android-native: auto hunt, in-client account registration, mobile UI polish
- Auto hunt (client-only): PythonPlayerAutoHunt.cpp + AutoHuntScript.inc as the embedded mt_autohunt module, AUTO touch button, F9/F8. - Account registration: tools/40250/register_server.py (rc.d mt_register, :11080) inserts into account.account; net.RegisterAccount/GetRegisterAccountResult (PythonAccountRegister.cpp) and the mt_register login-window dialog (RegisterScript.inc). - --py-exec also runs in --login-screen mode for scripted login-screen tests. - Touch controller, window manager and render command updates for the Android native client. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
53d06c3c26
commit
3e3708ef06
@@ -17,7 +17,7 @@
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class TouchController {
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public:
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struct ButtonDef {
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int id; // 1 = attack, 2..7 = quick slots 1..6
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int id; // 1 = attack, 2..7 = quick slots 1..6, 8 = auto hunt
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int dik;
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float x, y, radius;
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const char* label;
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@@ -31,15 +31,30 @@ public:
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init_buttons();
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}
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void set_enabled(bool enabled) { enabled_ = enabled; }
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void set_enabled(bool enabled) {
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enabled_ = enabled;
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::SetTouchInput(enabled);
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#endif
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}
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bool is_enabled() const { return enabled_; }
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// Short vibration when a long press fires (the host wires it to the platform).
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void set_haptic(void (*haptic)()) { haptic_ = haptic; }
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void update_screen_size(int width, int height) {
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// The system keyboard is up only after the player taps the focused EditLine, not when a
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// script focuses one on its own (intrologin.py focuses the ID field as the board opens).
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// The serial changes on every such tap so the host can re-show a keyboard the user dismissed.
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bool wants_screen_keyboard() const { return keyboard_requested_; }
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unsigned screen_keyboard_serial() const { return keyboard_serial_; }
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// safe_inset: logical pixels kept clear at the left and right edges (rounded corners, cutouts).
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void update_screen_size(int width, int height, int safe_inset = 0) {
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if (width <= 0 || height <= 0) return;
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screen_w_ = width;
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screen_h_ = height;
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safe_inset_ = float(std::max(0, safe_inset));
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// Position joystick on lower-left
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joystick_base_x_ = std::max(90.0f, float(width) * 0.12f);
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joystick_base_x_ = safe_inset_ + std::max(90.0f, float(width) * 0.12f);
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joystick_base_y_ = float(height) - std::max(90.0f, float(height) * 0.22f);
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if (!joystick_active_) {
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joystick_knob_x_ = joystick_base_x_;
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@@ -51,6 +66,37 @@ public:
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// Called once per frame to maintain continuous analog movement
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void update() {
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if (!enabled_) return;
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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if (keyboard_requested_ && !PythonBoot::TextInputFocused())
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keyboard_requested_ = false;
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// A world tap presses and releases on later frames than its mouse move so
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// 40250's per-frame actor picking has already hit the target under the finger.
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if (tap_stage_ == 1) {
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PythonBoot::UIMouseMove(int(tap_x_), int(tap_y_));
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PythonBoot::UIMouseButton(1, true, int(tap_x_), int(tap_y_));
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tap_stage_ = 2;
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} else if (tap_stage_ == 2) {
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PythonBoot::UIMouseButton(1, false, int(tap_x_), int(tap_y_));
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tap_stage_ = 0;
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}
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// A UI finger held still turns into a right click (use item, equip, skill up...).
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if (ui_touch_finger_id_ >= 0 && ui_gesture_ == UiGesture::Pending &&
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get_time_sec() - ui_down_time_ >= kLongPressSec) {
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ui_gesture_ = UiGesture::LongPressed;
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last_tap_time_ = -1.0;
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PythonBoot::UIMouseButton(2, true, int(ui_start_x_), int(ui_start_y_));
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PythonBoot::UIMouseButton(2, false, int(ui_start_x_), int(ui_start_y_));
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if (haptic_) haptic_();
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}
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for (auto& btn : buttons_) {
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if (btn.id == kAutoHuntButton && btn.pressed && !auto_hunt_long_pressed_ &&
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get_time_sec() - auto_hunt_down_time_ >= kLongPressSec) {
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auto_hunt_long_pressed_ = true;
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PythonBoot::AutoHuntOpenSettings();
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if (haptic_) haptic_();
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}
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}
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#endif
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const bool controls_visible = gameplay_controls_visible();
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if (!controls_visible) {
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if (controls_were_visible_)
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@@ -79,11 +125,17 @@ public:
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if (btn_idx >= 0) {
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auto& btn = buttons_[btn_idx];
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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if (btn.id >= 2 && PythonBoot::TryAssignAttachedObjectToLocalQuickSlot(btn.id - 2))
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if (is_quick_slot_button(btn.id) && PythonBoot::TryAssignAttachedObjectToLocalQuickSlot(btn.id - 2))
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return true;
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#endif
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btn.pressed = true;
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btn.finger_id = finger_id;
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if (btn.id == kAutoHuntButton) {
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// Tap toggles; holding opens the settings window (update()).
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auto_hunt_down_time_ = get_time_sec();
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auto_hunt_long_pressed_ = false;
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return true;
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}
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trigger_button(btn.dik, true);
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return true;
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}
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@@ -91,16 +143,21 @@ public:
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// Everything else uses the unchanged 40250 UI and its normal mouse path.
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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// Only hover here (the tooltip shows while the finger rests); what the finger does next picks
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// the gesture: lift = click, slide = press + drag, hold = right click, second tap = double click.
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if (PythonBoot::IsPointInsideActiveUI(int(px), int(py))) {
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ui_touch_finger_id_ = finger_id;
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ui_gesture_ = UiGesture::Pending;
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ui_start_x_ = px;
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ui_start_y_ = py;
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ui_down_time_ = get_time_sec();
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PythonBoot::UIMouseMove(int(px), int(py));
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PythonBoot::UIMouseButton(1, true, int(px), int(py));
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return true;
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}
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#endif
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// Start movement only in the gameplay phase.
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if (controls_visible && norm_x < 0.40f && norm_y > 0.35f && !joystick_active_) {
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// Mobile-game layout: the left half moves (floating stick), the right half looks.
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if (controls_visible && norm_x < kMoveZoneRight && norm_y > kMoveZoneTop && !joystick_active_) {
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joystick_active_ = true;
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joystick_finger_id_ = finger_id;
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joystick_base_x_ = px;
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@@ -114,20 +171,28 @@ public:
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if (!controls_visible)
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return false;
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// The remaining gameplay area controls camera and world selection.
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if (camera_finger_id_ < 0) {
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camera_finger_id_ = finger_id;
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camera_last_x_ = px;
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camera_last_y_ = py;
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camera_start_x_ = px;
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camera_start_y_ = py;
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camera_dragged_ = false;
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camera_down_time_ = get_time_sec();
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const bool in_look_zone = norm_x >= kMoveZoneRight;
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if (look_finger_id_ < 0) {
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// Outside the look zone the finger can only tap-select.
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look_finger_id_ = finger_id;
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look_can_rotate_ = in_look_zone;
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look_rotating_ = false;
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look_moved_ = false;
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look_start_x_ = look_last_x_ = px;
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look_start_y_ = look_last_y_ = py;
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look_down_time_ = get_time_sec();
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::UIMouseMove(int(px), int(py)); // start picking under the finger
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#endif
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return true;
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} else if (pinch_finger2_ < 0) {
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pinch_finger1_ = camera_finger_id_;
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pinch_finger2_ = finger_id;
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pinch_last_dist_ = std::hypot(px - camera_last_x_, py - camera_last_y_);
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}
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if (pinch_finger_id_ < 0 && look_can_rotate_ && in_look_zone) {
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pinch_finger_id_ = finger_id;
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pinch_x_ = px;
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pinch_y_ = py;
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pinch_last_dist_ = std::hypot(px - look_last_x_, py - look_last_y_);
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look_rotating_ = false;
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look_moved_ = true; // a pinch never ends as a tap
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return true;
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}
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@@ -143,6 +208,14 @@ public:
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// 1. UI Touch dragging (e.g. dragging item in inventory or scrollbar)
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if (ui_touch_finger_id_ == finger_id) {
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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if (ui_gesture_ == UiGesture::Pending &&
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std::hypot(px - ui_start_x_, py - ui_start_y_) > kUiDragSlop) {
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// 40250 drag: press where the finger landed (a slot attaches its icon, a title bar
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// or scroll bar captures), then follow the finger.
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ui_gesture_ = UiGesture::Dragging;
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last_tap_time_ = -1.0;
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PythonBoot::UIMouseButton(1, true, int(ui_start_x_), int(ui_start_y_));
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}
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PythonBoot::UIMouseMove(int(px), int(py));
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#endif
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return true;
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@@ -169,38 +242,42 @@ public:
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}
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}
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// 4. Two-finger pinch zoom
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if (pinch_finger1_ >= 0 && pinch_finger2_ >= 0 &&
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(finger_id == pinch_finger1_ || finger_id == pinch_finger2_)) {
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const float cur_dist = std::hypot(px - camera_last_x_, py - camera_last_y_);
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if (pinch_last_dist_ > 1.0f && cur_dist > 1.0f) {
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const float delta_d = cur_dist - pinch_last_dist_;
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if (std::abs(delta_d) > 2.0f) {
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// 4. Two-finger pinch zoom (look finger + second right-half finger)
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if (pinch_finger_id_ >= 0 && (finger_id == pinch_finger_id_ || finger_id == look_finger_id_)) {
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if (finger_id == pinch_finger_id_) {
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pinch_x_ = px;
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pinch_y_ = py;
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} else {
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look_last_x_ = px;
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look_last_y_ = py;
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}
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const float cur_dist = std::hypot(pinch_x_ - look_last_x_, pinch_y_ - look_last_y_);
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const float delta_d = cur_dist - pinch_last_dist_;
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if (std::abs(delta_d) > 2.0f) {
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::UIMouseWheel(int(delta_d * 8.0f));
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PythonBoot::UIMouseWheel(int(delta_d * 8.0f));
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#endif
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pinch_last_dist_ = cur_dist;
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}
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pinch_last_dist_ = cur_dist;
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}
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return true;
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}
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// 5. Single-finger camera drag
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if (finger_id == camera_finger_id_) {
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const float total_dist = std::hypot(px - camera_start_x_, py - camera_start_y_);
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if (total_dist > 6.0f) {
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if (!camera_dragged_) {
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camera_dragged_ = true;
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// 5. Single-finger look drag: yaw by dx, pitch by dy, stops the moment the finger stops.
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if (finger_id == look_finger_id_) {
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if (!look_moved_ && std::hypot(px - look_start_x_, py - look_start_y_) > kLookDeadZone) {
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look_moved_ = true;
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look_rotating_ = look_can_rotate_;
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look_last_x_ = px; // start from here so the dead zone does not jump the camera
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look_last_y_ = py;
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}
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if (look_rotating_) {
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::CameraBeginDrag(int(camera_start_x_), int(camera_start_y_));
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#endif
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}
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::CameraDrag(int(px), int(py));
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PythonBoot::CameraRotateBy((px - look_last_x_) * kLookYawDegPerPx,
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(py - look_last_y_) * kLookPitchDegPerPx);
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#endif
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}
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camera_last_x_ = px;
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camera_last_y_ = py;
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look_last_x_ = px;
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look_last_y_ = py;
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return true;
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}
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@@ -217,7 +294,41 @@ public:
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if (ui_touch_finger_id_ == finger_id) {
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ui_touch_finger_id_ = -1;
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::UIMouseButton(1, false, int(px), int(py));
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if (ui_gesture_ == UiGesture::Dragging) {
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// Dropped on a skill button: that quick slot takes the dragged icon.
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const int btn_idx = gameplay_controls_visible() ? find_button(px, py) : -1;
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if (btn_idx >= 0 && is_quick_slot_button(buttons_[btn_idx].id) && PythonBoot::UIIsAttaching()) {
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PythonBoot::TryAssignAttachedObjectToLocalQuickSlot(buttons_[btn_idx].id - 2);
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PythonBoot::UIMouseButton(1, false, int(ui_start_x_), int(ui_start_y_));
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} else {
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PythonBoot::UIMouseButton(1, false, int(px), int(py));
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}
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} else if (ui_gesture_ == UiGesture::Pending) {
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const double now = get_time_sec();
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const int x = int(ui_start_x_), y = int(ui_start_y_);
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if (last_tap_time_ >= 0.0 && now - last_tap_time_ < kDoubleTapSec &&
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std::hypot(ui_start_x_ - last_tap_x_, ui_start_y_ - last_tap_y_) < kDoubleTapSlop) {
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// Win32 sends DOWN, UP, DBLCLK, UP; the first click picked the icon up, which a
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// mouse user would have seen and a finger hides, so put it back first.
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if (last_tap_attached_ && PythonBoot::UIIsAttaching())
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PythonBoot::UIDeattachObject();
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PythonBoot::UIMouseDoubleClick(x, y);
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PythonBoot::UIMouseButton(1, false, x, y);
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last_tap_time_ = -1.0;
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} else {
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const bool was_attaching = PythonBoot::UIIsAttaching();
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PythonBoot::UIMouseButton(1, true, x, y);
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PythonBoot::UIMouseButton(1, false, x, y);
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last_tap_time_ = now;
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last_tap_x_ = ui_start_x_;
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last_tap_y_ = ui_start_y_;
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last_tap_attached_ = !was_attaching && PythonBoot::UIIsAttaching();
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}
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keyboard_requested_ = PythonBoot::TextInputFocused() &&
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PythonBoot::IsPointInsideFocusedWindow(x, y);
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if (keyboard_requested_) ++keyboard_serial_;
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}
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ui_gesture_ = UiGesture::None;
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#endif
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return true;
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}
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@@ -240,34 +351,41 @@ public:
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if (btn.pressed) {
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btn.pressed = false;
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trigger_button(btn.dik, false);
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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if (btn.id == kAutoHuntButton && !auto_hunt_long_pressed_)
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PythonBoot::AutoHuntToggle();
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#endif
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}
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btn.finger_id = -1;
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return true;
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}
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}
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// 4. Pinch end
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if (finger_id == pinch_finger1_ || finger_id == pinch_finger2_) {
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pinch_finger1_ = -1;
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pinch_finger2_ = -1;
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// 4. Pinch end: the finger left down keeps looking (never a tap).
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if (pinch_finger_id_ >= 0 && (finger_id == pinch_finger_id_ || finger_id == look_finger_id_)) {
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if (finger_id == look_finger_id_) {
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look_finger_id_ = pinch_finger_id_;
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look_last_x_ = pinch_x_;
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look_last_y_ = pinch_y_;
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}
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pinch_finger_id_ = -1;
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pinch_last_dist_ = 0.0f;
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if (finger_id == camera_finger_id_) camera_finger_id_ = -1;
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look_rotating_ = look_can_rotate_;
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look_moved_ = true;
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return true;
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}
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// 5. Camera finger release
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if (finger_id == camera_finger_id_) {
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camera_finger_id_ = -1;
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if (camera_dragged_) {
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::CameraEndDrag();
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#endif
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} else if ((get_time_sec() - camera_down_time_) < 0.35) {
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// Short tap on 3D world: select target (mob, NPC, ground)
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// 5. Look finger release; a short still touch selects a target (mob, NPC, ground).
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if (finger_id == look_finger_id_) {
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look_finger_id_ = -1;
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look_rotating_ = false;
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keyboard_requested_ = false;
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if (!look_moved_ && (get_time_sec() - look_down_time_) < kTapMaxSec && tap_stage_ == 0) {
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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PythonBoot::UIMouseMove(int(px), int(py));
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PythonBoot::UIMouseButton(1, true, int(px), int(py));
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PythonBoot::UIMouseButton(1, false, int(px), int(py));
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tap_x_ = px;
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tap_y_ = py;
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tap_stage_ = 1;
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#endif
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}
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return true;
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@@ -290,9 +408,15 @@ public:
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const float r = btn.radius;
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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if (btn.id >= 2) {
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const std::string skill_icon = PythonBoot::LocalQuickSlotSkillIcon(btn.id - 2);
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if (!skill_icon.empty()) {
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if (btn.id == kAutoHuntButton) {
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draw_auto_hunt_button(commands, btn);
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continue;
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}
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if (is_quick_slot_button(btn.id)) {
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std::string skill_icon;
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float uv[4];
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int count = 0;
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if (PythonBoot::LocalQuickSlotIcon(btn.id - 2, &skill_icon, uv, &count)) {
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UIRenderCommand icon{};
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icon.kind = UIRenderCommand::Image;
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icon.x1 = btn.x - r * 0.68f;
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@@ -301,7 +425,17 @@ public:
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icon.y2 = btn.y + r * 0.68f;
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icon.argb = icon_col;
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icon.text = skill_icon;
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icon.su = uv[0];
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icon.sv = uv[1];
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icon.eu = uv[2];
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icon.ev = uv[3];
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commands.push_back(std::move(icon));
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if (count > 0) {
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||||
const std::string digits = std::to_string(std::min(count, 9999));
|
||||
const float h = r * 0.26f;
|
||||
draw_segment_text(commands, digits, btn.x + r * 0.62f - segment_text_width(digits, h),
|
||||
btn.y + r * 0.62f - h, h);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@@ -409,12 +543,48 @@ public:
|
||||
if (joystick_active_ && joystick_finger_id_ == 101) {
|
||||
handled |= on_finger_motion(101, norm_x, norm_y);
|
||||
}
|
||||
if (camera_finger_id_ == 101) {
|
||||
if (look_finger_id_ == 101) {
|
||||
handled |= on_finger_motion(101, norm_x, norm_y);
|
||||
}
|
||||
return handled;
|
||||
}
|
||||
|
||||
// Seven-segment text (digits, 'F', 'P', 'S', ' ') with its top-left at (left, top), each glyph h
|
||||
// tall, on a dark backing. Used for quick-slot counts and the test-build FPS readout.
|
||||
static void draw_segment_text(std::vector<UIRenderCommand>& commands, const std::string& text,
|
||||
float left, float top, float h, std::uint32_t color = 0xFFFFFFFF) {
|
||||
static constexpr std::uint8_t kDigits[10] = {0x3F, 0x06, 0x5B, 0x4F, 0x66, 0x6D, 0x7D, 0x07, 0x7F, 0x6F};
|
||||
const float w = h * 0.55f, gap = h * 0.3f;
|
||||
UIRenderCommand back{};
|
||||
back.kind = UIRenderCommand::Bar;
|
||||
back.x1 = left - 3.0f;
|
||||
back.y1 = top - 3.0f;
|
||||
back.x2 = left + segment_text_width(text, h) + 3.0f;
|
||||
back.y2 = top + h + 3.0f;
|
||||
back.argb = 0xA0000000;
|
||||
commands.push_back(back);
|
||||
float x = left;
|
||||
for (char c : text) {
|
||||
std::uint8_t seg = 0;
|
||||
if (c >= '0' && c <= '9') seg = kDigits[c - '0'];
|
||||
else if (c == 'F') seg = 0x71;
|
||||
else if (c == 'P') seg = 0x73;
|
||||
else if (c == 'S') seg = 0x6D;
|
||||
const float t = top, m = top + h * 0.5f, b = top + h;
|
||||
if (seg & 0x01) draw_line(commands, x, t, x + w, t, color);
|
||||
if (seg & 0x02) draw_line(commands, x + w, t, x + w, m, color);
|
||||
if (seg & 0x04) draw_line(commands, x + w, m, x + w, b, color);
|
||||
if (seg & 0x08) draw_line(commands, x, b, x + w, b, color);
|
||||
if (seg & 0x10) draw_line(commands, x, m, x, b, color);
|
||||
if (seg & 0x20) draw_line(commands, x, t, x, m, color);
|
||||
if (seg & 0x40) draw_line(commands, x, m, x + w, m, color);
|
||||
x += w + gap;
|
||||
}
|
||||
}
|
||||
static float segment_text_width(const std::string& text, float h) {
|
||||
return text.empty() ? 0.0f : float(text.size()) * h * 0.85f - h * 0.3f;
|
||||
}
|
||||
|
||||
private:
|
||||
bool gameplay_controls_visible() const {
|
||||
#ifdef MT_NATIVE_HAS_LIVE_CLIENT
|
||||
@@ -440,18 +610,47 @@ private:
|
||||
btn.pressed = false;
|
||||
btn.finger_id = -1;
|
||||
}
|
||||
if (camera_dragged_) {
|
||||
#ifdef MT_NATIVE_HAS_LIVE_CLIENT
|
||||
PythonBoot::CameraEndDrag();
|
||||
#endif
|
||||
}
|
||||
camera_finger_id_ = -1;
|
||||
camera_dragged_ = false;
|
||||
pinch_finger1_ = -1;
|
||||
pinch_finger2_ = -1;
|
||||
look_finger_id_ = -1;
|
||||
look_rotating_ = false;
|
||||
pinch_finger_id_ = -1;
|
||||
pinch_last_dist_ = 0.0f;
|
||||
}
|
||||
|
||||
static constexpr int kAutoHuntButton = 8;
|
||||
static bool is_quick_slot_button(int id) { return id >= 2 && id <= 7; }
|
||||
|
||||
// A circular arrow; green while the hunt runs.
|
||||
static void draw_auto_hunt_button(std::vector<UIRenderCommand>& commands, const ButtonDef& btn) {
|
||||
bool on = false;
|
||||
#ifdef MT_NATIVE_HAS_LIVE_CLIENT
|
||||
on = PythonBoot::AutoHuntIsEnabled();
|
||||
#endif
|
||||
const uint32_t disc = btn.pressed ? btn.color_pressed : (on ? 0xC040C040 : btn.color_idle);
|
||||
draw_filled_disc(commands, btn.x, btn.y, btn.radius, disc);
|
||||
const uint32_t col = on ? 0xFFB0FFB0 : 0xDDFFFFFF;
|
||||
const float r = btn.radius * 0.45f;
|
||||
const float kPi = 3.14159265f;
|
||||
const int segments = 12;
|
||||
const float a0 = -kPi * 0.35f, a1 = a0 + kPi * 1.6f;
|
||||
for (int i = 0; i < segments; ++i) {
|
||||
const float t0 = a0 + (a1 - a0) * float(i) / float(segments);
|
||||
const float t1 = a0 + (a1 - a0) * float(i + 1) / float(segments);
|
||||
draw_line(commands, btn.x + std::cos(t0) * r, btn.y + std::sin(t0) * r,
|
||||
btn.x + std::cos(t1) * r, btn.y + std::sin(t1) * r, col);
|
||||
}
|
||||
// Arrowhead at the arc's end, pointing along the direction of travel.
|
||||
const float ex = btn.x + std::cos(a1) * r, ey = btn.y + std::sin(a1) * r;
|
||||
const float tx = -std::sin(a1), ty = std::cos(a1);
|
||||
const float nx = std::cos(a1), ny = std::sin(a1);
|
||||
const float h = r * 0.55f;
|
||||
draw_line(commands, ex, ey, ex - tx * h + nx * h * 0.6f, ey - ty * h + ny * h * 0.6f, col);
|
||||
draw_line(commands, ex, ey, ex - tx * h - nx * h * 0.6f, ey - ty * h - ny * h * 0.6f, col);
|
||||
if (on) {
|
||||
// A play dot in the middle while running.
|
||||
draw_rect_bar(commands, btn.x - 2.0f, btn.y - 2.0f, btn.x + 2.0f, btn.y + 2.0f, col);
|
||||
}
|
||||
}
|
||||
|
||||
void init_buttons() {
|
||||
buttons_.clear();
|
||||
// Lower-right combat controls. All menus and status UI remain the original 40250 UI.
|
||||
@@ -462,10 +661,11 @@ private:
|
||||
buttons_.push_back({5, 0x05, 0, 0, 26.0f, "S4", 0x80906030, 0xD0D08050});
|
||||
buttons_.push_back({6, 0x06, 0, 0, 26.0f, "S5", 0x80603090, 0xD08050D0});
|
||||
buttons_.push_back({7, 0x07, 0, 0, 26.0f, "S6", 0x80308090, 0xD050C0D0});
|
||||
buttons_.push_back({kAutoHuntButton, 0, 0, 0, 24.0f, "AUTO", 0x80707070, 0xD0FFFFFF});
|
||||
}
|
||||
|
||||
void layout_buttons() {
|
||||
const float W = float(screen_w_);
|
||||
const float W = float(screen_w_) - safe_inset_;
|
||||
const float H = float(screen_h_);
|
||||
for (auto& btn : buttons_) {
|
||||
switch (btn.id) {
|
||||
@@ -504,6 +704,11 @@ private:
|
||||
btn.y = H - 225.0f;
|
||||
btn.radius = std::min(28.0f, H * 0.08f);
|
||||
break;
|
||||
case kAutoHuntButton:
|
||||
btn.x = W - 75.0f;
|
||||
btn.y = H - 295.0f;
|
||||
btn.radius = std::min(24.0f, H * 0.07f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -623,9 +828,26 @@ private:
|
||||
bool enabled_ = false;
|
||||
int screen_w_ = 1280;
|
||||
int screen_h_ = 720;
|
||||
float safe_inset_ = 0.0f;
|
||||
|
||||
bool controls_were_visible_ = false;
|
||||
int64_t ui_touch_finger_id_ = -1;
|
||||
enum class UiGesture { None, Pending, Dragging, LongPressed };
|
||||
UiGesture ui_gesture_ = UiGesture::None;
|
||||
float ui_start_x_ = 0.0f;
|
||||
float ui_start_y_ = 0.0f;
|
||||
double ui_down_time_ = 0.0;
|
||||
double last_tap_time_ = -1.0;
|
||||
float last_tap_x_ = 0.0f;
|
||||
float last_tap_y_ = 0.0f;
|
||||
bool last_tap_attached_ = false;
|
||||
void (*haptic_)() = nullptr;
|
||||
static constexpr float kUiDragSlop = 10.0f;
|
||||
static constexpr double kLongPressSec = 0.5;
|
||||
static constexpr double kDoubleTapSec = 0.35;
|
||||
static constexpr float kDoubleTapSlop = 24.0f;
|
||||
bool keyboard_requested_ = false;
|
||||
unsigned keyboard_serial_ = 0;
|
||||
|
||||
bool joystick_active_ = false;
|
||||
int64_t joystick_finger_id_ = -1;
|
||||
@@ -637,17 +859,34 @@ private:
|
||||
float joystick_knob_radius_ = 28.0f;
|
||||
float move_angle_ = 0.0f;
|
||||
|
||||
int64_t camera_finger_id_ = -1;
|
||||
float camera_start_x_ = 0.0f;
|
||||
float camera_start_y_ = 0.0f;
|
||||
float camera_last_x_ = 0.0f;
|
||||
float camera_last_y_ = 0.0f;
|
||||
double camera_down_time_ = 0.0;
|
||||
bool camera_dragged_ = false;
|
||||
// Zones are fractions of the screen; distances are logical UI pixels.
|
||||
static constexpr float kMoveZoneRight = 0.5f;
|
||||
static constexpr float kMoveZoneTop = 0.2f;
|
||||
static constexpr float kLookDeadZone = 8.0f;
|
||||
static constexpr float kLookYawDegPerPx = 0.25f;
|
||||
static constexpr float kLookPitchDegPerPx = 0.15f;
|
||||
static constexpr double kTapMaxSec = 0.3;
|
||||
|
||||
int64_t pinch_finger1_ = -1;
|
||||
int64_t pinch_finger2_ = -1;
|
||||
int64_t look_finger_id_ = -1;
|
||||
bool look_can_rotate_ = false;
|
||||
bool look_rotating_ = false;
|
||||
bool look_moved_ = false;
|
||||
float look_start_x_ = 0.0f;
|
||||
float look_start_y_ = 0.0f;
|
||||
float look_last_x_ = 0.0f;
|
||||
float look_last_y_ = 0.0f;
|
||||
double look_down_time_ = 0.0;
|
||||
|
||||
int64_t pinch_finger_id_ = -1;
|
||||
float pinch_x_ = 0.0f;
|
||||
float pinch_y_ = 0.0f;
|
||||
float pinch_last_dist_ = 0.0f;
|
||||
|
||||
int tap_stage_ = 0; // 1: press next frame, 2: release next frame
|
||||
float tap_x_ = 0.0f;
|
||||
float tap_y_ = 0.0f;
|
||||
|
||||
std::vector<ButtonDef> buttons_;
|
||||
double auto_hunt_down_time_ = 0.0;
|
||||
bool auto_hunt_long_pressed_ = false;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user