Example #1
0
void EngineStage::activateReleased(float x, float y, float dx, float dy)
{
    if (stageState == STAGE_STATE_PAUSE && !player->hasTriggeredStartup())
    {
        HudSlider* speedSlider = NULL;
        if (hud) speedSlider = hud->getSpeedSlider();
        if (speedSlider && speedSlider->selected)
        {
            speedSlider->selected = false;
            Vector2 np;
#if !defined(OGRE_IS_IOS)
            if (speedSlider->orientation)
                np = speedSlider->p2 + globals.convertToPercentScreen(Vector2(0.0, dy));
            else
                np = speedSlider->p2 + globals.convertToPercentScreen(Vector2(dx, 0.0));
#else
            if (speedSlider->orientation)
                np = speedSlider->p2cache + globals.convertToPercentScreen(Vector2(0.0, dy));
            else
                np = speedSlider->p2cache + globals.convertToPercentScreen(Vector2(dx, 0.0));
#endif
            speedSlider->setBallPosition(np);
            //std::cout << "release\n";
        }
    }
}
Example #2
0
std::string TutorialManager::queryButtons(Vector2 target) const
{
    Vector2 comp = globals.convertToPercentScreen(target);
    for (int i = 0; i < buttons.size(); ++i)
    {
        if ((buttons[i].overlay && buttons[i].overlay->isVisible()) && buttons[i].isInside(comp) && buttons[i].active)
        {
            return buttons[i].name;
        }
    }
    return "";
}
Example #3
0
void EngineStage::activatePressed(float x, float y)
{
    if (stageState == STAGE_STATE_PAUSE && !player->hasTriggeredStartup())
    {
        HudSlider* speedSlider = NULL;
        if (hud) speedSlider = hud->getSpeedSlider();
        if (speedSlider)
        {
            Vector2 pos = globals.convertToPercentScreen(Vector2(x, y));
        
            // Case for tapping into the slider which makes ball jump to position
            if (speedSlider->isInsideRange(pos))
            {
                // Project position to range
                if (speedSlider->orientation)
                {
                    float ny = pos.y - speedSlider->p1.y - speedSlider->dim2.y / 2;
                    speedSlider->setBallPosition(Vector2(speedSlider->p2.x, ny));
                }
                else
                {
                    float nx = pos.x - speedSlider->p1.x - speedSlider->dim2.x / 2;
                    speedSlider->setBallPosition(Vector2(nx, speedSlider->p2.y));
                }
            }
        
            // Initialize p2cache first time we touch ball
            // p2cache is better since iOS tracking uses total dx which is more accurate
            // then passing in a dx everytime
            if (speedSlider->isInsideBall(pos))
            {
                speedSlider->selected = true;
                speedSlider->p2cache = speedSlider->p2;
            }
            //std::cout << "press\n";
        }
    }
}
// The following deal with injecting coordinates to simulate a slider
//
void EngineTabSettings::activateMoved(float x, float y, float dx, float dy)
{
    Ogre::Vector2 temp = globals.convertToPercentScreen(Vector2(0.0,dy));

    std::cout << "Temp: "<<"(" << temp.x <<", " << temp.y << ")" << std::endl;

    //Testing Dragging!
   /*
    if(touchedBox)
    {
        Ogre::Vector2 temp2 = globals.convertToPercentScreen(Vector2(x,y));
        
    
        //Move everything depending on the dy!
        Ogre::Vector2 temp = globals.convertToPercentScreen(Vector2(0.0,dy));
        
        
        //float newy = initTextPosition
        float constant = 1;
        temp.y /= constant;
        hud->enableUnlimitedFuelBackground->setPosition(.32, hud->initTextPosition.y+temp.y);
    }
    */
}