Control composing a VirtualGamepad

Introduced properties

fun center: Point3d[Float]

gamnit :: RoundControl :: center

Center position on the UI
protected fun center=(center: Point3d[Float])

gamnit :: RoundControl :: center=

Center position on the UI
abstract fun radius: Float

gamnit :: RoundControl :: radius

Radius in UI units/pixels of the part of this control

Redefined properties

redef type SELF: RoundControl

gamnit $ RoundControl :: SELF

Type of this instance, automatically specialized in every class

All properties

fun !=(other: nullable Object): Bool

core :: Object :: !=

Have self and other different values?
fun ==(other: nullable Object): Bool

core :: Object :: ==

Have self and other the same value?
type CLASS: Class[SELF]

core :: Object :: CLASS

The type of the class of self.
type SELF: Object

core :: Object :: SELF

Type of this instance, automatically specialized in every class
fun center: Point3d[Float]

gamnit :: RoundControl :: center

Center position on the UI
protected fun center=(center: Point3d[Float])

gamnit :: RoundControl :: center=

Center position on the UI
protected fun class_factory(name: String): CLASS

core :: Object :: class_factory

Implementation used by get_class to create the specific class.
fun class_name: String

core :: Object :: class_name

The class name of the object.
fun get_class: CLASS

core :: Object :: get_class

The meta-object representing the dynamic type of self.
fun hash: Int

core :: Object :: hash

The hash code of the object.
init init

core :: Object :: init

fun inspect: String

core :: Object :: inspect

Developer readable representation of self.
protected fun inspect_head: String

core :: Object :: inspect_head

Return "CLASSNAME:#OBJECTID".
intern fun is_same_instance(other: nullable Object): Bool

core :: Object :: is_same_instance

Return true if self and other are the same instance (i.e. same identity).
fun is_same_serialized(other: nullable Object): Bool

core :: Object :: is_same_serialized

Is self the same as other in a serialization context?
intern fun is_same_type(other: Object): Bool

core :: Object :: is_same_type

Return true if self and other have the same dynamic type.
intern fun object_id: Int

core :: Object :: object_id

An internal hash code for the object based on its identity.
fun output

core :: Object :: output

Display self on stdout (debug only).
intern fun output_class_name

core :: Object :: output_class_name

Display class name on stdout (debug only).
abstract fun radius: Float

gamnit :: RoundControl :: radius

Radius in UI units/pixels of the part of this control
fun serialization_hash: Int

core :: Object :: serialization_hash

Hash value use for serialization
intern fun sys: Sys

core :: Object :: sys

Return the global sys object, the only instance of the Sys class.
abstract fun to_jvalue(env: JniEnv): JValue

core :: Object :: to_jvalue

fun to_s: String

core :: Object :: to_s

User readable representation of self.
package_diagram gamnit::RoundControl RoundControl core::Object Object gamnit::RoundControl->core::Object gamnit::RoundButton RoundButton gamnit::RoundButton->gamnit::RoundControl gamnit::DPad DPad gamnit::DPad->gamnit::RoundControl

Parents

interface Object

core :: Object

The root of the class hierarchy.

Children

class DPad

gamnit :: DPad

Directional pad with up to 4 buttons
class RoundButton

gamnit :: RoundButton

Simple action button

Class definitions

gamnit $ RoundControl
# Control composing a `VirtualGamepad`
abstract class RoundControl
	# Center position on the UI
	var center: Point3d[Float]

	# Radius in UI units/pixels of the  part of this control
	fun radius: Float is abstract

	private fun sprites: Array[Sprite] do return new Array[Sprite]

	private fun accept_event(event: InputEvent, ui_pos: Point[Float]): Bool
	do
		if event isa PointerEvent and contains(ui_pos) then
			return hit(event, ui_pos)
		end

		return false
	end

	# Does `self` contain a pointer at `ui_pos`?
	private fun contains(ui_pos: Point[Float]): Bool
	do
		var dx = center.x - ui_pos.x
		var dy = center.y - ui_pos.y
		return dx*dx + dy*dy < radius*radius
	end

	private fun hit(event: PointerEvent, ui_pos: Point[Float]): Bool
	do return false

	# Keys currently down, to be depressed if the pointer moves away
	private var down_names = new Set[String]

	# Depress/release keys kept down, listed by `down_names`
	private fun depressed_down
	do
		for name in down_names do
			var e = new VirtualGamepadEvent(name)
			e.is_down = false
			app.accept_event e
		end
		down_names.clear
	end
end
lib/gamnit/virtual_gamepad/virtual_gamepad.nit:240,1--283,3