private void ProcessGamePad(GamePadState gps, PlayerIndex player) { GamePadState lastState = new GamePadState(); if (m_PriorGamePadState.ContainsKey(player)) { lastState = m_PriorGamePadState[player]; // Notify listeners when the gamepad is connected. if ((lastState.IsConnected != gps.IsConnected) && GamePadConnectionUpdate != null) { GamePadConnectionUpdate(player, false); } // TODO: Check button pressed/released status for button tap events. } if (gps.IsConnected) { GamePadCapabilities caps = GamePad.GetCapabilities(player); if (GamePadButtonUpdate != null) { CCGamePadButtonStatus back = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus start = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus system = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus a = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus b = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus x = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus y = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus leftShoulder = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus rightShoulder = CCGamePadButtonStatus.NotApplicable; if (caps.HasBackButton) { back = (gps.Buttons.Back == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasStartButton) { start = (gps.Buttons.Start == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasBigButton) { system = (gps.Buttons.BigButton == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasAButton) { a = (gps.Buttons.A == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasBButton) { b = (gps.Buttons.B == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasXButton) { x = (gps.Buttons.X == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasYButton) { y = (gps.Buttons.Y == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasLeftShoulderButton) { leftShoulder = (gps.Buttons.LeftShoulder == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasRightShoulderButton) { rightShoulder = (gps.Buttons.RightShoulder == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } GamePadButtonUpdate(back, start, system, a, b, x, y, leftShoulder, rightShoulder, player); } // Process the game sticks if (GamePadStickUpdate != null && (caps.HasLeftXThumbStick || caps.HasLeftYThumbStick || caps.HasRightXThumbStick || caps.HasRightYThumbStick || caps.HasLeftStickButton || caps.HasRightStickButton)) { CCPoint vecLeft; if (caps.HasLeftXThumbStick || caps.HasLeftYThumbStick) { vecLeft = new CCPoint(gps.ThumbSticks.Left); vecLeft.Normalize(); } else { vecLeft = CCPoint.Zero; } CCPoint vecRight; if (caps.HasRightXThumbStick || caps.HasRightYThumbStick) { vecRight = new CCPoint(gps.ThumbSticks.Right); vecRight.Normalize(); } else { vecRight = CCPoint.Zero; } CCGameStickStatus left = new CCGameStickStatus(); left.Direction = vecLeft; left.Magnitude = ((caps.HasLeftXThumbStick || caps.HasLeftYThumbStick) ? gps.ThumbSticks.Left.Length() : 0f); left.IsDown = ((caps.HasLeftStickButton) ? gps.IsButtonDown(Buttons.LeftStick) : false); CCGameStickStatus right = new CCGameStickStatus(); right.Direction = vecRight; right.Magnitude = ((caps.HasRightXThumbStick || caps.HasRightYThumbStick) ? gps.ThumbSticks.Right.Length() : 0f); right.IsDown = ((caps.HasLeftStickButton) ? gps.IsButtonDown(Buttons.RightStick) : false); GamePadStickUpdate(left, right, player); } // Process the game triggers if (GamePadTriggerUpdate != null && (caps.HasLeftTrigger || caps.HasRightTrigger)) { GamePadTriggerUpdate(caps.HasLeftTrigger ? gps.Triggers.Left : 0f, caps.HasRightTrigger ? gps.Triggers.Right : 0f, player); } // Process the D-Pad if (GamePadDPadUpdate != null) { CCGamePadButtonStatus left = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus right = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus up = CCGamePadButtonStatus.NotApplicable; CCGamePadButtonStatus down = CCGamePadButtonStatus.NotApplicable; if (caps.HasDPadDownButton) { down = (gps.DPad.Down == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasDPadUpButton) { up = (gps.DPad.Up == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasDPadLeftButton) { left = (gps.DPad.Left == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } if (caps.HasDPadRightButton) { right = (gps.DPad.Right == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released); } GamePadDPadUpdate(left, up, right, down, player); } } m_PriorGamePadState[player] = gps; }
public override void Update(float dt) { base.Update(dt); bool bDidDraw = false; foreach (BoltStatus bs in _Bolts) { bs.CurrentTime += dt; if (bs.CurrentTime > bs.Bolt.StrikeTime) { // Fading it out float time = bs.CurrentTime - bs.Bolt.StrikeTime; if (time < bs.Bolt.FadeTime) { float fade = 1f - time / bs.Bolt.FadeTime; for (int i = 0; i < bs.DrawNodeVertexIndex.Count; i++) { FadeToSegment(bs.DrawNodeVertexIndex[i], fade); } bDidDraw = true; } else { for (int i = 0; i < bs.DrawNodeVertexIndex.Count; i++) { FadeToSegment(bs.DrawNodeVertexIndex[i], 0f); } } } else { bDidDraw = true; int idx = (int)System.Math.Round(bs.CurrentTime / bs.Bolt.StrikeTime * (float)(bs.Segments.Count - 1)); if (idx > bs.LastSegmentIndex) { for (int j = bs.LastSegmentIndex; j < idx && j < bs.Segments.Count; j++) { CCPoint p1 = bs.Segments[j]; CCPoint p2 = bs.Segments[j + 1]; // Side segments CCPoint u = p2 - p1; u.Normalize(); if (DrawShadowSegments) { CCPoint perp1 = new CCPoint(-u.Y, u.X); CCPoint pA = p2 + perp1 * GlowSize; CCPoint pB = p1 + perp1 * GlowSize; bs.DrawNodeVertexIndex.Add(DrawSegment(pA, pB, bs.Bolt.Width, bs.Bolt.BoltGlowColor * 0.25f)); // Next side segment perp1 = new CCPoint(u.Y, u.X); pA = p2 + perp1 * GlowSize; pB = p1 + perp1 * GlowSize; bs.DrawNodeVertexIndex.Add(DrawSegment(pA, pB, bs.Bolt.Width, bs.Bolt.BoltGlowColor * 0.25f)); } // Main segment bs.DrawNodeVertexIndex.Add(DrawSegment(p1, p2, bs.Bolt.Width, bs.Bolt.BoltColor)); } bs.LastSegmentIndex = idx; } } } if (!bDidDraw) { Clear(); } }
public void DrawPolygon(CCPoint[] verts, int count, CCColor4F fillColor, float borderWidth, CCColor4F borderColor) { var extrude = new ExtrudeVerts[count]; for (int i = 0; i < count; i++) { var v0 = verts[(i - 1 + count) % count]; var v1 = verts[i]; var v2 = verts[(i + 1) % count]; var n1 = CCPoint.Normalize(CCPoint.Perp(v1 - v0)); var n2 = CCPoint.Normalize(CCPoint.Perp(v2 - v1)); var offset = (n1 + n2) * (1.0f / (CCPoint.Dot(n1, n2) + 1.0f)); extrude[i] = new ExtrudeVerts() { offset = offset, n = n2 }; } bool outline = (fillColor.A > 0.0f && borderWidth > 0.0f); float inset = (!outline ? 0.5f : 0.0f); for (int i = 0; i < count - 2; i++) { var v0 = verts[0] - (extrude[0].offset * inset); var v1 = verts[i + 1] - (extrude[i + 1].offset * inset); var v2 = verts[i + 2] - (extrude[i + 2].offset * inset); m_pVertices.Add(new VertexPositionColor(v0, fillColor)); //__t(v2fzero) m_pVertices.Add(new VertexPositionColor(v1, fillColor)); //__t(v2fzero) m_pVertices.Add(new VertexPositionColor(v2, fillColor)); //__t(v2fzero) } for (int i = 0; i < count; i++) { int j = (i + 1) % count; var v0 = verts[i]; var v1 = verts[j]; var n0 = extrude[i].n; var offset0 = extrude[i].offset; var offset1 = extrude[j].offset; if (outline) { var inner0 = (v0 - (offset0 * borderWidth)); var inner1 = (v1 - (offset1 * borderWidth)); var outer0 = (v0 + (offset0 * borderWidth)); var outer1 = (v1 + (offset1 * borderWidth)); m_pVertices.Add(new VertexPositionColor(inner0, borderColor)); //__t(v2fneg(n0)) m_pVertices.Add(new VertexPositionColor(inner1, borderColor)); //__t(v2fneg(n0)) m_pVertices.Add(new VertexPositionColor(outer1, borderColor)); //__t(n0) m_pVertices.Add(new VertexPositionColor(inner0, borderColor)); //__t(v2fneg(n0)) m_pVertices.Add(new VertexPositionColor(outer0, borderColor)); //__t(n0) m_pVertices.Add(new VertexPositionColor(outer1, borderColor)); //__t(n0) } else { var inner0 = (v0 - (offset0 * 0.5f)); var inner1 = (v1 - (offset1 * 0.5f)); var outer0 = (v0 + (offset0 * 0.5f)); var outer1 = (v1 + (offset1 * 0.5f)); m_pVertices.Add(new VertexPositionColor(inner0, fillColor)); //__t(v2fzero) m_pVertices.Add(new VertexPositionColor(inner1, fillColor)); //__t(v2fzero) m_pVertices.Add(new VertexPositionColor(outer1, fillColor)); //__t(n0) m_pVertices.Add(new VertexPositionColor(inner0, fillColor)); //__t(v2fzero) m_pVertices.Add(new VertexPositionColor(outer0, fillColor)); //__t(n0) m_pVertices.Add(new VertexPositionColor(outer1, fillColor)); //__t(n0) } } m_bDirty = true; }
private void VertexLineToPolygon(CCPoint[] points, float stroke, CCV3F_C4B_T2F[] vertices, int offset, int nuPoints) { nuPoints += offset; if (nuPoints <= 1) { return; } stroke *= 0.5f; int idx; int nuPointsMinus = nuPoints - 1; float rad70 = MathHelper.ToRadians(70); float rad170 = MathHelper.ToRadians(170); for (int i = offset; i < nuPoints; i++) { idx = i * 2; CCPoint p1 = points[i]; CCPoint perpVector; if (i == 0) { perpVector = CCPoint.Perp(CCPoint.Normalize(p1 - points[i + 1])); } else if (i == nuPointsMinus) { perpVector = CCPoint.Perp(CCPoint.Normalize(points[i - 1] - p1)); } else { CCPoint p2 = points[i + 1]; CCPoint p0 = points[i - 1]; CCPoint p2p1 = CCPoint.Normalize(p2 - p1); CCPoint p0p1 = CCPoint.Normalize(p0 - p1); // Calculate angle between vectors var angle = (float)Math.Acos(CCPoint.Dot(p2p1, p0p1)); if (angle < rad70) { perpVector = CCPoint.Perp(CCPoint.Normalize(CCPoint.Midpoint(p2p1, p0p1))); } else if (angle < rad170) { perpVector = CCPoint.Normalize(CCPoint.Midpoint(p2p1, p0p1)); } else { perpVector = CCPoint.Perp(CCPoint.Normalize(p2 - p0)); } } perpVector = perpVector * stroke; vertices[idx].Vertices = new CCVertex3F(p1.X + perpVector.X, p1.Y + perpVector.Y, 0); vertices[idx + 1].Vertices = new CCVertex3F(p1.X - perpVector.X, p1.Y - perpVector.Y, 0); } // Validate vertexes offset = (offset == 0) ? 0 : offset - 1; for (int i = offset; i < nuPointsMinus; i++) { idx = i * 2; int idx1 = idx + 2; CCVertex3F p1 = vertices[idx].Vertices; CCVertex3F p2 = vertices[idx + 1].Vertices; CCVertex3F p3 = vertices[idx1].Vertices; CCVertex3F p4 = vertices[idx1 + 1].Vertices; float s; bool fixVertex = !ccVertexLineIntersect(p1.X, p1.Y, p4.X, p4.Y, p2.X, p2.Y, p3.X, p3.Y, out s); if (!fixVertex) { if (s < 0.0f || s > 1.0f) { fixVertex = true; } } if (fixVertex) { vertices[idx1].Vertices = p4; vertices[idx1 + 1].Vertices = p3; } } }