DIR_UP:
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if (y1 < y0){
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available = 1;
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if (fabs(x0-x1) < tolerance ) ok = 1;
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}
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break;
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case DIR_LEFT:
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if (x1 < x0){
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available = 1;
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if (fabs(y0-y1) < tolerance ) ok = 1;
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}
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break;
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case DIR_RIGHT:
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if (x1 > x0){
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available = 1;
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if (fabs(y0-y1) < tolerance ) ok = 1;
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}
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break;
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}
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if (ok){
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closest_match = i;
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maxDist = dist;
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}
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}
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if (closest_match == -1){
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if (available) return getClosestItem(direction,tolerance+5);
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return mCurr;
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}
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return closest_match;
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}
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/*
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int PlayGuiObjectController::getClosestItem(int direction, float tolerance){
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if (mCount == 0){
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return -1;
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}
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if (mCount == 1){
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return mCurr;
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}
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float MaxTolerance = SCREEN_HEIGHT;
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PlayGuiObject * current = (PlayGuiObject *)mObjects[mCurr];
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int found = 0;
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int closest_match_id = -1;
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for (int i=0;i<mCount;i++){
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fprintf(stderr, "distance STEP 3-%i\n", i);
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if (i != mCurr){ //Don't wanna return the same object as currently selected
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if (closest_match_id == -1){
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closest_match_id = i;
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}
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if (mObjects[i]!=NULL){
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float x0, y0, x1, y1,closest;
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PlayGuiObject * closest_match = (PlayGuiObject *)mObjects[closest_match_id];
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PlayGuiObject * other = (PlayGuiObject *) mObjects[i];
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fprintf(stderr, "distance STEP 4-%i\n", i);
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switch(direction){
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case DIR_DOWN:
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x0 = current->x;
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y0 = current->y;
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x1 = other->x;
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y1 = other->y;
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closest = closest_match->y - y0;
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break;
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case DIR_UP:
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x0 = current->x;
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y0 = other->y;
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x1 = other->x;
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y1 = current->y;
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closest = y1 - closest_match->y;
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break;
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case DIR_LEFT:
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MaxTolerance = SCREEN_WIDTH;
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x0 = current->y;
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y1 = current->x;
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x1 = other->y;
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y0 = other->x;
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closest = y1 - closest_match->x;
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break;
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case DIR_RIGHT:
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MaxTolerance = SCREEN_WIDTH;
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x0 = current->y;
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fprintf(stderr, "distance STEP 401\n");
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y0 = current->x;
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fprintf(stderr, "distance STEP 402\n");
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x1 = other->y;
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fprintf(stderr, "distance STEP 403\n");
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y1 = other->x;
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fprintf(stderr, "distance STEP 404\n");
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closest = closest_match->x - y0;
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fprintf(stderr, "distance STEP 405\n");
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break;
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}
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fprintf(stderr, "distance STEP 5\n");
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float distance = y1-y0;
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float lateral_distance = fabs(x1-x0);
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fprintf(stderr, "distance STEP 6 \n");
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if (lateral_distance < tolerance){
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fprintf(stderr, "distance STEP 7\n");
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if (distance > 0 && (!found || (distance < closest && closest > 0 ))){
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found = 1;
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closest_match_id = i;
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fprintf(stderr, "distance STEP 8\n");
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}
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}
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}// if (mObjects[i]!=NULL)
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}
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}
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if (!found){
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fprintf(stderr, "NOT FOUND !\n");
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if (tolerance < MaxTolerance){
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fprintf(stderr, "distance STEP 9\n");
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return getClosestItem(direction, tolerance + 5);
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}else{
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fprintf(stderr, "Closest Match ID: %i\n", mCurr);
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return mCurr;
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}
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}
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fprintf(stderr, "Closest Match ID: %i\n", closest_match_id);
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return closest_match_id;
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}
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*/
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void PlayGuiObjectController::Update(float dt){
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last_user_move +=dt;
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for (int i=0;i<mCount;i++){
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if (mObjects[i]!=NULL){
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mObjects[i]->Update(dt);
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}
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}
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}
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bool PlayGuiObjectController::CheckUserInput(u32 key){
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if (!mCount)
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return false;
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if (game != NULL){
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if (mActionButton == key){
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if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed()){
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game->ButtonPressed(mId, (PlayGuiObject *)mObjects[mCurr]);
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return true;
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}
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}
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if (PSP_CTRL_CROSS == key){
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game->cancelCurrentAction();
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return true;
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}
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}
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last_user_move = 0;
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switch (key)
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{
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case PSP_CTRL_LEFT:
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{
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int n = getClosestItem(DIR_LEFT);
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if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_LEFT))
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{
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mCurr = n;
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mObjects[mCurr]->Entering();
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}
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return true;
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}
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case PSP_CTRL_RIGHT:
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{
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int n = getClosestItem(DIR_RIGHT);
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if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_RIGHT))
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{
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mCurr = n;
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mObjects[mCurr]->Entering();
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}
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return true;
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}
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case PSP_CTRL_UP:
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{
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int n = getClosestItem(DIR_UP);
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if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
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{
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mCurr = n;
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mObjects[mCurr]->Entering();
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}
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return true;
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}
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case PSP_CTRL_DOWN:
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{
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int n = getClosestItem(DIR_DOWN);
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if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
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{
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mCurr = n;
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mObjects[mCurr]->Entering();
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}
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return true;
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}
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case PSP_CTRL_TRIANGLE:
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showBigCards = (showBigCards + 1) % 3;
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return true;
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}
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return false;
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}
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