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feat: add Pocket Dungeon game prototype
2026-07-16 22:31:55 -04:00

85 lines
3.1 KiB
C++

#include "GameKitInput.h"
#include <tt_lvgl_keyboard.h>
namespace GameKit {
InputKind keyToInput(uint32_t key) {
switch (key) {
case LV_KEY_UP: return InputKind::Up;
case LV_KEY_DOWN: return InputKind::Down;
case LV_KEY_LEFT: return InputKind::Left;
case LV_KEY_RIGHT: return InputKind::Right;
case LV_KEY_ENTER: return InputKind::Confirm;
case LV_KEY_ESC: return InputKind::Cancel;
default: break;
}
if (key == 'w' || key == 'W') return InputKind::Up;
if (key == 's' || key == 'S') return InputKind::Down;
if (key == 'a' || key == 'A') return InputKind::Left;
if (key == 'd' || key == 'D') return InputKind::Right;
if (key == 'q' || key == 'Q') return InputKind::Cancel;
return InputKind::Unknown;
}
InputKind gestureToInput(lv_dir_t dir) {
if (dir & LV_DIR_TOP) return InputKind::Up;
if (dir & LV_DIR_BOTTOM) return InputKind::Down;
if (dir & LV_DIR_LEFT) return InputKind::Left;
if (dir & LV_DIR_RIGHT) return InputKind::Right;
return InputKind::Unknown;
}
InputKind pointToQuadrant(lv_obj_t* obj, lv_point_t point) {
const lv_coord_t w = lv_obj_get_width(obj);
const lv_coord_t h = lv_obj_get_height(obj);
const lv_coord_t cx = w / 2;
const lv_coord_t cy = h / 2;
const lv_coord_t dx = point.x - cx;
const lv_coord_t dy = point.y - cy;
if (LV_ABS(dx) > LV_ABS(dy)) return dx < 0 ? InputKind::Left : InputKind::Right;
return dy < 0 ? InputKind::Up : InputKind::Down;
}
static void inputEvent(lv_event_t* e) {
auto* scene = static_cast<Scene*>(lv_event_get_user_data(e));
if (scene == nullptr) return;
InputEvent input;
const lv_event_code_t code = lv_event_get_code(e);
lv_obj_t* target = lv_event_get_target_obj(e);
if (code == LV_EVENT_KEY) {
input.kind = keyToInput(lv_event_get_key(e));
} else if (code == LV_EVENT_GESTURE) {
input.kind = gestureToInput(lv_indev_get_gesture_dir(lv_indev_active()));
} else if (code == LV_EVENT_CLICKED) {
lv_indev_t* indev = lv_indev_active();
if (indev) {
lv_indev_get_point(indev, &input.point);
lv_area_t coords;
lv_obj_get_coords(target, &coords);
input.point.x -= coords.x1;
input.point.y -= coords.y1;
input.kind = pointToQuadrant(target, input.point);
} else {
input.kind = InputKind::Confirm;
}
}
if (input.kind != InputKind::Unknown) scene->onInput(input);
}
void attachInput(lv_obj_t* target, Scene* scene) {
lv_obj_add_flag(target, LV_OBJ_FLAG_CLICKABLE);
lv_obj_add_event_cb(target, inputEvent, LV_EVENT_KEY, scene);
lv_obj_add_event_cb(target, inputEvent, LV_EVENT_GESTURE, scene);
lv_obj_add_event_cb(target, inputEvent, LV_EVENT_CLICKED, scene);
if (tt_lvgl_hardware_keyboard_is_available()) {
lv_group_t* group = lv_group_get_default();
if (group) {
lv_group_add_obj(group, target);
lv_group_focus_obj(target);
lv_group_set_editing(group, true);
}
}
}
} // namespace GameKit