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Upsilon/ion/src/simulator/shared/layout.cpp
2020-09-30 17:30:34 +02:00

279 lines
10 KiB
C++

#include "layout.h"
#include "main.h"
#include "platform.h"
#include <ion.h>
#include <limits.h>
#include <cmath>
namespace Ion {
namespace Simulator {
namespace Layout {
#if !EPSILON_SDL_SCREEN_ONLY
static constexpr int backgroundWidth = 1160;
static constexpr int backgroundHeight = 2220;
static constexpr float X(int x) { return static_cast<float>(x)/static_cast<float>(backgroundWidth); }
static constexpr float Y(int y) { return static_cast<float>(y)/static_cast<float>(backgroundHeight); }
static constexpr SDL_FRect areaOfInterest = {X(110), Y(30), X(940), Y(2150)};
static constexpr SDL_FRect screenRect = {X(192), Y(191), X(776), Y(582)};
static SDL_Rect sFrame;
static void makeAbsolute(const SDL_FRect f, SDL_Rect * r) {
r->x = std::round(f.x * static_cast<float>(sFrame.w) + static_cast<float>(sFrame.x));
r->y = std::round(f.y * static_cast<float>(sFrame.h) + static_cast<float>(sFrame.y));
r->w = std::round(f.w * static_cast<float>(sFrame.w));
r->h = std::round(f.h * static_cast<float>(sFrame.h));
}
static void makeAbsolute(const SDL_FPoint f, SDL_Point * p) {
p->x = f.x * sFrame.w + sFrame.x;
p->y = f.y * sFrame.h + sFrame.y;
}
void recompute(int width, int height) {
float windowWidth = static_cast<float>(width);
float windowHeight = static_cast<float>(height);
float aoiRatio = (areaOfInterest.w / areaOfInterest.h) * (static_cast<float>(backgroundWidth)/static_cast<float>(backgroundHeight));
float windowRatio = windowWidth/windowHeight;
if (aoiRatio > windowRatio) {
// Area of interest is wider than the window (e.g. aoe 16:9, window 4:3)
// There will be "black bars" above and below
// We want the areaOfInterest's rect in pixels to be
// aoiInPixels.w = windowWidth
// aoiInPixels.x = 0
// aoiInPixels.h = windowWidth / (aoiRatio*deviceRatio)
// aoiInPixels.y = (windowHeight - aoiInPixels.h)/2;
// But we also know that
// aoiInPixels.x = sFrame.x + areaOfInterest.x*sFrame.w
// aoiInPixels.y = sFrame.y + areaOfInterest.y*sFrame.h
// aoiInPixels.w = sFrame.w * areaOfInterest.w
// aoiInPixels.h = sFrame.h * areaOfInterest*h
sFrame.w = windowWidth / areaOfInterest.w;
sFrame.h = (windowWidth / aoiRatio) / areaOfInterest.h;
sFrame.x = - areaOfInterest.x * sFrame.w;
sFrame.y = (windowHeight - windowWidth/aoiRatio)/2 - areaOfInterest.y * sFrame.h;
} else {
// Area of interest is taller than the window (e.g. window 16:9, aoe 4:3)
// There will be "black bars" on the sides
// We want the areaOfInterest's rect in pixels to be
// aoiInPixels.h = windowHeight
// aoiInPixels.y = 0
// aoiInPixels.x = windowHeight * aoiRatio
// aoiInPixels.w = (windowWidth - aoiInPixels.w)/2;
// But we also know that
// aoiInPixels.x = sFrame.x + areaOfInterest.x*sFrame.w
// aoiInPixels.y = sFrame.y + areaOfInterest.y*sFrame.h
// aoiInPixels.w = sFrame.w * areaOfInterest.w
// aoiInPixels.h = sFrame.h * areaOfInterest*h
sFrame.h = windowHeight / areaOfInterest.h;
sFrame.w = (windowHeight * aoiRatio) / areaOfInterest.w;
sFrame.y = - areaOfInterest.y * sFrame.h;
sFrame.x = (windowWidth - windowHeight*aoiRatio)/2.0f - areaOfInterest.x * sFrame.w;
}
}
void getScreenRect(SDL_Rect * rect) {
makeAbsolute(screenRect, rect);
}
void getBackgroundRect(SDL_Rect * rect) {
rect->x = sFrame.x;
rect->y = sFrame.y;
rect->w = sFrame.w;
rect->h = sFrame.h;
}
class KeyLayout {
public:
enum class Shape : uint8_t {
HorizontalArrow,
VerticalArrow,
Round,
SmallSquircle,
LargeSquircle,
NumberOfShapes
};
static constexpr size_t NumberOfShapes = (size_t)Shape::NumberOfShapes;
static constexpr const char * imagePathForKey[KeyLayout::NumberOfShapes] = {
"horizontal_arrow.jpg",
"vertical_arrow.jpg",
"round.jpg",
"small_squircle.jpg",
"large_squircle.jpg"
};
constexpr KeyLayout(float x, float y, Shape shape) :
m_center{X(x), Y(y)},
m_shape(shape) {}
SDL_FPoint center() const { return m_center; }
Shape shape() const { return m_shape; }
private:
SDL_FPoint m_center;
Shape m_shape;
};
constexpr const char * const KeyLayout::imagePathForKey[KeyLayout::NumberOfShapes];
static constexpr KeyLayout sKeyLayouts[Keyboard::NumberOfValidKeys] = {
KeyLayout(191, 1029, KeyLayout::Shape::HorizontalArrow), // A1, Left
KeyLayout(273, 945, KeyLayout::Shape::VerticalArrow), // A2, Up
KeyLayout(273, 1110, KeyLayout::Shape::VerticalArrow), // A3, Down
KeyLayout(355, 1029, KeyLayout::Shape::HorizontalArrow), // A4, Right
KeyLayout(810, 1029, KeyLayout::Shape::Round), // A5, OK
KeyLayout(963, 1029, KeyLayout::Shape::Round), // A6, Back
KeyLayout(580, 958, KeyLayout::Shape::LargeSquircle), // B1, Home
KeyLayout(580, 1094, KeyLayout::Shape::LargeSquircle), // B2, Power
KeyLayout(198, 1252, KeyLayout::Shape::SmallSquircle), // C1, Shift
KeyLayout(352, 1252, KeyLayout::Shape::SmallSquircle), // C2, Alpha
KeyLayout(506, 1252, KeyLayout::Shape::SmallSquircle), // C3, xnt
KeyLayout(656, 1252, KeyLayout::Shape::SmallSquircle), // C4, var
KeyLayout(810, 1252, KeyLayout::Shape::SmallSquircle), // C5, toolbox
KeyLayout(963, 1252, KeyLayout::Shape::SmallSquircle), // C6, Delete
KeyLayout(198, 1375, KeyLayout::Shape::SmallSquircle), // D1, exp
KeyLayout(352, 1375, KeyLayout::Shape::SmallSquircle), // D2, ln
KeyLayout(506, 1375, KeyLayout::Shape::SmallSquircle), // D3, log
KeyLayout(656, 1375, KeyLayout::Shape::SmallSquircle), // D4, i
KeyLayout(810, 1375, KeyLayout::Shape::SmallSquircle), // D5, comma
KeyLayout(963, 1375, KeyLayout::Shape::SmallSquircle), // D6, power
KeyLayout(198, 1498, KeyLayout::Shape::SmallSquircle), // E1, sin
KeyLayout(352, 1498, KeyLayout::Shape::SmallSquircle), // E2, cos
KeyLayout(506, 1498, KeyLayout::Shape::SmallSquircle), // E3, tan
KeyLayout(656, 1498, KeyLayout::Shape::SmallSquircle), // E4, pi
KeyLayout(810, 1498, KeyLayout::Shape::SmallSquircle), // E5, sqrt
KeyLayout(963, 1498, KeyLayout::Shape::SmallSquircle), // E6, square
KeyLayout(210, 1629, KeyLayout::Shape::LargeSquircle), // F1, 7
KeyLayout(395, 1629, KeyLayout::Shape::LargeSquircle), // F2, 8
KeyLayout(580, 1629, KeyLayout::Shape::LargeSquircle), // F3, 9
KeyLayout(765, 1629, KeyLayout::Shape::LargeSquircle), // F4, (
KeyLayout(950, 1629, KeyLayout::Shape::LargeSquircle), // F5, )
KeyLayout(210, 1766, KeyLayout::Shape::LargeSquircle), // G1, 4
KeyLayout(395, 1766, KeyLayout::Shape::LargeSquircle), // G2, 5
KeyLayout(580, 1766, KeyLayout::Shape::LargeSquircle), // G3, 6
KeyLayout(765, 1766, KeyLayout::Shape::LargeSquircle), // G4, *
KeyLayout(950, 1766, KeyLayout::Shape::LargeSquircle), // G5, /
KeyLayout(210, 1902, KeyLayout::Shape::LargeSquircle), // H1, 1
KeyLayout(395, 1902, KeyLayout::Shape::LargeSquircle), // H2, 2
KeyLayout(580, 1902, KeyLayout::Shape::LargeSquircle), // H3, 3
KeyLayout(765, 1902, KeyLayout::Shape::LargeSquircle), // H4, +
KeyLayout(950, 1902, KeyLayout::Shape::LargeSquircle), // H5, -
KeyLayout(210, 2040, KeyLayout::Shape::LargeSquircle), // I1, 0
KeyLayout(395, 2040, KeyLayout::Shape::LargeSquircle), // I2, .
KeyLayout(580, 2040, KeyLayout::Shape::LargeSquircle), // I3, x10
KeyLayout(765, 2040, KeyLayout::Shape::LargeSquircle), // I4, Ans
KeyLayout(950, 2040, KeyLayout::Shape::LargeSquircle), // I5, EXE
};
static void getKeyCenter(int validKeyIndex, SDL_Point * point) {
assert(validKeyIndex >= 0 && validKeyIndex < Keyboard::NumberOfValidKeys);
makeAbsolute(sKeyLayouts[validKeyIndex].center(), point);
}
static void getKeyRectangle(int validKeyIndex, SDL_Texture * texture, SDL_Rect * rect) {
assert(validKeyIndex >= 0 && validKeyIndex < Keyboard::NumberOfValidKeys);
SDL_FPoint point = sKeyLayouts[validKeyIndex].center();
int w, h;
SDL_QueryTexture(texture, NULL, NULL, &w, &h);
SDL_FRect fRect;
fRect.w = X(w);
fRect.h = Y(h);
fRect.x = point.x - fRect.w/2.0f;
fRect.y = point.y - fRect.h/2.0f;
makeAbsolute(fRect, rect);
}
static constexpr uint8_t k_blendingRatio = 0x44;
static SDL_Texture * sBackgroundTexture = nullptr;
static SDL_Texture * sKeyLayoutTextures[KeyLayout::NumberOfShapes];
void init(SDL_Renderer * renderer) {
sBackgroundTexture = IonSimulatorLoadImage(renderer, "background.jpg");
for (size_t i = 0; i < KeyLayout::NumberOfShapes; i++) {
sKeyLayoutTextures[i] = IonSimulatorLoadImage(renderer, KeyLayout::imagePathForKey[i]);
SDL_SetTextureBlendMode(sKeyLayoutTextures[i], SDL_BLENDMODE_BLEND);
SDL_SetTextureAlphaMod(sKeyLayoutTextures[i], k_blendingRatio);
}
}
static int sHighlightedKeyIndex;
Keyboard::Key highlightKeyAt(SDL_Point * p) {
int newHighlightedKeyIndex = -1;
int minSquaredDistance = INT_MAX;
Keyboard::Key nearestKey = Keyboard::Key::None;
/* The closenessThreshold is apportioned to the size of the frame. As the
* width and the height have a constant ratio, we can compute the
* closenessThreshold from the frame width exclusively. */
int closenessThreshold = sFrame.w/6;
int squaredClosenessThreshold = closenessThreshold*closenessThreshold;
for (int i=0; i<Keyboard::NumberOfValidKeys; i++) {
SDL_Point keyCenter;
getKeyCenter(i, &keyCenter);
int dx = keyCenter.x - p->x;
int dy = keyCenter.y - p->y;
int squaredDistance = dx*dx + dy*dy;
if (squaredDistance < squaredClosenessThreshold && squaredDistance < minSquaredDistance) {
minSquaredDistance = squaredDistance;
nearestKey = Keyboard::ValidKeys[i];
newHighlightedKeyIndex = i;
}
}
if (newHighlightedKeyIndex != sHighlightedKeyIndex) {
sHighlightedKeyIndex = newHighlightedKeyIndex;
Main::setNeedsRefresh();
}
return nearestKey;
}
void unhighlightKey() {
sHighlightedKeyIndex = -1;
Main::setNeedsRefresh();
}
void drawHighlightedKey(SDL_Renderer * renderer) {
if (sHighlightedKeyIndex < 0) {
return;
}
int shape = static_cast<int>(sKeyLayouts[sHighlightedKeyIndex].shape());
SDL_Texture * keyTexture = sKeyLayoutTextures[shape];
SDL_Rect rect;
getKeyRectangle(sHighlightedKeyIndex, keyTexture, &rect);
SDL_RenderCopy(renderer, keyTexture, nullptr, &rect);
// Reset highlighted key
unhighlightKey();
}
void draw(SDL_Renderer * renderer) {
SDL_Rect backgroundRect;
getBackgroundRect(&backgroundRect);
SDL_RenderCopy(renderer, sBackgroundTexture, nullptr, &backgroundRect);
drawHighlightedKey(renderer);
}
void quit() {
SDL_DestroyTexture(sBackgroundTexture);
sBackgroundTexture = nullptr;
}
#endif
}
}
}