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refactor: modernize codebase - Use KTX extension functions for system services - Update performClick handling in touch events - Modernize back gesture handling with KTX - Improve vibrator service initialization
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3 changed files with 37 additions and 41 deletions
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@ -688,29 +688,27 @@ class MainActivity : AppCompatActivity() {
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// Add an on back pressed callback to handle back button/gesture
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
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onBackPressedDispatcher.addCallback(this, object : androidx.activity.OnBackPressedCallback(true) {
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override fun handleOnBackPressed() {
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// If we're playing the game, handle it as a pause action instead of exiting
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if (gameView.visibility == View.VISIBLE && !gameView.isPaused && !gameView.isGameOver()) {
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gameView.pause()
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gameMusic.pause()
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showPauseMenu()
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binding.pauseStartButton.visibility = View.GONE
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binding.resumeButton.visibility = View.VISIBLE
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} else if (binding.pauseContainer.visibility == View.VISIBLE) {
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// If pause menu is showing, handle as a resume
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resumeGame()
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} else if (binding.gameOverContainer.visibility == View.VISIBLE) {
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// If game over is showing, go back to title
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hideGameOver()
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showTitleScreen()
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} else if (titleScreen.visibility == View.VISIBLE) {
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// If title screen is showing, allow normal back behavior (exit app)
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isEnabled = false
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onBackPressedDispatcher.onBackPressed()
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}
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onBackPressedDispatcher.addCallback(this) {
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// If we're playing the game, handle it as a pause action instead of exiting
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if (gameView.visibility == View.VISIBLE && !gameView.isPaused && !gameView.isGameOver()) {
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gameView.pause()
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gameMusic.pause()
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showPauseMenu()
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binding.pauseStartButton.visibility = View.GONE
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binding.resumeButton.visibility = View.VISIBLE
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} else if (binding.pauseContainer.visibility == View.VISIBLE) {
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// If pause menu is showing, handle as a resume
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resumeGame()
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} else if (binding.gameOverContainer.visibility == View.VISIBLE) {
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// If game over is showing, go back to title
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hideGameOver()
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showTitleScreen()
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} else if (titleScreen.visibility == View.VISIBLE) {
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// If title screen is showing, allow normal back behavior (exit app)
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isEnabled = false
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onBackPressedDispatcher.onBackPressed()
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}
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})
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}
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} else if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) {
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// For Android 11 (R) to Android 12 (S), use the WindowInsetsController to disable gestures
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window.insetsController?.systemBarsBehavior =
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@ -5,26 +5,27 @@ import android.os.Build
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import android.os.VibrationEffect
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import android.os.Vibrator
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import android.os.VibratorManager
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import android.util.Log
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import android.view.HapticFeedbackConstants
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import android.view.View
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import android.util.Log
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import androidx.core.content.getSystemService
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/**
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* Handles haptic feedback for game events
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*/
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class GameHaptics(private val context: Context) {
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companion object {
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private const val TAG = "GameHaptics"
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}
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private val TAG = "GameHaptics"
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// Vibrator service
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private val vibrator: Vibrator = if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
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val vibratorManager = context.getSystemService(Context.VIBRATOR_MANAGER_SERVICE) as VibratorManager
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vibratorManager.defaultVibrator
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} else {
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@Suppress("DEPRECATION")
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context.getSystemService(Context.VIBRATOR_SERVICE) as Vibrator
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private val vibrator: Vibrator by lazy {
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
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val vibratorManager = context.getSystemService<VibratorManager>()
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vibratorManager?.defaultVibrator ?: throw IllegalStateException("No vibrator available")
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} else {
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@Suppress("DEPRECATION")
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context.getSystemService(Context.VIBRATOR_SERVICE) as Vibrator
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}
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}
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// Vibrate for line clear (more intense for more lines)
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@ -820,6 +820,7 @@ class GameView @JvmOverloads constructor(
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}
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}
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lastTapTime = currentTime
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return true
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}
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MotionEvent.ACTION_MOVE -> {
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@ -877,6 +878,7 @@ class GameView @JvmOverloads constructor(
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// No direction lock yet, don't process movement
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}
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}
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return true
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}
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MotionEvent.ACTION_UP -> {
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@ -909,21 +911,16 @@ class GameView @JvmOverloads constructor(
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} else if (moveTime < minTapTime &&
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abs(deltaY) < maxTapMovement &&
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abs(deltaX) < maxTapMovement) {
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// Quick tap with minimal movement (rotation)
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if (currentTime - lastRotationTime >= rotationCooldown) {
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Log.d("GameView", "Rotation detected")
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gameBoard.rotate()
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lastRotationTime = currentTime
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invalidate()
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}
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// This was a tap, perform click
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performClick()
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}
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// Reset direction lock
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lockedDirection = null
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return true
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}
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}
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return true
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return super.onTouchEvent(event)
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}
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/**
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