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support map scroll

kdmcser 1 년 전
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836c891c36
2개의 변경된 파일112개의 추가작업 그리고 35개의 파일을 삭제
  1. 94 30
      client/eventsSDL/InputSourceGameController.cpp
  2. 18 5
      client/eventsSDL/InputSourceGameController.h

+ 94 - 30
client/eventsSDL/InputSourceGameController.cpp

@@ -28,10 +28,17 @@ void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameC
 
 InputSourceGameController::InputSourceGameController():
     lastCheckTime(0),
-    axisValueX(0),
-    axisValueY(0),
-    planDisX(0.0),
-    planDisY(0.0)
+    cursorAxisValueX(0),
+    cursorAxisValueY(0),
+    cursorPlanDisX(0.0),
+    cursorPlanDisY(0.0),
+    scrollAxisMoved(false),
+    scrollStart(Point(0,0)),
+    scrollCurrent(Point(0,0)),
+    scrollAxisValueX(0),
+    scrollAxisValueY(0),
+    scrollPlanDisX(0.0),
+    scrollPlanDisY(0.0)
 {
     tryOpenAllGameControllers();
 }
@@ -156,25 +163,34 @@ void InputSourceGameController::dispatchTriggerRightClick(int axisValue)
 
 void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis)
 {
+    tryToConvertCursor();
     if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX)
     {
         if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
-            axisValueX = getRealAxisValue(axis.value);
+            cursorAxisValueX = getRealAxisValue(axis.value);
+        else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
+            scrollAxisValueX = getRealAxisValue(axis.value);
     }
     else if(axis.axis == SDL_CONTROLLER_AXIS_LEFTY)
     {
         if(config.getLeftAxisType() == AxisType::CURSOR_MOTION)
-            axisValueY = getRealAxisValue(axis.value);
+            cursorAxisValueY = getRealAxisValue(axis.value);
+        else if(config.getLeftAxisType() == AxisType::MAP_SCROLL)
+            scrollAxisValueY = getRealAxisValue(axis.value);
     }
     if(axis.axis == SDL_CONTROLLER_AXIS_RIGHTX)
     {
         if(config.getRightAxisType() == AxisType::CURSOR_MOTION)
-            axisValueX = getRealAxisValue(axis.value);
+            cursorAxisValueX = getRealAxisValue(axis.value);
+        else if(config.getRightAxisType() == AxisType::MAP_SCROLL)
+            scrollAxisValueX = getRealAxisValue(axis.value);
     }
     else if(axis.axis == SDL_CONTROLLER_AXIS_RIGHTY)
     {
         if(config.getRightAxisType() == AxisType::CURSOR_MOTION)
-            axisValueY = getRealAxisValue(axis.value);
+            cursorAxisValueY = getRealAxisValue(axis.value);
+        else if(config.getRightAxisType() == AxisType::MAP_SCROLL)
+            scrollAxisValueY = getRealAxisValue(axis.value);
     }
     else if(config.isLeftClickTrigger(axis.axis))
     {
@@ -191,6 +207,17 @@ void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEv
     }
 }
 
+void InputSourceGameController::tryToConvertCursor()
+{
+    if(CCS && CCS->curh && CCS->curh->getShowType() == Cursor::ShowType::HARDWARE)
+    {
+        const Point & cursorPosition = CCS->curh->getCursorPosition();
+        CCS->curh->ChangeCursor(Cursor::ShowType::SOFTWARE);
+        CCS->curh->cursorMove(cursorPosition.x, cursorPosition.y);
+        GH.input().setCursorPosition(cursorPosition);
+    }
+}
+
 void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button)
 {
     const Point & position = GH.input().getCursorPosition();
@@ -236,19 +263,13 @@ void InputSourceGameController::doCursorMove(int deltaX, int deltaY)
     if(deltaX == 0 && deltaY == 0)
         return;
     const Point & screenSize = GH.screenDimensions();
-
-    // if joystick is connected when intro video plays, using hardware position will move cursor to the right position.
-    bool isHardwareCursor = CCS && CCS->curh && CCS->curh->getShowType() == Cursor::ShowType::HARDWARE;
-    const Point & cursorPosition = isHardwareCursor ? CCS->curh->getCursorPosition() : GH.getCursorPosition();
+    const Point & cursorPosition = GH.getCursorPosition();
     int newX = std::min(std::max(cursorPosition.x + deltaX, 0), screenSize.x);
     int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y);
     Point targetPosition{newX, newY};
     GH.input().setCursorPosition(targetPosition);
-    if(CCS && CCS->curh) {
-        if(CCS->curh->getShowType() == Cursor::ShowType::HARDWARE)
-            CCS->curh->ChangeCursor(Cursor::ShowType::SOFTWARE);
+    if(CCS && CCS->curh)
         CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y);
-    }
 }
 
 int InputSourceGameController::getMoveDis(float planDis)
@@ -263,28 +284,71 @@ void InputSourceGameController::handleUpdate()
 {
     auto now = std::chrono::high_resolution_clock::now();
     auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
-    if(lastCheckTime == 0)
-    {
+    if (lastCheckTime == 0) {
         lastCheckTime = nowMs;
         return;
     }
 
     long long deltaTime = nowMs - lastCheckTime;
+    handleCursorUpdate(deltaTime);
+    handleScrollUpdate(deltaTime);
+    lastCheckTime = nowMs;
+}
 
-    if(axisValueX == 0)
-        planDisX = 0;
+void InputSourceGameController::handleCursorUpdate(long long deltaTime)
+{
+    if(cursorAxisValueX == 0)
+        cursorPlanDisX = 0;
     else
-        planDisX += ((float)deltaTime / 1000) * ((float)axisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
+        cursorPlanDisX += ((float)deltaTime / 1000) * ((float)cursorAxisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
 
-    if(axisValueY == 0)
-        planDisY = 0;
+    if(cursorAxisValueY == 0)
+        cursorPlanDisY = 0;
     else
-        planDisY += ((float)deltaTime / 1000) * ((float)axisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
+        cursorPlanDisY += ((float)deltaTime / 1000) * ((float)cursorAxisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
 
-    int moveDisX = getMoveDis(planDisX);
-    int moveDisY = getMoveDis(planDisY);
-    planDisX -= moveDisX;
-    planDisY -= moveDisY;
+    int moveDisX = getMoveDis(cursorPlanDisX);
+    int moveDisY = getMoveDis(cursorPlanDisY);
+    cursorPlanDisX -= moveDisX;
+    cursorPlanDisY -= moveDisY;
     doCursorMove(moveDisX, moveDisY);
-    lastCheckTime = nowMs;
-}
+}
+
+void InputSourceGameController::handleScrollUpdate(long long deltaTime)
+{
+    if(!scrollAxisMoved && isScrollAxisReleased())
+    {
+        return;
+    }
+    else if(!scrollAxisMoved && !isScrollAxisReleased())
+    {
+        scrollAxisMoved = true;
+        scrollCurrent = scrollStart = GH.input().getCursorPosition();
+        GH.events().dispatchGesturePanningStarted(scrollStart);
+    }
+    else if(scrollAxisMoved && isScrollAxisReleased())
+    {
+        GH.events().dispatchGesturePanningEnded(scrollStart, scrollCurrent);
+        scrollAxisMoved = false;
+        scrollPlanDisX = scrollPlanDisY = 0;
+        return;
+    }
+    scrollPlanDisX += ((float)deltaTime / 1000) * ((float)scrollAxisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
+    scrollPlanDisY += ((float)deltaTime / 1000) * ((float)scrollAxisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
+    int moveDisX = getMoveDis(scrollPlanDisX);
+    int moveDisY = getMoveDis(scrollPlanDisY);
+    if(moveDisX != 0 || moveDisY != 0)
+    {
+        scrollPlanDisX -= moveDisX;
+        scrollPlanDisY -= moveDisY;
+        scrollCurrent.x += moveDisX;
+        scrollCurrent.y += moveDisY;
+        Point distance(moveDisX, moveDisY);
+        GH.events().dispatchGesturePanning(scrollStart, scrollCurrent, distance);
+    }
+}
+
+bool InputSourceGameController::isScrollAxisReleased()
+{
+    return scrollAxisValueX == 0 && scrollAxisValueY == 0;
+}

+ 18 - 5
client/eventsSDL/InputSourceGameController.h

@@ -14,6 +14,7 @@
 
 #include "GameControllerConfig.h"
 #include "../gui/Shortcut.h"
+#include "../../lib/Point.h"
 
 
 const int AXIS_DEAD_ZOOM = 6000;
@@ -30,12 +31,20 @@ class InputSourceGameController
     using GameControllerPtr = std::unique_ptr<SDL_GameController, decltype(&gameControllerDeleter)>;
 
     std::map<int, GameControllerPtr> gameControllerMap;
-    long long lastCheckTime;
-    int axisValueX;
-    int axisValueY;
-    float planDisX;
-    float planDisY;
     GameControllerConfig config;
+    long long lastCheckTime;
+    int cursorAxisValueX;
+    int cursorAxisValueY;
+    float cursorPlanDisX;
+    float cursorPlanDisY;
+
+    bool scrollAxisMoved;
+    Point scrollStart;
+    Point scrollCurrent;
+    int scrollAxisValueX;
+    int scrollAxisValueY;
+    float scrollPlanDisX;
+    float scrollPlanDisY;
 
     void openGameController(int index);
     int getJoystickIndex(SDL_GameController * controller);
@@ -43,8 +52,12 @@ class InputSourceGameController
     void dispatchTriggerShortcuts(const std::vector<EShortcut> & shortcutsVector, int axisValue);
     void dispatchTriggerLeftClick(int axisValue);
     void dispatchTriggerRightClick(int axisValue);
+    void tryToConvertCursor();
     void doCursorMove(int deltaX, int deltaY);
     int getMoveDis(float planDis);
+    void handleCursorUpdate(long long deltaTime);
+    void handleScrollUpdate(long long deltaTime);
+    bool isScrollAxisReleased();
 
 public:
     InputSourceGameController();