#pragma once #include #include #include #include #include #include #include #include "UIRenderCommands.h" #ifdef MT_NATIVE_HAS_LIVE_CLIENT #include "platform/ScriptLib/PythonBoot.h" #endif class TouchController { public: struct ButtonDef { int id; // 1 = attack, 2..7 = quick slots 1..6 int dik; float x, y, radius; const char* label; uint32_t color_idle; uint32_t color_pressed; bool pressed = false; int64_t finger_id = -1; }; TouchController() { init_buttons(); } void set_enabled(bool enabled) { enabled_ = enabled; } bool is_enabled() const { return enabled_; } void update_screen_size(int width, int height) { if (width <= 0 || height <= 0) return; screen_w_ = width; screen_h_ = height; // Position joystick on lower-left joystick_base_x_ = std::max(90.0f, float(width) * 0.12f); joystick_base_y_ = float(height) - std::max(90.0f, float(height) * 0.22f); if (!joystick_active_) { joystick_knob_x_ = joystick_base_x_; joystick_knob_y_ = joystick_base_y_; } layout_buttons(); } // Called once per frame to maintain continuous analog movement void update() { if (!enabled_) return; const bool controls_visible = gameplay_controls_visible(); if (!controls_visible) { if (controls_were_visible_) release_gameplay_controls(); controls_were_visible_ = false; return; } controls_were_visible_ = true; if (joystick_active_) { #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::SetMoveDirection(move_angle_, true); #endif } } // Handles finger touch down (norm_x, norm_y in 0.0 .. 1.0) bool on_finger_down(int64_t finger_id, float norm_x, float norm_y) { if (!enabled_) return false; const float px = norm_x * float(screen_w_); const float py = norm_y * float(screen_h_); const bool controls_visible = gameplay_controls_visible(); // The mobile overlay owns only the movement and combat control regions. if (controls_visible) { const int btn_idx = find_button(px, py); if (btn_idx >= 0) { auto& btn = buttons_[btn_idx]; #ifdef MT_NATIVE_HAS_LIVE_CLIENT if (btn.id >= 2 && PythonBoot::TryAssignAttachedObjectToLocalQuickSlot(btn.id - 2)) return true; #endif btn.pressed = true; btn.finger_id = finger_id; trigger_button(btn.dik, true); return true; } } // Everything else uses the unchanged 40250 UI and its normal mouse path. #ifdef MT_NATIVE_HAS_LIVE_CLIENT if (PythonBoot::IsPointInsideActiveUI(int(px), int(py))) { ui_touch_finger_id_ = finger_id; PythonBoot::UIMouseMove(int(px), int(py)); PythonBoot::UIMouseButton(1, true, int(px), int(py)); return true; } #endif // Start movement only in the gameplay phase. if (controls_visible && norm_x < 0.40f && norm_y > 0.35f && !joystick_active_) { joystick_active_ = true; joystick_finger_id_ = finger_id; joystick_base_x_ = px; joystick_base_y_ = py; joystick_knob_x_ = px; joystick_knob_y_ = py; update_joystick_motion(px, py); return true; } if (!controls_visible) return false; // The remaining gameplay area controls camera and world selection. if (camera_finger_id_ < 0) { camera_finger_id_ = finger_id; camera_last_x_ = px; camera_last_y_ = py; camera_start_x_ = px; camera_start_y_ = py; camera_dragged_ = false; camera_down_time_ = get_time_sec(); return true; } else if (pinch_finger2_ < 0) { pinch_finger1_ = camera_finger_id_; pinch_finger2_ = finger_id; pinch_last_dist_ = std::hypot(px - camera_last_x_, py - camera_last_y_); return true; } return false; } // Handles finger motion bool on_finger_motion(int64_t finger_id, float norm_x, float norm_y) { if (!enabled_) return false; const float px = norm_x * float(screen_w_); const float py = norm_y * float(screen_h_); // 1. UI Touch dragging (e.g. dragging item in inventory or scrollbar) if (ui_touch_finger_id_ == finger_id) { #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::UIMouseMove(int(px), int(py)); #endif return true; } // 2. Virtual Joystick finger if (joystick_active_ && finger_id == joystick_finger_id_) { update_joystick_motion(px, py); return true; } // 3. Button drag tracking (check if finger slid off) for (auto& btn : buttons_) { if (btn.finger_id == finger_id) { const float dist = std::hypot(px - btn.x, py - btn.y); if (dist > btn.radius * 1.5f && btn.pressed) { btn.pressed = false; trigger_button(btn.dik, false); } else if (dist <= btn.radius * 1.5f && !btn.pressed) { btn.pressed = true; trigger_button(btn.dik, true); } return true; } } // 4. Two-finger pinch zoom if (pinch_finger1_ >= 0 && pinch_finger2_ >= 0 && (finger_id == pinch_finger1_ || finger_id == pinch_finger2_)) { const float cur_dist = std::hypot(px - camera_last_x_, py - camera_last_y_); if (pinch_last_dist_ > 1.0f && cur_dist > 1.0f) { const float delta_d = cur_dist - pinch_last_dist_; if (std::abs(delta_d) > 2.0f) { #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::UIMouseWheel(int(delta_d * 8.0f)); #endif pinch_last_dist_ = cur_dist; } } return true; } // 5. Single-finger camera drag if (finger_id == camera_finger_id_) { const float total_dist = std::hypot(px - camera_start_x_, py - camera_start_y_); if (total_dist > 6.0f) { if (!camera_dragged_) { camera_dragged_ = true; #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::CameraBeginDrag(int(camera_start_x_), int(camera_start_y_)); #endif } #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::CameraDrag(int(px), int(py)); #endif } camera_last_x_ = px; camera_last_y_ = py; return true; } return false; } // Handles finger touch up bool on_finger_up(int64_t finger_id, float norm_x, float norm_y) { if (!enabled_) return false; const float px = norm_x * float(screen_w_); const float py = norm_y * float(screen_h_); // 1. UI Touch release (e.g. dropped item in inventory or clicked button) if (ui_touch_finger_id_ == finger_id) { ui_touch_finger_id_ = -1; #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::UIMouseButton(1, false, int(px), int(py)); #endif return true; } // 2. Joystick release if (joystick_active_ && finger_id == joystick_finger_id_) { joystick_active_ = false; joystick_finger_id_ = -1; joystick_knob_x_ = joystick_base_x_; joystick_knob_y_ = joystick_base_y_; #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::SetMoveDirection(0.0f, false); #endif return true; } // 3. Button release for (auto& btn : buttons_) { if (btn.finger_id == finger_id) { if (btn.pressed) { btn.pressed = false; trigger_button(btn.dik, false); } btn.finger_id = -1; return true; } } // 4. Pinch end if (finger_id == pinch_finger1_ || finger_id == pinch_finger2_) { pinch_finger1_ = -1; pinch_finger2_ = -1; pinch_last_dist_ = 0.0f; if (finger_id == camera_finger_id_) camera_finger_id_ = -1; return true; } // 5. Camera finger release if (finger_id == camera_finger_id_) { camera_finger_id_ = -1; if (camera_dragged_) { #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::CameraEndDrag(); #endif } else if ((get_time_sec() - camera_down_time_) < 0.35) { // Short tap on 3D world: select target (mob, NPC, ground) #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::UIMouseMove(int(px), int(py)); PythonBoot::UIMouseButton(1, true, int(px), int(py)); PythonBoot::UIMouseButton(1, false, int(px), int(py)); #endif } return true; } return false; } // Overlay only the controls that have no practical desktop-UI touch equivalent. void append_ui_commands(std::vector& commands) const { if (!enabled_ || !gameplay_controls_visible()) return; // Right-side attack and quick-slot buttons. for (const auto& btn : buttons_) { const uint32_t col = btn.pressed ? btn.color_pressed : btn.color_idle; draw_filled_disc(commands, btn.x, btn.y, btn.radius, col); draw_circle(commands, btn.x, btn.y, btn.radius * 0.85f, btn.pressed ? 0xFFFFFFFF : 0x70FFFFFF, 16); const uint32_t icon_col = btn.pressed ? 0xFFFFFFFF : 0xDDFFFFFF; const float r = btn.radius; #ifdef MT_NATIVE_HAS_LIVE_CLIENT if (btn.id >= 2) { const std::string skill_icon = PythonBoot::LocalQuickSlotSkillIcon(btn.id - 2); if (!skill_icon.empty()) { UIRenderCommand icon{}; icon.kind = UIRenderCommand::Image; icon.x1 = btn.x - r * 0.68f; icon.y1 = btn.y - r * 0.68f; icon.x2 = btn.x + r * 0.68f; icon.y2 = btn.y + r * 0.68f; icon.argb = icon_col; icon.text = skill_icon; commands.push_back(std::move(icon)); continue; } } #endif switch (btn.id) { case 1: { // ATK: crossed swords const float s = r * 0.35f; draw_line(commands, btn.x - s, btn.y - s, btn.x + s, btn.y + s, icon_col); draw_line(commands, btn.x + s, btn.y - s, btn.x - s, btn.y + s, icon_col); const float g = s * 0.35f; draw_line(commands, btn.x - s*0.4f - g, btn.y - s*0.4f + g, btn.x - s*0.4f + g, btn.y - s*0.4f - g, icon_col); draw_line(commands, btn.x + s*0.4f - g, btn.y - s*0.4f - g, btn.x + s*0.4f + g, btn.y - s*0.4f + g, icon_col); break; } case 2: { // S1: I const float h = r * 0.35f; draw_line(commands, btn.x, btn.y - h, btn.x, btn.y + h, icon_col); draw_line(commands, btn.x - 4.0f, btn.y - h, btn.x + 4.0f, btn.y - h, icon_col); draw_line(commands, btn.x - 4.0f, btn.y + h, btn.x + 4.0f, btn.y + h, icon_col); break; } case 3: { // S2: II const float h = r * 0.35f; draw_line(commands, btn.x - 4.0f, btn.y - h, btn.x - 4.0f, btn.y + h, icon_col); draw_line(commands, btn.x + 4.0f, btn.y - h, btn.x + 4.0f, btn.y + h, icon_col); break; } case 4: { // S3: III const float h = r * 0.35f; draw_line(commands, btn.x - 6.0f, btn.y - h, btn.x - 6.0f, btn.y + h, icon_col); draw_line(commands, btn.x, btn.y - h, btn.x, btn.y + h, icon_col); draw_line(commands, btn.x + 6.0f, btn.y - h, btn.x + 6.0f, btn.y + h, icon_col); break; } case 5: { // S4: IV const float h = r * 0.35f; draw_line(commands, btn.x - 7.0f, btn.y - h, btn.x - 7.0f, btn.y + h, icon_col); draw_line(commands, btn.x, btn.y - h, btn.x + 7.0f, btn.y + h, icon_col); draw_line(commands, btn.x + 14.0f, btn.y - h, btn.x + 7.0f, btn.y + h, icon_col); break; } case 6: { // S5: V const float h = r * 0.35f; draw_line(commands, btn.x - 8.0f, btn.y - h, btn.x, btn.y + h, icon_col); draw_line(commands, btn.x + 8.0f, btn.y - h, btn.x, btn.y + h, icon_col); break; } case 7: { // S6: VI const float h = r * 0.35f; draw_line(commands, btn.x - 11.0f, btn.y - h, btn.x - 3.0f, btn.y + h, icon_col); draw_line(commands, btn.x + 5.0f, btn.y - h, btn.x - 3.0f, btn.y + h, icon_col); draw_line(commands, btn.x + 11.0f, btn.y - h, btn.x + 11.0f, btn.y + h, icon_col); break; } } } // Left-side movement joystick. draw_circle(commands, joystick_base_x_, joystick_base_y_, joystick_radius_, 0x8080C0FF, 24); draw_circle(commands, joystick_base_x_, joystick_base_y_, joystick_radius_ * 0.45f, 0x4080C0FF, 16); draw_line(commands, joystick_base_x_ - joystick_radius_, joystick_base_y_, joystick_base_x_ - joystick_radius_ + 8.0f, joystick_base_y_, 0x90FFFFFF); draw_line(commands, joystick_base_x_ + joystick_radius_ - 8.0f, joystick_base_y_, joystick_base_x_ + joystick_radius_, joystick_base_y_, 0x90FFFFFF); draw_line(commands, joystick_base_x_, joystick_base_y_ - joystick_radius_, joystick_base_x_, joystick_base_y_ - joystick_radius_ + 8.0f, 0x90FFFFFF); draw_line(commands, joystick_base_x_, joystick_base_y_ + joystick_radius_ - 8.0f, joystick_base_x_, joystick_base_y_ + joystick_radius_, 0x90FFFFFF); if (joystick_active_) { draw_line(commands, joystick_base_x_, joystick_base_y_, joystick_knob_x_, joystick_knob_y_, 0xB000FFFF); } const uint32_t knob_color = joystick_active_ ? 0xB040A0FF : 0x6040A0FF; draw_filled_disc(commands, joystick_knob_x_, joystick_knob_y_, joystick_knob_radius_, knob_color); draw_circle(commands, joystick_knob_x_, joystick_knob_y_, joystick_knob_radius_ * 0.5f, 0x80FFFFFF, 12); } // Desktop mouse testing simulation bool on_mouse_button(int button, bool pressed, int x, int y) { if (!enabled_) return false; const float norm_x = float(x) / float(screen_w_); const float norm_y = float(y) / float(screen_h_); if (pressed) { if (button == 1) { return on_finger_down(101, norm_x, norm_y); } return false; } else { if (button == 1) { return on_finger_up(101, norm_x, norm_y); } return false; } } bool on_mouse_motion(int x, int y) { if (!enabled_) return false; const float norm_x = float(x) / float(screen_w_); const float norm_y = float(y) / float(screen_h_); bool handled = false; if (ui_touch_finger_id_ == 101) { handled |= on_finger_motion(101, norm_x, norm_y); } if (joystick_active_ && joystick_finger_id_ == 101) { handled |= on_finger_motion(101, norm_x, norm_y); } if (camera_finger_id_ == 101) { handled |= on_finger_motion(101, norm_x, norm_y); } return handled; } private: bool gameplay_controls_visible() const { #ifdef MT_NATIVE_HAS_LIVE_CLIENT return !PythonBoot::CurrentMapName().empty(); #else return false; #endif } void release_gameplay_controls() { if (joystick_active_) { #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::SetMoveDirection(0.0f, false); #endif } joystick_active_ = false; joystick_finger_id_ = -1; joystick_knob_x_ = joystick_base_x_; joystick_knob_y_ = joystick_base_y_; for (auto& btn : buttons_) { if (btn.pressed) trigger_button(btn.dik, false); 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; pinch_last_dist_ = 0.0f; } void init_buttons() { buttons_.clear(); // Lower-right combat controls. All menus and status UI remain the original 40250 UI. buttons_.push_back({1, 0x39, 0, 0, 42.0f, "ATK", 0x80D48820, 0xD0FFB040}); buttons_.push_back({2, 0x02, 0, 0, 26.0f, "S1", 0x803060C0, 0xD05080FF}); buttons_.push_back({3, 0x03, 0, 0, 26.0f, "S2", 0x80903090, 0xD0D050D0}); buttons_.push_back({4, 0x04, 0, 0, 26.0f, "S3", 0x80309060, 0xD050D080}); 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}); } void layout_buttons() { const float W = float(screen_w_); const float H = float(screen_h_); for (auto& btn : buttons_) { switch (btn.id) { case 1: btn.x = W - 75.0f; btn.y = H - 85.0f; btn.radius = std::min(46.0f, H * 0.12f); break; case 2: btn.x = W - 360.0f; btn.y = H - 75.0f; btn.radius = std::min(28.0f, H * 0.08f); break; case 3: btn.x = W - 295.0f; btn.y = H - 75.0f; btn.radius = std::min(28.0f, H * 0.08f); break; case 4: btn.x = W - 230.0f; btn.y = H - 75.0f; btn.radius = std::min(28.0f, H * 0.08f); break; case 5: btn.x = W - 165.0f; btn.y = H - 85.0f; btn.radius = std::min(28.0f, H * 0.08f); break; case 6: btn.x = W - 125.0f; btn.y = H - 155.0f; btn.radius = std::min(28.0f, H * 0.08f); break; case 7: btn.x = W - 75.0f; btn.y = H - 225.0f; btn.radius = std::min(28.0f, H * 0.08f); break; } } } int find_button(float x, float y) { for (size_t i = 0; i < buttons_.size(); ++i) { const auto& btn = buttons_[i]; const float dist = std::hypot(x - btn.x, y - btn.y); if (dist <= btn.radius * 1.25f) { return int(i); } } return -1; } void trigger_button(int dik, bool pressed) { #ifdef MT_NATIVE_HAS_LIVE_CLIENT if (dik == 0x39) { PythonBoot::SetAttackKey(pressed); } if (dik >= 0x02 && dik <= 0x07) { if (pressed) PythonBoot::UseLocalQuickSlot(dik - 0x02); return; } if (dik != 0) { PythonBoot::UIKey(dik, pressed); } #endif } void update_joystick_motion(float px, float py) { const float dx = px - joystick_base_x_; const float dy = py - joystick_base_y_; const float dist = std::hypot(dx, dy); if (dist <= joystick_radius_) { joystick_knob_x_ = px; joystick_knob_y_ = py; } else if (dist > 0.0f) { joystick_knob_x_ = joystick_base_x_ + (dx / dist) * joystick_radius_; joystick_knob_y_ = joystick_base_y_ + (dy / dist) * joystick_radius_; } if (dist > 8.0f) { const float rad = std::atan2(-dx, -dy); move_angle_ = rad * 180.0f / 3.14159265358979323846f; if (move_angle_ < 0.0f) move_angle_ += 360.0f; #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::SetMoveDirection(move_angle_, true); #endif } else { #ifdef MT_NATIVE_HAS_LIVE_CLIENT PythonBoot::SetMoveDirection(0.0f, false); #endif } } static void draw_line(std::vector& commands, float x1, float y1, float x2, float y2, uint32_t argb) { UIRenderCommand cmd{}; cmd.kind = UIRenderCommand::Line; cmd.x1 = x1; cmd.y1 = y1; cmd.x2 = x2; cmd.y2 = y2; cmd.argb = argb; commands.push_back(cmd); } static void draw_rect_bar(std::vector& commands, float x1, float y1, float x2, float y2, uint32_t argb) { UIRenderCommand bar{}; bar.kind = UIRenderCommand::Bar; bar.x1 = x1; bar.y1 = y1; bar.x2 = x2; bar.y2 = y2; bar.argb = argb; commands.push_back(bar); } static void draw_rect_lines(std::vector& commands, float x1, float y1, float x2, float y2, uint32_t argb) { draw_line(commands, x1, y1, x2, y1, argb); draw_line(commands, x2, y1, x2, y2, argb); draw_line(commands, x2, y2, x1, y2, argb); draw_line(commands, x1, y2, x1, y1, argb); } static void draw_circle(std::vector& commands, float cx, float cy, float radius, uint32_t argb, int segments = 16) { const float step = 2.0f * 3.14159265f / float(segments); for (int i = 0; i < segments; ++i) { const float a1 = float(i) * step; const float a2 = float(i + 1) * step; draw_line(commands, cx + std::cos(a1) * radius, cy + std::sin(a1) * radius, cx + std::cos(a2) * radius, cy + std::sin(a2) * radius, argb); } } static void draw_filled_disc(std::vector& commands, float cx, float cy, float radius, uint32_t argb) { // Base rectangular fill draw_rect_bar(commands, cx - radius * 0.65f, cy - radius * 0.65f, cx + radius * 0.65f, cy + radius * 0.65f, (argb & 0x00FFFFFF) | 0x55000000); // Cross fills for roundness draw_rect_bar(commands, cx - radius * 0.85f, cy - radius * 0.35f, cx + radius * 0.85f, cy + radius * 0.35f, (argb & 0x00FFFFFF) | 0x55000000); draw_rect_bar(commands, cx - radius * 0.35f, cy - radius * 0.85f, cx + radius * 0.35f, cy + radius * 0.85f, (argb & 0x00FFFFFF) | 0x55000000); // Border rings draw_circle(commands, cx, cy, radius, argb, 20); draw_circle(commands, cx, cy, radius - 1.0f, (argb & 0x00FFFFFF) | 0x40000000, 20); } static double get_time_sec() { using namespace std::chrono; return duration_cast>(steady_clock::now().time_since_epoch()).count(); } bool enabled_ = false; int screen_w_ = 1280; int screen_h_ = 720; bool controls_were_visible_ = false; int64_t ui_touch_finger_id_ = -1; bool joystick_active_ = false; int64_t joystick_finger_id_ = -1; float joystick_base_x_ = 140.0f; float joystick_base_y_ = 580.0f; float joystick_knob_x_ = 140.0f; float joystick_knob_y_ = 580.0f; float joystick_radius_ = 65.0f; 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; int64_t pinch_finger1_ = -1; int64_t pinch_finger2_ = -1; float pinch_last_dist_ = 0.0f; std::vector buttons_; };