game/client: fix messagemode, add acceleration for touch, GameUI: add touch options

This commit is contained in:
nillerusr
2022-04-16 12:58:59 +03:00
parent 0feeab91dd
commit ab5c1c0b3a
12 changed files with 505 additions and 76 deletions

View File

@@ -28,6 +28,8 @@ extern ConVar sensitivity;
#define TOUCH_DEFAULT_CFG "touch_default.cfg"
ConVar touch_enable( "touch_enable", TOUCH_DEFAULT, FCVAR_ARCHIVE );
ConVar touch_draw( "touch_draw", "1", FCVAR_ARCHIVE );
ConVar touch_filter( "touch_filter", "0", FCVAR_ARCHIVE );
ConVar touch_forwardzone( "touch_forwardzone", "0.06", FCVAR_ARCHIVE, "forward touch zone" );
ConVar touch_sidezone( "touch_sidezone", "0.06", FCVAR_ARCHIVE, "side touch zone" );
ConVar touch_pitch( "touch_pitch", "90", FCVAR_ARCHIVE, "touch pitch sensitivity" );
@@ -258,6 +260,36 @@ CON_COMMAND( touch_toggleselection, "toggle visibility on selected button in edi
}*/
void CTouchControls::GetTouchAccumulators( float *side, float *forward, float *yaw, float *pitch )
{
*forward = this->forward;
*side = this->side;
*pitch = this->pitch;
*yaw = this->yaw;
this->yaw = 0.f;
this->pitch = 0.f;
}
void CTouchControls::GetTouchDelta( float yaw, float pitch, float *dx, float *dy )
{
// Apply filtering?
if( touch_filter.GetBool() )
{
// Average over last two samples
*dx = ( yaw + m_flPreviousYaw ) * 0.5f;
*dy = ( pitch + m_flPreviousPitch ) * 0.5f;
}
else
{
*dx = yaw;
*dy = pitch;
}
// Latch previous
m_flPreviousYaw = yaw;
m_flPreviousPitch = pitch;
}
void CTouchControls::ResetToDefaults()
{
rgba_t color(255, 255, 255, 155);
@@ -291,7 +323,7 @@ void CTouchControls::ResetToDefaults()
else
{
Q_snprintf(buf, sizeof buf, "exec %s", TOUCH_DEFAULT_CFG);
engine->ClientCmd_Unrestricted(buf);
engine->ExecuteClientCmd(buf);
}
WriteConfig();
@@ -307,7 +339,8 @@ void CTouchControls::Init()
config_loaded = false;
btns.EnsureCapacity( 64 );
look_finger = move_finger = resize_finger = -1;
forward = side = 0;
forward = side = 0.f;
pitch = yaw = 0.f;
scolor = rgba_t( -1, -1, -1, -1 );
state = state_none;
swidth = 1;
@@ -317,6 +350,7 @@ void CTouchControls::Init()
precision = false;
mouse_events = 0;
move_start_x = move_start_y = 0.0f;
m_flPreviousYaw = m_flPreviousPitch = 0.f;
showtexture = hidetexture = resettexture = closetexture = joytexture = 0;
configchanged = false;
@@ -344,12 +378,15 @@ void CTouchControls::Init()
AddButton( "menu", "vgui/touch/menu", "gameui_activate", 0.000000, 0.00000, 0.080000, 0.142222, color );
char buf[256];
Q_snprintf(buf, sizeof buf, "exec %s\n", touch_config_file.GetString());
engine->ClientCmd_Unrestricted(buf);
Q_snprintf(buf, sizeof buf, "cfg/%s", touch_config_file.GetString());
if( !filesystem->FileExists(buf) )
WriteConfig();
if( filesystem->FileExists(buf, "MOD") )
{
Q_snprintf(buf, sizeof buf, "exec %s\n", touch_config_file.GetString());
engine->ClientCmd_Unrestricted(buf);
}
else
ResetToDefaults();
initialized = true;
}
@@ -405,32 +442,10 @@ void CTouchControls::IN_CheckCoords( float *x1, float *y1, float *x2, float *y2
void CTouchControls::Move( float /*frametime*/, CUserCmd *cmd )
{
cmd->sidemove -= cl_sidespeed.GetFloat() * side;
cmd->forwardmove += cl_forwardspeed.GetFloat() * forward;
}
void CTouchControls::IN_Look()
{
C_BasePlayer *pl = C_BasePlayer::GetLocalPlayer();
float diff = 1.0f;
if( pl )
{
float def_fov = default_fov.GetFloat();
float fov = pl->GetFOV();
diff = fov/def_fov;
}
if( !pitch && !yaw )
return;
QAngle ang;
engine->GetViewAngles( ang );
ang.x += pitch*diff;
ang.y += yaw*diff;
engine->SetViewAngles( ang );
pitch = yaw = 0;
}
void CTouchControls::Frame()
@@ -438,9 +453,7 @@ void CTouchControls::Frame()
if (!initialized)
return;
IN_Look();
if( touch_enable.GetBool() && !enginevgui->IsGameUIVisible() ) Paint();
if( touch_enable.GetBool() && touch_draw.GetBool() && !enginevgui->IsGameUIVisible() ) Paint();
}
void CTouchControls::Paint( )
@@ -448,12 +461,11 @@ void CTouchControls::Paint( )
if (!initialized)
return;
if( state == state_edit )
{
vgui::surface()->DrawSetColor(255, 0, 0, 200);
float x,y;
for( x = 0.0f; x < 1.0f; x += GRID_X )
vgui::surface()->DrawLine( screen_w*x, 0, screen_w*x, screen_h );
@@ -472,7 +484,7 @@ void CTouchControls::Paint( )
vgui::surface()->DrawSetColor(btn->color.r, btn->color.g, btn->color.b, btn->color.a);
vgui::surface()->DrawTexturedRect( btn->x1*screen_w, btn->y1*screen_h, btn->x2*screen_w, btn->y2*screen_h );
}
if( state == state_edit && !(btn->flags & TOUCH_FL_NOEDIT) )
{
vgui::surface()->DrawSetColor(255, 0, 0, 50);
@@ -694,8 +706,8 @@ void CTouchControls::FingerMotion(touch_event_t *ev) // finger in my ass
}
else if( btn->type == touch_look )
{
yaw -= touch_yaw.GetFloat() * ev->dx * sensitivity.GetFloat();
pitch += touch_pitch.GetFloat() * ev->dy * sensitivity.GetFloat();
yaw += ev->dx;
pitch += ev->dy;
}
}
}
@@ -707,7 +719,7 @@ void CTouchControls::FingerPress(touch_event_t *ev)
const float y = ev->y;
CUtlLinkedList<CTouchButton*>::iterator it;
if( ev->type == IE_FingerDown )
{
for( it = btns.begin(); it != btns.end(); it++ )
@@ -717,7 +729,7 @@ void CTouchControls::FingerPress(touch_event_t *ev)
{
if( btn->flags & TOUCH_FL_HIDE )
continue;
btn->finger = ev->fingerid;
if( btn->type == touch_move )
{