(btn: VirtualButton)
| 199 | } |
| 200 | |
| 201 | export function updateVirtualButton(btn: VirtualButton): void { |
| 202 | const touchCount = getTouchCount(); |
| 203 | const wasActive = btn.active; |
| 204 | |
| 205 | // Check if any unclaimed touch is inside the button |
| 206 | let nowActive = false; |
| 207 | let activeIndex = -1; |
| 208 | |
| 209 | for (let i = 0; i < touchCount; i++) { |
| 210 | if (claimedTouches.has(i)) continue; |
| 211 | const tx = getTouchX(i); |
| 212 | const ty = getTouchY(i); |
| 213 | if (tx === 0 && ty === 0) continue; |
| 214 | |
| 215 | const dx = tx - btn.x; |
| 216 | const dy = ty - btn.y; |
| 217 | if (dx * dx + dy * dy <= btn.radius * btn.radius) { |
| 218 | nowActive = true; |
| 219 | activeIndex = i; |
| 220 | break; |
| 221 | } |
| 222 | } |
| 223 | |
| 224 | if (nowActive) { |
| 225 | claimedTouches.add(activeIndex); |
| 226 | btn.touchIndex = activeIndex; |
| 227 | } |
| 228 | |
| 229 | if (nowActive && !wasActive) { |
| 230 | // Just pressed |
| 231 | btn.active = true; |
| 232 | if (btn.key !== null) injectKeyDown(btn.key); |
| 233 | if (btn.gamepadButton !== null) injectGamepadButtonDown(btn.gamepadButton); |
| 234 | } else if (!nowActive && wasActive) { |
| 235 | // Just released |
| 236 | btn.active = false; |
| 237 | btn.touchIndex = -1; |
| 238 | if (btn.key !== null) injectKeyUp(btn.key); |
| 239 | if (btn.gamepadButton !== null) injectGamepadButtonUp(btn.gamepadButton); |
| 240 | } |
| 241 | } |
| 242 | |
| 243 | export function drawVirtualButton(btn: VirtualButton): void { |
| 244 | const bgColor: Color = btn.active |
nothing calls this directly
no test coverage detected