Enhance landscape support: Add click handlers for theme and block skin selectors, improve UI layout in landscape mode

This commit is contained in:
Corey 2025-03-31 03:46:05 -04:00
parent 94e8d313c2
commit b481fb4e80
8 changed files with 1042 additions and 42 deletions

View file

@ -133,6 +133,19 @@ class MainActivity : AppCompatActivity() {
}
}
// Set up landscape mode theme selector if available
val inPauseThemeSelector = findViewById<ThemeSelector>(R.id.inPauseThemeSelector)
inPauseThemeSelector?.onThemeSelected = { themeId: String ->
// Apply the new theme
applyTheme(themeId)
// Provide haptic feedback
gameHaptics.vibrateForPieceLock()
// Refresh the pause menu
showPauseMenu()
}
// Set up block skin selector
blockSkinSelector.onBlockSkinSelected = { skinId: String ->
// Apply the new block skin
@ -145,6 +158,19 @@ class MainActivity : AppCompatActivity() {
gameHaptics.vibrateForPieceLock()
}
// Set up landscape mode block skin selector if available
val inPauseBlockSkinSelector = findViewById<BlockSkinSelector>(R.id.inPauseBlockSkinSelector)
inPauseBlockSkinSelector?.onBlockSkinSelected = { skinId: String ->
// Apply the new block skin
gameView.setBlockSkin(skinId)
// Save the selection
progressionManager.setSelectedBlockSkin(skinId)
// Provide haptic feedback
gameHaptics.vibrateForPieceLock()
}
// Set up title screen
titleScreen.onStartGame = {
titleScreen.visibility = View.GONE
@ -437,8 +463,8 @@ class MainActivity : AppCompatActivity() {
binding.resumeButton.visibility = View.GONE
// Update level badge
binding.pauseLevelBadge.setLevel(progressionManager.getPlayerLevel())
binding.pauseLevelBadge.setThemeColor(getThemeColor(currentTheme))
binding.pauseLevelBadge?.setLevel(progressionManager.getPlayerLevel())
binding.pauseLevelBadge?.setThemeColor(getThemeColor(currentTheme))
// Get theme color
val textColor = getThemeColor(currentTheme)
@ -461,26 +487,41 @@ class MainActivity : AppCompatActivity() {
binding.resumeButton.setTextColor(textColor)
binding.highScoresButton.setTextColor(textColor)
binding.statsButton.setTextColor(textColor)
binding.pauseLevelText.setTextColor(textColor)
binding.pauseLevelText?.setTextColor(textColor)
binding.pauseLevelUpButton.setTextColor(textColor)
binding.pauseLevelDownButton.setTextColor(textColor)
binding.settingsButton.setTextColor(textColor)
binding.musicToggle.setColorFilter(textColor)
// Apply theme colors to text elements
binding.settingsTitle.setTextColor(textColor)
binding.settingsTitle?.setTextColor(textColor)
binding.selectLevelText.setTextColor(textColor)
binding.musicText.setTextColor(textColor)
// Update theme selector
// Update theme selector - handle both standard and landscape versions
updateThemeSelector()
// Update block skin selector
// Handle landscape mode theme selectors (using null-safe calls)
val inPauseThemeSelector = findViewById<ThemeSelector>(R.id.inPauseThemeSelector)
inPauseThemeSelector?.updateThemes(
unlockedThemes = progressionManager.getUnlockedThemes(),
currentTheme = currentTheme
)
// Update block skin selector - handle both standard and landscape versions
blockSkinSelector.updateBlockSkins(
progressionManager.getUnlockedBlocks(),
gameView.getCurrentBlockSkin(),
progressionManager.getPlayerLevel()
)
// Handle landscape mode block skin selectors (using null-safe calls)
val inPauseBlockSkinSelector = findViewById<BlockSkinSelector>(R.id.inPauseBlockSkinSelector)
inPauseBlockSkinSelector?.updateBlockSkins(
progressionManager.getUnlockedBlocks(),
gameView.getCurrentBlockSkin(),
progressionManager.getPlayerLevel()
)
}
/**

View file

@ -1019,6 +1019,16 @@ class GameView @JvmOverloads constructor(
return true
}
// Define the game board boundaries
val boardRight = boardLeft + (gameBoard.width * blockSize)
val boardBottom = boardTop + (gameBoard.height * blockSize)
// Determine if touch is on left side, right side, or within board area
val isLeftSide = event.x < boardLeft
val isRightSide = event.x > boardRight
val isWithinBoard = event.x >= boardLeft && event.x <= boardRight &&
event.y >= boardTop && event.y <= boardBottom
when (event.action) {
MotionEvent.ACTION_DOWN -> {
startX = event.x
@ -1051,36 +1061,81 @@ class GameView @JvmOverloads constructor(
}
}
// Handle movement based on locked direction
when (lockedDirection) {
Direction.HORIZONTAL -> {
if (abs(deltaX) > blockSize * minMovementThreshold) {
if (deltaX > 0) {
gameBoard.moveRight()
} else {
gameBoard.moveLeft()
}
lastTouchX = event.x
if (currentTime - lastMoveTime >= moveCooldown) {
gameHaptics?.vibrateForPieceMove()
lastMoveTime = currentTime
}
// Special handling for landscape mode - side controls
if (isLeftSide) {
// Left side controls - move left
if (deltaY < -blockSize * minMovementThreshold) {
// Swipe up on left side - rotate
if (currentTime - lastRotationTime >= rotationCooldown) {
gameBoard.rotate()
lastRotationTime = currentTime
gameHaptics?.vibrateForPieceMove()
invalidate()
}
} else if (deltaY > blockSize * minMovementThreshold) {
// Swipe down on left side - move left
gameBoard.moveLeft()
lastTouchY = event.y
if (currentTime - lastMoveTime >= moveCooldown) {
gameHaptics?.vibrateForPieceMove()
lastMoveTime = currentTime
}
invalidate()
}
Direction.VERTICAL -> {
if (deltaY > blockSize * minMovementThreshold) {
gameBoard.softDrop()
lastTouchY = event.y
if (currentTime - lastMoveTime >= moveCooldown) {
gameHaptics?.vibrateForPieceMove()
lastMoveTime = currentTime
}
} else if (isRightSide) {
// Right side controls - move right
if (deltaY < -blockSize * minMovementThreshold) {
// Swipe up on right side - hold piece
if (currentTime - lastHoldTime >= holdCooldown) {
gameBoard.holdPiece()
lastHoldTime = currentTime
gameHaptics?.vibrateForPieceMove()
invalidate()
}
} else if (deltaY > blockSize * minMovementThreshold) {
// Swipe down on right side - move right
gameBoard.moveRight()
lastTouchY = event.y
if (currentTime - lastMoveTime >= moveCooldown) {
gameHaptics?.vibrateForPieceMove()
lastMoveTime = currentTime
}
invalidate()
}
null -> {
// No direction lock yet, don't process movement
}
// Standard touch controls for main board area or portrait mode
else {
// Handle movement based on locked direction
when (lockedDirection) {
Direction.HORIZONTAL -> {
if (abs(deltaX) > blockSize * minMovementThreshold) {
if (deltaX > 0) {
gameBoard.moveRight()
} else {
gameBoard.moveLeft()
}
lastTouchX = event.x
if (currentTime - lastMoveTime >= moveCooldown) {
gameHaptics?.vibrateForPieceMove()
lastMoveTime = currentTime
}
invalidate()
}
}
Direction.VERTICAL -> {
if (deltaY > blockSize * minMovementThreshold) {
gameBoard.softDrop()
lastTouchY = event.y
if (currentTime - lastMoveTime >= moveCooldown) {
gameHaptics?.vibrateForPieceMove()
lastMoveTime = currentTime
}
invalidate()
}
}
null -> {
// No direction lock yet, don't process movement
}
}
}
}
@ -1090,6 +1145,32 @@ class GameView @JvmOverloads constructor(
val deltaY = event.y - startY
val moveTime = currentTime - lastTapTime
// Special handling for taps on game board or sides
if (moveTime < minTapTime * 1.5 &&
abs(deltaY) < maxTapMovement * 1.5 &&
abs(deltaX) < maxTapMovement * 1.5) {
if (isLeftSide) {
// Tap on left side - move left
gameBoard.moveLeft()
gameHaptics?.vibrateForPieceMove()
invalidate()
} else if (isRightSide) {
// Tap on right side - move right
gameBoard.moveRight()
gameHaptics?.vibrateForPieceMove()
invalidate()
} else if (isWithinBoard && currentTime - lastRotationTime >= rotationCooldown) {
// Tap on board - rotate
gameBoard.rotate()
lastRotationTime = currentTime
gameHaptics?.vibrateForPieceMove()
invalidate()
}
return true
}
// Long swipe handling for hard drops and holds
// Check for hold gesture (swipe up)
if (deltaY < -blockSize * minHoldDistance &&
abs(deltaX) / abs(deltaY) < 0.5f) {
@ -1125,17 +1206,6 @@ class GameView @JvmOverloads constructor(
gameBoard.softDrop()
invalidate()
}
// Check for rotation (quick tap with minimal movement)
else if (moveTime < minTapTime * 1.5 && // Increased from 1.0 to 1.5 for more lenient timing
abs(deltaY) < maxTapMovement * 1.5 && // Increased from 1.0 to 1.5 for more lenient movement
abs(deltaX) < maxTapMovement * 1.5) { // Increased from 1.0 to 1.5 for more lenient movement
if (currentTime - lastRotationTime >= rotationCooldown) {
Log.d(TAG, "Rotation detected - moveTime: $moveTime, deltaX: $deltaX, deltaY: $deltaY")
gameBoard.rotate()
lastRotationTime = currentTime
invalidate()
}
}
// Reset direction lock
lockedDirection = null