InfiniTime/src/displayapp/screens/Paddle.cpp

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#include "Paddle.h"
#include "../DisplayApp.h"
#include "../LittleVgl.h"
using namespace Pinetime::Applications::Screens;
Paddle::Paddle(Pinetime::Applications::DisplayApp* app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl {lvgl} {
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background = lv_obj_create(lv_scr_act(), nullptr);
lv_obj_set_size(background, LV_HOR_RES + 1, LV_VER_RES);
lv_obj_set_pos(background, -1, 0);
lv_obj_set_style_local_radius(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 0);
lv_obj_set_style_local_bg_color(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_BLACK);
lv_obj_set_style_local_border_color(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
lv_obj_set_style_local_border_width(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 1);
points = lv_label_create(lv_scr_act(), nullptr);
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lv_obj_set_style_local_text_font(points, LV_LABEL_PART_MAIN, LV_STATE_DEFAULT, &jetbrains_mono_42);
lv_label_set_text(points, "0000");
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lv_obj_align(points, lv_scr_act(), LV_ALIGN_IN_TOP_MID, 0, 10);
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paddle = lv_obj_create(lv_scr_act(), nullptr);
lv_obj_set_style_local_bg_color(paddle, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
lv_obj_set_style_local_radius(paddle, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 0);
lv_obj_set_size(paddle, 4, 60);
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ball = lv_obj_create(lv_scr_act(), nullptr);
lv_obj_set_style_local_bg_color(ball, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
lv_obj_set_style_local_radius(ball, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_RADIUS_CIRCLE);
lv_obj_set_size(ball, ballSize, ballSize);
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taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);
}
Paddle::~Paddle() {
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lv_task_del(taskRefresh);
lv_obj_clean(lv_scr_act());
}
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void Paddle::Refresh() {
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ballX += dx;
ballY += dy;
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lv_obj_set_pos(ball, ballX, ballY);
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// checks if it has touched the sides (floor and ceiling)
if (ballY <= 1 || ballY >= LV_VER_RES - ballSize - 2) {
dy *= -1;
}
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// checks if it has touched the side (left side)
if (ballX >= LV_VER_RES - ballSize - 1) {
dx *= -1;
}
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// checks if it is in the position of the paddle
if (dx < 0 && ballX <= 4) {
if (ballX >= -ballSize / 4) {
if (ballY <= (paddlePos + 30 - ballSize / 4) && ballY >= (paddlePos - 30 - ballSize + ballSize / 4)) {
dx *= -1;
score++;
}
}
// checks if it has gone behind the paddle
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else if (ballX <= -ballSize * 2) {
ballX = (LV_HOR_RES - ballSize) / 2;
ballY = (LV_VER_RES - ballSize) / 2;
score = 0;
}
}
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lv_label_set_text_fmt(points, "%04d", score);
}
bool Paddle::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
return true;
}
bool Paddle::OnTouchEvent(uint16_t x, uint16_t y) {
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// sets the center paddle pos. (30px offset) with the the y_coordinate of the finger
lv_obj_set_pos(paddle, 0, y - 30);
paddlePos = y;
return true;
}