unleashed-firmware/applications/dolphin/scenes/scene_controls.c
its your bedtime 51d726c2d7
[FL-1149] Dolphin: stage 3 (#422)
* dolphin scenes refactoring & restructuring phase 1
* Passport app: mood and level display, opens from main menu and dolphin scenes. Dolphin scenes: minor refactoring (WIP)
* dolphin scene app restruct
* use gui defines for screen size
* mv passport to dolphin dir

Co-authored-by: あく <alleteam@gmail.com>
2021-04-26 15:19:14 +03:00

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2.4 KiB
C

#include <furi.h>
#include <gui/elements.h>
#include "scene.h"
void dolphin_scene_handle_user_input(SceneState* state, InputEvent* input) {
furi_assert(state);
furi_assert(input);
// dolphin_scene_debug
if(input->type == InputTypeShort) {
if(input->key == InputKeyUp) {
state->debug = !state->debug;
}
}
// toggle mind control on any user interaction
if(input->type == InputTypePress) {
if(input->key == InputKeyLeft || input->key == InputKeyRight || input->key == InputKeyOk) {
state->action = MINDCONTROL;
}
}
// zoom poc for tests
if(input->type == InputTypePress) {
if(input->key == InputKeyDown) {
state->zoom_v = SPEED_X;
}
} else if(input->type == InputTypeRelease) {
if(input->key == InputKeyDown) {
state->zoom_v = -SPEED_X * 2;
state->dialog_progress = 0;
}
}
// mind control
if(state->action == MINDCONTROL) {
if(input->type == InputTypePress) {
if(input->key == InputKeyRight) {
state->player_flipped = false;
state->player_v.x = SPEED_X;
} else if(input->key == InputKeyLeft) {
state->player_flipped = true;
state->player_v.x = -SPEED_X;
}
} else if(input->type == InputTypeRelease) {
if(input->key == InputKeyRight || input->key == InputKeyLeft) {
state->player_v.x = 0;
}
} else if(input->type == InputTypeShort) {
if(input->key == InputKeyOk) {
state->prev_action = MINDCONTROL;
state->action = INTERACT;
state->use_pending = true;
state->action_timeout = 0;
}
}
}
}
void dolphin_scene_coordinates(SceneState* state, uint32_t dt) {
furi_assert(state);
// global pos
state->player_global.x = CLAMP(state->player_global.x + state->player_v.x, WORLD_WIDTH, 0);
// zoom handlers
state->scene_zoom = CLAMP(state->scene_zoom + state->zoom_v, SCENE_ZOOM, 0);
state->player.x = CLAMP(state->player.x - (state->zoom_v * (SPEED_X * 2)), DOLPHIN_CENTER, 0);
state->player.y = CLAMP(state->player.y - (state->zoom_v * SPEED_X / 2), DOLPHIN_DEFAULT_Y, 3);
//center screen
state->screen.x = state->player_global.x - state->player.x;
state->player_anim = (state->player_global.x / 10) % 2;
}