584 lines
19 KiB
C++
584 lines
19 KiB
C++
#include "Game.h"
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#include "AnimatedModel.h"
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#include "BoneAnimatedModel.h"
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#include "planet/PlanetData.h"
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#include "utils/Utils.h"
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#include "render/OpenGlExtensions.h"
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#include <iostream>
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#include "render/TextureManager.h"
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#include "TextModel.h"
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#include <random>
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#include <cmath>
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#include <algorithm>
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#include <functional>
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#ifdef __ANDROID__
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#include <android/log.h>
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#endif
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#ifdef NETWORK
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#include "network/WebSocketClientBase.h"
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#ifdef EMSCRIPTEN
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#include "network/WebSocketClientEmscripten.h"
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#else
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#include "network/WebSocketClient.h"
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#endif
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#endif
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#ifdef EMSCRIPTEN
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#include <emscripten.h>
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#endif
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#include "network/LocalClient.h"
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#include "network/ClientState.h"
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#include "GameConstants.h"
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namespace ZL
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{
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#ifdef EMSCRIPTEN
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const char* CONST_ZIP_FILE = "resources.zip";
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#else
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//const char* CONST_ZIP_FILE = "C:\\Work\\Projects\\space-game001\\resources.zip";
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const char* CONST_ZIP_FILE = "";
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#endif
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float x = 0;
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float y = 0;
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float z = 0;
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#ifdef EMSCRIPTEN
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Game* Game::s_instance = nullptr;
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void Game::onResourcesZipLoaded(const char* /*filename*/) {
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if (s_instance) {
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s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() {
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s_instance->setupPart2();
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});
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}
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}
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void Game::onResourcesZipError(const char* /*filename*/) {
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std::cerr << "Failed to download resources.zip" << std::endl;
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}
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#endif
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Game::Game()
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: /*window(nullptr)
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, glContext(nullptr)
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, */newTickCount(0)
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, lastTickCount(0)
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, menuManager(renderer)
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, space(renderer, taskManager, mainThreadHandler, networkClient, menuManager)
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{
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}
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Game::~Game() {
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/*
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if (glContext) {
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SDL_GL_DeleteContext(glContext);
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}
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if (window) {
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SDL_DestroyWindow(window);
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}*/
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#ifndef EMSCRIPTEN
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// In Emscripten, SDL must stay alive across context loss/restore cycles
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// so the window remains valid when the game object is re-created.
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SDL_Quit();
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#endif
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}
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void Game::setup() {
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//glContext = SDL_GL_CreateContext(ZL::Environment::window);
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//glContext = in_glContext;
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Environment::width = Environment::CONST_DEFAULT_WIDTH;
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Environment::height = Environment::CONST_DEFAULT_HEIGHT;
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Environment::computeProjectionDimensions();
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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renderer.InitOpenGL();
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#ifdef EMSCRIPTEN
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// These shaders and loading.png are preloaded separately (not from zip),
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// so they are available immediately without waiting for resources.zip.
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", "");
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", "");
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loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", ""));
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#else
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE));
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#endif
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float minDimension;
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float width = Environment::projectionWidth;
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float height = Environment::projectionHeight;
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if (width >= height)
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{
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minDimension = height;
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}
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else
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{
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minDimension = width;
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}
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loadingMesh.data = CreateRect2D({ 0.0f, 0.0f }, { minDimension*0.5f, minDimension*0.5f }, 3);
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loadingMesh.RefreshVBO();
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#ifdef EMSCRIPTEN
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// Asynchronously download resources.zip; setupPart2() is called on completion.
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// The loading screen stays visible until the download finishes.
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s_instance = this;
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std::cout << "Load resurces step 1" << std::endl;
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emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError);
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#else
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mainThreadHandler.EnqueueMainThreadTask([this]() {
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std::cout << "Load resurces step 2" << std::endl;
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this->setupPart2();
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std::cout << "Load resurces step 3" << std::endl;
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});
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#endif
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}
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void Game::setupPart2()
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{
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#ifdef EMSCRIPTEN
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE);
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#endif
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menuManager.setupMenu();
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menuManager.onMainMenuEntered = [this]() {
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if (networkClient) {
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networkClient->Disconnect();
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networkClient.reset();
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}
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};
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menuManager.onSingleplayerPressed = [this](const std::string& nickname, int shipType) {
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Environment::shipState.nickname = nickname;
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Environment::shipState.shipType = shipType;
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if (Environment::shipState.shipType == 1)
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{
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menuManager.uiManager.findButton("shootButton")->state = ButtonState::Disabled;
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menuManager.uiManager.findButton("shootButton2")->state = ButtonState::Disabled;
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}
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else
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{
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menuManager.uiManager.findButton("shootButton")->state = ButtonState::Normal;
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menuManager.uiManager.findButton("shootButton2")->state = ButtonState::Normal;
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}
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auto localClient = new LocalClient;
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ClientState st = Environment::shipState;
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st.id = localClient->GetClientId();
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localClient->setLocalPlayerState(st);
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networkClient = std::unique_ptr<INetworkClient>(localClient);
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networkClient->Connect("", 0);
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space.resetPlayerState();
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lastTickCount = 0;
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};
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menuManager.onMultiplayerPressed = [this](const std::string& nickname, int shipType) {
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Environment::shipState.nickname = nickname;
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Environment::shipState.shipType = shipType;
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#ifdef EMSCRIPTEN
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networkClient = std::make_unique<WebSocketClientEmscripten>();
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networkClient->Connect("localhost", 8081);
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#else
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networkClient = std::make_unique<WebSocketClient>(taskManager.getIOContext());
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networkClient->Connect("localhost", 8081);
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#endif
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if (networkClient) {
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std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType);
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networkClient->Send(joinMsg);
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std::cerr << "Sent JOIN: " << joinMsg << std::endl;
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}
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space.boxCoordsArr.clear();
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space.boxRenderArr.clear();
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space.boxAlive.clear();
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space.serverBoxesApplied = false;
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space.resetPlayerState();
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connectingStartTicks = SDL_GetTicks();
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lastTickCount = 0;
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};
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space.setup();
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loadingCompleted = true;
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}
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void Game::drawUI()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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glEnable(GL_BLEND);
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menuManager.uiManager.draw(renderer);
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glDisable(GL_BLEND);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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void Game::drawUnderMainMenu()
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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}
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void Game::drawScene() {
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glViewport(0, 0, Environment::width, Environment::height);
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if (!loadingCompleted) {
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drawLoading();
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}
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else
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{
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if (menuManager.shouldRenderSpace()) {
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space.drawScene();
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}
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else
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{
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drawUnderMainMenu();
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}
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drawUI();
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}
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CheckGlError();
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}
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void Game::drawLoading()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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float width = Environment::projectionWidth;
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float height = Environment::projectionHeight;
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renderer.PushProjectionMatrix(
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-width * 0.5f, width*0.5f,
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-height * 0.5f, height * 0.5f,
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-10, 10);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID());
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renderer.DrawVertexRenderStruct(loadingMesh);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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int64_t Game::getSyncTimeMs() {
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int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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if(networkClient)
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{
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return localNow + networkClient->getTimeOffset();
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}
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else
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{
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return localNow;
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}
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}
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void Game::processTickCount() {
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if (lastTickCount == 0) {
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lastTickCount = getSyncTimeMs();
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lastTickCount = (lastTickCount / 50) * 50;
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return;
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}
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newTickCount = getSyncTimeMs();
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newTickCount = (newTickCount / 50) * 50;
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if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
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int64_t delta = newTickCount - lastTickCount;
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if (delta > CONST_MAX_TIME_INTERVAL)
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{
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//throw std::runtime_error("Synchronization is lost");
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}
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if (menuManager.shouldRenderSpace()) {
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space.processTickCount(newTickCount, delta);
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}
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menuManager.uiManager.update(static_cast<float>(delta));
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lastTickCount = newTickCount;
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}
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}
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void Game::render() {
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//SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
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ZL::CheckGlError();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//processTickCount();
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drawScene();
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processTickCount();
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//std::this_thread::sleep_for(std::chrono::milliseconds(50));
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SDL_GL_SwapWindow(ZL::Environment::window);
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}
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void Game::update() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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Environment::exitGameLoop = true;
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}
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
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// Обновляем размеры и сбрасываем кеш текстов, т.к. меши хранятся в пикселях
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Environment::width = event.window.data1;
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Environment::height = event.window.data2;
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Environment::computeProjectionDimensions();
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menuManager.uiManager.updateAllLayouts();
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std::cout << "Window resized: " << Environment::width << "x" << Environment::height << std::endl;
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space.clearTextRendererCache();
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}
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#ifdef __ANDROID__
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if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) {
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Environment::exitGameLoop = true;
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}
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#endif
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#ifdef __ANDROID__
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if (event.type == SDL_FINGERDOWN) {
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleDown(static_cast<int64_t>(event.tfinger.fingerId), mx, my);
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}
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else if (event.type == SDL_FINGERUP) {
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleUp(static_cast<int64_t>(event.tfinger.fingerId), mx, my);
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}
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else if (event.type == SDL_FINGERMOTION) {
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleMotion(static_cast<int64_t>(event.tfinger.fingerId), mx, my);
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}
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#else
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// Emscripten on mobile browser: handle real touch events with per-finger IDs.
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// SDL_HINT_TOUCH_MOUSE_EVENTS="0" is set in main.cpp so these don't
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// also fire SDL_MOUSEBUTTONDOWN, preventing double-processing.
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#ifdef EMSCRIPTEN
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if (event.type == SDL_FINGERDOWN) {
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleDown(static_cast<int64_t>(event.tfinger.fingerId), mx, my);
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}
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else if (event.type == SDL_FINGERUP) {
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleUp(static_cast<int64_t>(event.tfinger.fingerId), mx, my);
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}
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else if (event.type == SDL_FINGERMOTION) {
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleMotion(static_cast<int64_t>(event.tfinger.fingerId), mx, my);
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}
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#endif
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if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
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// Преобразуем экранные пиксели в проекционные единицы
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int mx = static_cast<int>((float)event.button.x / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)event.button.y / Environment::height * Environment::projectionHeight);
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if (event.type == SDL_MOUSEBUTTONDOWN) handleDown(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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else handleUp(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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//std::cout << "Mouse button " << (event.type == SDL_MOUSEBUTTONDOWN ? "down" : "up") << ": x=" << mx << " y=" << my << std::endl;
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}
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else if (event.type == SDL_MOUSEMOTION) {
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int mx = static_cast<int>((float)event.motion.x / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)event.motion.y / Environment::height * Environment::projectionHeight);
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handleMotion(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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}
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if (event.type == SDL_MOUSEWHEEL) {
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static const float zoomstep = 2.0f;
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if (event.wheel.y > 0) {
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Environment::zoom -= zoomstep;
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}
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else if (event.wheel.y < 0) {
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Environment::zoom += zoomstep;
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}
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if (Environment::zoom < zoomstep) {
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Environment::zoom = zoomstep;
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}
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}
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// Обработка ввода текста
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if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_BACKSPACE) {
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menuManager.uiManager.onKeyBackspace();
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}
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}
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if (event.type == SDL_TEXTINPUT) {
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// Пропускаем ctrl+c и другие команды
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if ((event.text.text[0] & 0x80) == 0) { // ASCII символы
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menuManager.uiManager.onKeyPress((unsigned char)event.text.text[0]);
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}
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}
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if (event.type == SDL_KEYUP) {
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if (event.key.keysym.sym == SDLK_r) {
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std::cout << "Camera position: x=" << x << " y=" << y << " z=" << z << std::endl;
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}
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}
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#endif
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}
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render();
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if (networkClient) {
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//#ifndef NETWORK
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auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
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if (localClient) {
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localClient->setLocalPlayerState(Environment::shipState);
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}
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//#endif
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networkClient->Poll();
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if (menuManager.getState() == GameState::Connecting) {
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if (networkClient->IsConnected()) {
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menuManager.notifyConnected();
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// Enable/disable shoot buttons based on ship type
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if (Environment::shipState.shipType == 1) {
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if (auto b = menuManager.uiManager.findButton("shootButton")) b->state = ButtonState::Disabled;
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if (auto b = menuManager.uiManager.findButton("shootButton2")) b->state = ButtonState::Disabled;
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} else {
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if (auto b = menuManager.uiManager.findButton("shootButton")) b->state = ButtonState::Normal;
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if (auto b = menuManager.uiManager.findButton("shootButton2")) b->state = ButtonState::Normal;
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}
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} else if (SDL_GetTicks() - connectingStartTicks > CONNECTING_TIMEOUT_MS) {
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menuManager.notifyConnectionFailed();
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}
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|
}
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|
#ifdef NETWORK
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auto* wsBase = dynamic_cast<ZL::WebSocketClientBase*>(networkClient.get());
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|
if (wsBase) {
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|
auto spawns = wsBase->getPendingSpawns();
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|
for (auto& st : spawns) {
|
|
if (st.id == wsBase->getClientId()) {
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|
// применяем к локальному кораблю
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|
ZL::Environment::shipState.position = st.position;
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|
ZL::Environment::shipState.rotation = st.rotation;
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|
|
|
// обнуляем движение чтобы не было рывков
|
|
ZL::Environment::shipState.currentAngularVelocity = Eigen::Vector3f::Zero();
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|
ZL::Environment::shipState.velocity = 0.0f;
|
|
ZL::Environment::shipState.selectedVelocity = 0;
|
|
ZL::Environment::shipState.discreteMag = 0.0f;
|
|
ZL::Environment::shipState.discreteAngle = -1;
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|
|
|
std::cout << "Game: Applied SPAWN at "
|
|
<< st.position.x() << ", "
|
|
<< st.position.y() << ", "
|
|
<< st.position.z() << std::endl;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
mainThreadHandler.processMainThreadTasks();
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|
|
|
if (menuManager.shouldRenderSpace()) {
|
|
space.update();
|
|
}
|
|
}
|
|
|
|
void Game::handleDown(int64_t fingerId, int mx, int my)
|
|
{
|
|
int uiX = mx;
|
|
int uiY = Environment::projectionHeight - my;
|
|
|
|
menuManager.uiManager.onTouchDown(fingerId, uiX, uiY);
|
|
|
|
if (!menuManager.uiManager.isUiInteractionForFinger(fingerId)) {
|
|
if (menuManager.shouldRenderSpace()) {
|
|
space.handleDown(mx, my);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Game::handleUp(int64_t fingerId, int mx, int my)
|
|
{
|
|
int uiX = mx;
|
|
int uiY = Environment::projectionHeight - my;
|
|
|
|
// Check BEFORE onTouchUp erases the finger from the map.
|
|
// If this finger started on a UI element, don't notify space —
|
|
// otherwise space would think the ship-control finger was released.
|
|
bool wasUiInteraction = menuManager.uiManager.isUiInteractionForFinger(fingerId);
|
|
menuManager.uiManager.onTouchUp(fingerId, uiX, uiY);
|
|
|
|
if (!wasUiInteraction) {
|
|
if (menuManager.shouldRenderSpace()) {
|
|
space.handleUp(mx, my);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Game::handleMotion(int64_t fingerId, int mx, int my)
|
|
{
|
|
int uiX = mx;
|
|
int uiY = Environment::projectionHeight - my;
|
|
|
|
// Check before onTouchMove so the "started on UI" state is preserved
|
|
// regardless of what onTouchMove does internally.
|
|
bool wasUiInteraction = menuManager.uiManager.isUiInteractionForFinger(fingerId);
|
|
menuManager.uiManager.onTouchMove(fingerId, uiX, uiY);
|
|
|
|
if (!wasUiInteraction) {
|
|
if (menuManager.shouldRenderSpace()) {
|
|
space.handleMotion(mx, my);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
} // namespace ZL
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