#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <sys/types.h>
#include <time.h>
#include <unistd.h>
#include <stdlib.h>
#include <string>
extern "C" {
#include "../twcommon.h"
#include "../minuitwrp/minui.h"
}
#include "rapidxml.hpp"
#include "objects.hpp"
GUIPatternPassword::GUIPatternPassword(xml_node<>* node)
: GUIObject(node)
{
xml_attribute<>* attr;
xml_node<>* child;
ResetActiveDots();
mTrackingTouch = false;
mNeedRender = true;
ConvertStrToColor("blue", &mDotColor);
ConvertStrToColor("white", &mActiveDotColor);
ConvertStrToColor("blue", &mLineColor);
mDotImage = mActiveDotImage = NULL;
mDotCircle = mActiveDotCircle = NULL;
mDotRadius = 50;
mLineWidth = 35;
mAction = NULL;
mUpdate = 0;
if (!node)
return;
LoadPlacement(FindNode(node, "placement"), &mRenderX, &mRenderY, &mRenderW, &mRenderH, &mPlacement);
mAction = new GUIAction(node);
child = FindNode(node, "dot");
if(child)
{
mDotColor = LoadAttrColor(child, "color", mDotColor);
mActiveDotColor = LoadAttrColor(child, "activecolor", mActiveDotColor);
mDotRadius = LoadAttrIntScaleX(child, "radius", mDotRadius);
mDotImage = LoadAttrImage(child, "image");
mActiveDotImage = LoadAttrImage(child, "activeimage");
}
child = FindNode(node, "line");
if(child)
{
mLineColor = LoadAttrColor(child, "color", mLineColor);
mLineWidth = LoadAttrIntScaleX(child, "width", mLineWidth);
}
child = FindNode(node, "data");
if(child)
mPassVar = LoadAttrString(child, "name", "");
if(!mDotImage || !mDotImage->GetResource() || !mActiveDotImage || !mActiveDotImage->GetResource())
{
mDotCircle = gr_render_circle(mDotRadius, mDotColor.red, mDotColor.green, mDotColor.blue, mDotColor.alpha);
mActiveDotCircle = gr_render_circle(mDotRadius/2, mActiveDotColor.red, mActiveDotColor.green, mActiveDotColor.blue, mActiveDotColor.alpha);
}
else
mDotRadius = mDotImage->GetWidth()/2;
SetRenderPos(mRenderX, mRenderY, mRenderW, mRenderH);
}
GUIPatternPassword::~GUIPatternPassword()
{
delete mDotImage;
delete mActiveDotImage;
delete mAction;
if(mDotCircle)
gr_free_surface(mDotCircle);
if(mActiveDotCircle)
gr_free_surface(mActiveDotCircle);
}
void GUIPatternPassword::ResetActiveDots()
{
mConnectedDotsLen = 0;
mCurLineX = mCurLineY = -1;
for(int i = 0; i < 9; ++i)
mDots[i].active = false;
}
int GUIPatternPassword::SetRenderPos(int x, int y, int w, int h)
{
mRenderX = x;
mRenderY = y;
if (w || h)
{
mRenderW = w;
mRenderH = h;
mAction->SetActionPos(mRenderX, mRenderY, mRenderW, mRenderH);
SetActionPos(mRenderX, mRenderY, mRenderW, mRenderH);
}
CalculateDotPositions();
return 0;
}
void GUIPatternPassword::CalculateDotPositions(void)
{
const int step_x = (mRenderW - mDotRadius*2) / 2;
const int step_y = (mRenderH - mDotRadius*2) / 2;
int x = mRenderX;
int y = mRenderY;
for(int r = 0; r < 3; ++r)
{
for(int c = 0; c < 3; ++c)
{
mDots[3*r+c].x = x;
mDots[3*r+c].y = y;
x += step_x;
}
x = mRenderX;
y += step_y;
}
}
int GUIPatternPassword::Render(void)
{
if(!isConditionTrue())
return 0;
gr_color(mLineColor.red, mLineColor.green, mLineColor.blue, mLineColor.alpha);
for(size_t i = 1; i < mConnectedDotsLen; ++i) {
const Dot& dp = mDots[mConnectedDots[i-1]];
const Dot& dc = mDots[mConnectedDots[i]];
gr_line(dp.x + mDotRadius, dp.y + mDotRadius, dc.x + mDotRadius, dc.y + mDotRadius, mLineWidth);
}
if(mConnectedDotsLen > 0 && mTrackingTouch) {
const Dot& dc = mDots[mConnectedDots[mConnectedDotsLen-1]];
gr_line(dc.x + mDotRadius, dc.y + mDotRadius, mCurLineX, mCurLineY, mLineWidth);
}
for(int i = 0; i < 9; ++i) {
if(mDotCircle) {
gr_blit(mDotCircle, 0, 0, gr_get_width(mDotCircle), gr_get_height(mDotCircle), mDots[i].x, mDots[i].y);
if(mDots[i].active) {
gr_blit(mActiveDotCircle, 0, 0, gr_get_width(mActiveDotCircle), gr_get_height(mActiveDotCircle), mDots[i].x + mDotRadius/2, mDots[i].y + mDotRadius/2);
}
} else {
if(mDots[i].active) {
gr_blit(mActiveDotImage->GetResource(), 0, 0, mActiveDotImage->GetWidth(), mActiveDotImage->GetHeight(),
mDots[i].x + (mDotRadius - mActiveDotImage->GetWidth()/2), mDots[i].y + (mDotRadius - mActiveDotImage->GetHeight()/2));
} else {
gr_blit(mDotImage->GetResource(), 0, 0, mDotImage->GetWidth(), mDotImage->GetHeight(), mDots[i].x, mDots[i].y);
}
}
}
return 0;
}
int GUIPatternPassword::Update(void)
{
if(!isConditionTrue())
return 0;
int res = mNeedRender ? 2 : 1;
mNeedRender = false;
return res;
}
bool GUIPatternPassword::IsInRect(int x, int y, int rx, int ry, int rw, int rh)
{
return x >= rx && y >= ry && x <= rx+rw && y <= ry+rh;
}
int GUIPatternPassword::InDot(int x, int y)
{
for(int i = 0; i < 9; ++i) {
if(IsInRect(x, y, mDots[i].x - mDotRadius*1.5, mDots[i].y - mDotRadius*1.5, mDotRadius*6, mDotRadius*6))
return i;
}
return -1;
}
bool GUIPatternPassword::DotUsed(int dot_idx)
{
for(size_t i = 0; i < mConnectedDotsLen; ++i) {
if(mConnectedDots[i] == dot_idx)
return true;
}
return false;
}
void GUIPatternPassword::ConnectDot(int dot_idx)
{
if(mConnectedDotsLen >= 9)
{
LOGERR("mConnectedDots in GUIPatternPassword has overflown!\n");
return;
}
mConnectedDots[mConnectedDotsLen++] = dot_idx;
mDots[dot_idx].active = true;
}
void GUIPatternPassword::ConnectIntermediateDots(int dot_idx)
{
if(mConnectedDotsLen == 0)
return;
const int last_dot = mConnectedDots[mConnectedDotsLen-1];
int mid = -1;
// The line is vertical and has crossed a point in the middle
if(dot_idx%3 == last_dot%3 && abs(dot_idx - last_dot) > 3) {
mid = 3 + dot_idx%3;
// the line is horizontal and has crossed a point in the middle
} else if(dot_idx/3 == last_dot/3 && abs(dot_idx - last_dot) > 1) {
mid = (dot_idx/3)*3 + 1;
// the line is diagonal and has crossed the middle point
} else if((dot_idx == 0 && last_dot == 8) || (dot_idx == 8 && last_dot == 0) ||
(dot_idx == 2 && last_dot == 6) || (dot_idx == 6 && last_dot == 2)) {
mid = 4;
} else {
return;
}
if(!DotUsed(mid))
ConnectDot(mid);
}
int GUIPatternPassword::NotifyTouch(TOUCH_STATE state, int x, int y)
{
if(!isConditionTrue())
return -1;
switch (state)
{
case TOUCH_START:
{
const int dot_idx = InDot(x, y);
if(dot_idx == -1)
break;
mTrackingTouch = true;
ResetActiveDots();
ConnectDot(dot_idx);
DataManager::Vibrate("tw_button_vibrate");
mCurLineX = x;
mCurLineY = y;
mNeedRender = true;
break;
}
case TOUCH_DRAG:
{
if(!mTrackingTouch)
break;
const int dot_idx = InDot(x, y);
if(dot_idx != -1 && !DotUsed(dot_idx))
{
ConnectIntermediateDots(dot_idx);
ConnectDot(dot_idx);
DataManager::Vibrate("tw_button_vibrate");
}
mCurLineX = x;
mCurLineY = y;
mNeedRender = true;
break;
}
case TOUCH_RELEASE:
{
if(!mTrackingTouch)
break;
mNeedRender = true;
mTrackingTouch = false;
PatternDrawn();
ResetActiveDots();
break;
}
default:
break;
}
return 0;
}
void GUIPatternPassword::PatternDrawn()
{
if(!mPassVar.empty() && mConnectedDotsLen > 0)
{
std::string pass;
for(size_t i = 0; i < mConnectedDotsLen; ++i)
pass += '1' + mConnectedDots[i];
DataManager::SetValue(mPassVar, pass);
}
if(mAction)
mAction->doActions();
}