Пример #1
0
void GuiIconCarousel::OnTouchClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger)
{
    if(!controller->data.validPointer)
        return;

    bWasDragging = false;
    selectedGameOnDragStart = getSelectedGame();
    lastPosition.x = controller->data.x;
    lastPosition.y = controller->data.y;

    //! calculate ray origin and direction
    glm::vec3 rayOrigin;
    glm::vec3 rayDir;

    CVideo *video = Application::instance()->getVideo();
    video->screenPosToWorldRay(controller->data.x, controller->data.y, rayOrigin, rayDir);

    glm::vec3 rayDirFrac((rayDir.x != 0.0f) ? (1.0f / rayDir.x) : 0.0f, (rayDir.y != 0.0f) ? (1.0f / rayDir.y) : 0.0f, (rayDir.z != 0.0f) ? (1.0f / rayDir.z) : 0.0f);

    for(u32 i = 0; i < drawOrder.size(); ++i)
    {
        int idx = drawOrder[i];

        if(gameIcons[idx]->checkRayIntersection(rayOrigin, rayDirFrac))
        {
            if(buttonClickSound)
                buttonClickSound->Play();

            setSelectedGame(idx);
            gameSelectionChanged(this, idx);

            //! TODO: change this to a button assigned image
            gameIcons[idx]->setState(STATE_CLICKED);
            gameIcons[idx]->setEffect(EFFECT_SCALE, 4, 125);

            if(selectedGame == idx)
            {
                if(gameLaunchTimer < 30)
                    OnLaunchClick(button, controller, trigger);

                gameLaunchTimer = 0;
            }
        }
    }
}
Пример #2
0
void GuiGameCarousel::OnGameButtonClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger)
{
    for(u32 i = 0; i < game.size(); i++)
    {
        if(button == game[i])
        {
            if(selectedGame ==  (int)i)
            {
                if(gameLaunchTimer < 30)
                    OnLaunchClick(button, controller, trigger);

                gameLaunchTimer = 0;
            }

            setSelectedGame(i);
            gameSelectionChanged(this, selectedGame);
            break;
        }
    }
}
Пример #3
0
void GuiIconCarousel::OnDPADClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger)
{
    if(trigger == &buttonATrigger){
        //! do not auto launch when wiimote is pointing to screen and presses A
        if((controller->chan & (GuiTrigger::CHANNEL_2 | GuiTrigger::CHANNEL_3 | GuiTrigger::CHANNEL_4 | GuiTrigger::CHANNEL_5)) && controller->data.validPointer)
        {
            return;
        }
        OnLaunchClick(button,controller,trigger);
    }
    else if(trigger == &buttonLTrigger){
        OnLeftSkipClick(button,controller,trigger);
    }
    else if(trigger == &buttonRTrigger){
        OnRightSkipClick(button,controller,trigger);
    }
    else if(trigger == &buttonLeftTrigger){
        OnLeftClick(button,controller,trigger);
    }
    else if(trigger == &buttonRightTrigger){
        OnRightClick(button,controller,trigger);
    }
}