Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/input/Touchscreen.java
Evan Debenham debbb57066 v0.4.3: implemented a new 'Power Saver' mode
As a bonus, this allows shattered to run on small screen devices, by forcing power saver, which downsamples in this specific case allowing for the minimum 2x game scale.
2016-10-16 20:41:44 -04:00

127 lines
3.1 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.input;
import java.util.ArrayList;
import java.util.HashMap;
import com.watabou.noosa.Game;
import com.watabou.utils.PointF;
import com.watabou.utils.Signal;
import android.view.MotionEvent;
public class Touchscreen {
public static Signal<Touch> event = new Signal<Touch>( true );
public static HashMap<Integer,Touch> pointers = new HashMap<Integer, Touch>();
public static float x;
public static float y;
public static boolean touched;
public static void processTouchEvents( ArrayList<MotionEvent> events ) {
int size = events.size();
for (int i=0; i < size; i++) {
MotionEvent e = events.get( i );
Touch touch;
switch (e.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
touched = true;
touch = new Touch( e, 0 );
pointers.put( e.getPointerId( 0 ), touch );
event.dispatch( touch );
break;
case MotionEvent.ACTION_POINTER_DOWN:
int index = e.getActionIndex();
touch = new Touch( e, index );
pointers.put( e.getPointerId( index ), touch );
event.dispatch( touch );
break;
case MotionEvent.ACTION_MOVE:
int count = e.getPointerCount();
for (int j=0; j < count; j++) {
pointers.get( e.getPointerId( j ) ).update( e, j );
}
event.dispatch( null );
break;
case MotionEvent.ACTION_POINTER_UP:
event.dispatch( pointers.remove( e.getPointerId( e.getActionIndex() ) ).up() );
break;
case MotionEvent.ACTION_UP:
touched = false;
event.dispatch( pointers.remove( e.getPointerId( 0 ) ).up() );
break;
}
e.recycle();
}
}
public static class Touch {
public PointF start;
public PointF current;
public boolean down;
public Touch( MotionEvent e, int index ) {
float x = e.getX( index );
float y = e.getY( index );
x /= (Game.dispWidth / (float)Game.width);
y /= (Game.dispHeight / (float)Game.height);
start = new PointF( x, y );
current = new PointF( x, y );
down = true;
}
public void update( MotionEvent e, int index ) {
float x = e.getX( index );
float y = e.getY( index );
x /= (Game.dispWidth / (float)Game.width);
y /= (Game.dispHeight / (float)Game.height);
current.set( x, y );
}
public Touch up() {
down = false;
return this;
}
}
}