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Pong: Switch to global tracking

When I play Pong, I don't really pay attention to whether my mouse is in
the Pong window. That means that sometimes, annoyingly, the window loses
my mouse, and I lose control of the paddle. Gasp! D:

This commit teaches Pong the wonders of global mouse tracking, thus
enabling the player to focus solely on the game.
This commit is contained in:
Ben Wiederhake 2021-09-08 22:50:22 +02:00 committed by Andreas Kling
parent 4f2bcebe74
commit 9c3da7a3e3
2 changed files with 7 additions and 4 deletions

View file

@ -108,7 +108,7 @@ void Game::keydown_event(GUI::KeyEvent& event)
}
}
void Game::mousemove_event(GUI::MouseEvent& event)
void Game::track_mouse_move(Gfx::IntPoint const& point)
{
if (m_up_key_held || m_down_key_held) {
// We're using the keyboard to move the paddle, the cursor is doing something else
@ -118,7 +118,8 @@ void Game::mousemove_event(GUI::MouseEvent& event)
if (m_cursor_paddle_target_y.has_value())
update(cursor_paddle_target_rect());
m_cursor_paddle_target_y = clamp(event.y() - m_player1_paddle.rect.height() / 2, 0.f, game_height - m_player1_paddle.rect.height());
auto relative_point = point - window()->position();
m_cursor_paddle_target_y = clamp(relative_point.y() - m_player1_paddle.rect.height() / 2, 0.f, game_height - m_player1_paddle.rect.height());
if (m_player1_paddle.rect.y() > *m_cursor_paddle_target_y) {
m_player1_paddle.moving_up = true;
m_player1_paddle.moving_down = false;

View file

@ -9,6 +9,7 @@
#include <AK/Optional.h>
#include <LibGUI/Application.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/MouseTracker.h>
#include <LibGUI/Painter.h>
#include <LibGUI/Widget.h>
#include <LibGfx/Bitmap.h>
@ -17,7 +18,8 @@
namespace Pong {
class Game final : public GUI::Widget {
class Game final : public GUI::Widget
, GUI::MouseTracker {
C_OBJECT(Game);
public:
@ -32,8 +34,8 @@ private:
virtual void paint_event(GUI::PaintEvent&) override;
virtual void keyup_event(GUI::KeyEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void mousemove_event(GUI::MouseEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
virtual void track_mouse_move(Gfx::IntPoint const&) override;
void reset();
void reset_ball(int serve_to_player);