Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "convar.h"
#include <dlfcn.h>
#include <string.h>
#include "vgui/IInputInternal.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "vgui/ISurface.h"
#include "touch.h"
#include "cdll_int.h"
#include "ienginevgui.h"
#include "in_buttons.h"
extern ConVar cl_sidespeed;
extern ConVar cl_forwardspeed;
extern ConVar cl_upspeed;
#ifdef ANDROID
#define TOUCH_DEFAULT "1"
#else
#define TOUCH_DEFAULT "0"
#endif
ConVar touch_enable( "touch_enable", TOUCH_DEFAULT, FCVAR_ARCHIVE );
#define boundmax( num, high ) ( (num) < (high) ? (num) : (high) )
#define boundmin( num, low ) ( (num) >= (low) ? (num) : (low) )
#define bound( low, num, high ) ( boundmin( boundmax(num, high), low ))
#define S
extern IVEngineClient *engine;
extern vgui::IInputInternal *g_pInputInternal;
static int g_LastDefaultButton = 0;
int screen_h, screen_w;
static CTouchButton g_Buttons[512];
static int g_LastButton = 0;
CTouchControls gTouch;
static VTouchPanel g_TouchPanel;
VTouchPanel *touch_panel = &g_TouchPanel;
CTouchPanel::CTouchPanel( vgui::VPANEL parent ) : BaseClass( NULL, "TouchPanel" )
{
SetParent( parent );
int w, h;
engine->GetScreenSize(w, h);
SetBounds( 0, 0, w, h );
SetFgColor( Color( 0, 0, 0, 255 ) );
SetPaintBackgroundEnabled( false );
SetKeyBoardInputEnabled( false );
SetMouseInputEnabled( false );
SetVisible( true );
}
CTouchPanel::~CTouchPanel( void )
{
}
bool CTouchPanel::ShouldDraw( void )
{
return touch_enable.GetBool() && !enginevgui->IsGameUIVisible();
}
void CTouchPanel::Paint()
{
gTouch.Frame();
}
CTouchControls::CTouchControls()
{
}
CTouchControls::~CTouchControls()
{
}
void CTouchControls::Init()
{
engine->GetScreenSize( screen_w, screen_h );
initialized = true;
btns.EnsureCapacity( 64 );
look_finger = move_finger = resize_finger = -1;
forward = side = 0;
scolor = rgba_t( -1, -1, -1, -1 );
state = state_none;
swidth = 1;
move = edit = selection = NULL;
showbuttons = true;
clientonly = false;
precision = false;
mouse_events = 0;
move_start_x = move_start_y = 0.0f;
showtexture = hidetexture = resettexture = closetexture = joytexture = 0;
configchanged = false;
rgba_t color(255, 255, 255, 255);
IN_TouchAddButton( "use", "vgui/touch/use", "+use", touch_command, 0.880000, 0.213333, 1.000000, 0.426667, color );
IN_TouchAddButton( "jump", "vgui/touch/jump", "+jump", touch_command, 0.880000, 0.462222, 1.000000, 0.675556, color );
IN_TouchAddButton( "attack", "vgui/touch/shoot", "+attack", touch_command, 0.760000, 0.583333, 0.880000, 0.796667, color );
IN_TouchAddButton( "attack2", "vgui/touch/shoot_alt", "+attack2", touch_command, 0.760000, 0.320000, 0.880000, 0.533333, color );
IN_TouchAddButton( "duck", "vgui/touch/crouch", "+duck", touch_command, 0.880000, 0.746667, 1.000000, 0.960000, color );
IN_TouchAddButton( "tduck", "vgui/touch/tduck", ";+duck", touch_command, 0.560000, 0.817778, 0.620000, 0.924444, color );
IN_TouchAddButton( "look", "", "", touch_look, 0.5, 0, 1, 1, color );
IN_TouchAddButton( "move", "", "", touch_move, 0, 0, 0.5, 1, color );
IN_TouchAddButton( "zoom", "vgui/touch/zoom", "+zoom", touch_command, 0.680000, 0.00000, 0.760000, 0.142222, color );
IN_TouchAddButton( "speed", "vgui/touch/speed", "+speed", touch_command, 0.180000, 0.568889, 0.280000, 0.746667, color );
IN_TouchAddButton( "loadquick", "vgui/touch/load", "load quick", touch_command, 0.760000, 0.000000, 0.840000, 0.142222, color );
IN_TouchAddButton( "savequick", "vgui/touch/save", "save quick", touch_command, 0.840000, 0.000000, 0.920000, 0.142222, color );
IN_TouchAddButton( "reload", "vgui/touch/reload", "+reload", touch_command, 0.000000, 0.320000, 0.120000, 0.533333, color );
IN_TouchAddButton( "flashlight", "vgui/touch/flash_light_filled", "impulse 100", touch_command, 0.920000, 0.000000, 1.000000, 0.142222, color );
IN_TouchAddButton( "invnext", "vgui/touch/next_weap", "invnext", touch_command, 0.000000, 0.533333, 0.120000, 0.746667, color );
IN_TouchAddButton( "invprev", "vgui/touch/prev_weap", "invprev", touch_command, 0.000000, 0.071111, 0.120000, 0.284444, color );
IN_TouchAddButton( "menu", "vgui/touch/menu", "gameui_activate", touch_command, 0.000000, 0.00000, 0.080000, 0.142222, color );
}
#define GRID_COUNT 50
#define GRID_COUNT_X (GRID_COUNT)
#define GRID_COUNT_Y (GRID_COUNT * screen_h / screen_w)
#define GRID_X (1.0/GRID_COUNT_X)
#define GRID_Y (screen_w/screen_h/GRID_COUNT_X)
#define GRID_ROUND_X(x) ((float)round( x * GRID_COUNT_X ) / GRID_COUNT_X)
#define GRID_ROUND_Y(x) ((float)round( x * GRID_COUNT_Y ) / GRID_COUNT_Y)
static void IN_TouchCheckCoords( float *x1, float *y1, float *x2, float *y2 )
{
/// TODO: grid check here
if( *x2 - *x1 < GRID_X * 2 )
*x2 = *x1 + GRID_X * 2;
if( *y2 - *y1 < GRID_Y * 2)
*y2 = *y1 + GRID_Y * 2;
if( *x1 < 0 )
*x2 -= *x1, *x1 = 0;
if( *y1 < 0 )
*y2 -= *y1, *y1 = 0;
if( *y2 > 1 )
*y1 -= *y2 - 1, *y2 = 1;
if( *x2 > 1 )
*x1 -= *x2 - 1, *x2 = 1;
*x1 = GRID_ROUND_X( *x1 );
*x2 = GRID_ROUND_X( *x2 );
*y1 = GRID_ROUND_Y( *y1 );
*y2 = GRID_ROUND_Y( *y2 );
}
void CTouchControls::VidInit( ) { }
void CTouchControls::Shutdown( ) { }
void CTouchControls::Move( float frametime, CUserCmd *cmd )
{
cmd->sidemove -= cl_sidespeed.GetFloat() * side;
cmd->forwardmove += cl_forwardspeed.GetFloat() * forward;
}
void CTouchControls::IN_Look()
{
if( !pitch && !yaw )
return;
QAngle ang;
engine->GetViewAngles( ang );
ang.x += pitch;
ang.y += yaw;
engine->SetViewAngles( ang );
pitch = yaw = 0;
}
void CTouchControls::Frame()
{
if (!initialized)
return;
IN_Look();
Paint();
}
void CTouchControls::Paint( )
{
if (!initialized)
return;
if ( !enginevgui->IsGameUIVisible() )
{
for (int i = 0; i < g_LastButton; i++)
{
if( g_Buttons[i].type == touch_move || g_Buttons[i].type == touch_look )
continue;
g_pMatSystemSurface->DrawSetColor(255, 255, 255, 155);
g_pMatSystemSurface->DrawSetTexture( g_Buttons[i].textureID );
g_pMatSystemSurface->DrawTexturedRect( g_Buttons[i].x1*screen_w, g_Buttons[i].y1*screen_h, g_Buttons[i].x2*screen_w, g_Buttons[i].y2*screen_h );
}
}
}
void CTouchControls::IN_TouchAddButton( const char *name, const char *texturefile, const char *command, ETouchButtonType type, float x1, float y1, float x2, float y2, rgba_t color )
{
if( g_LastButton >= 64 )
return;
Q_strncpy( g_Buttons[g_LastButton].name, name, 32 );
Q_strncpy( g_Buttons[g_LastButton].texturefile, texturefile, 256 );
Q_strncpy( g_Buttons[g_LastButton].command, command, 256 );
IN_TouchCheckCoords(&x1, &y1, &x2, &y2);
g_Buttons[g_LastButton].x1 = x1;
g_Buttons[g_LastButton].y1 = y1;
g_Buttons[g_LastButton].x2 = x2;
g_Buttons[g_LastButton].y2 = y1 + ( x2 - x1 ) * (((float)screen_w)/screen_h);
IN_TouchCheckCoords(&g_Buttons[g_LastButton].x1, &g_Buttons[g_LastButton].y1, &g_Buttons[g_LastButton].x2, &g_Buttons[g_LastButton].y2);
g_Buttons[g_LastButton].color = color;
g_Buttons[g_LastButton].type = type;
g_Buttons[g_LastButton].finger = -1;
g_Buttons[g_LastButton].textureID = g_pMatSystemSurface->CreateNewTextureID();
g_pMatSystemSurface->DrawSetTextureFile( g_Buttons[g_LastButton].textureID, g_Buttons[g_LastButton].texturefile, true, false);
g_LastButton++;
}
void CTouchControls::ProcessEvent(touch_event_t *ev)
{
if( !touch_enable.GetBool() )
return;
if( ev->type == IE_FingerMotion )
FingerMotion( ev );
else
FingerPress( ev );
}
void CTouchControls::FingerMotion(touch_event_t *ev)
{
float x = ev->x / (float)screen_w;
float y = ev->y / (float)screen_h;
float f, s;
for (int i = 0; i < g_LastButton; i++)
{
if( g_Buttons[i].finger == ev->fingerid )
{
if( g_Buttons[i].type == touch_move )
{
f = ( move_start_y - y ) / touch_settings.sidezone;
s = ( move_start_x - x ) / touch_settings.sidezone;
forward = bound( -1, f, 1 );
side = bound( -1, s, 1 );
}
else if( g_Buttons[i].type == touch_look )
{
yaw += touch_settings.yaw * ( dx - x ) * touch_settings.sensitivity;
pitch -= touch_settings.pitch * ( dy - y ) * touch_settings.sensitivity;
dx = x;
dy = y;
}
}
}
}
void CTouchControls::FingerPress(touch_event_t *ev)
{
float x = ev->x / (float)screen_w;
float y = ev->y / (float)screen_h;
if( ev->type == IE_FingerDown )
{
for (int i = 0; i < g_LastButton; i++)
{
if( x > g_Buttons[i].x1 && x < g_Buttons[i].x2 && y > g_Buttons[i].y1 && y < g_Buttons[i].y2 )
{
g_Buttons[i].finger = ev->fingerid;
if( g_Buttons[i].type == touch_move )
{
if( move_finger == -1 )
{
move_start_x = x;
move_start_y = y;
move_finger = ev->fingerid;
}
else
g_Buttons[i].finger = move_finger;
}
else if( g_Buttons[i].type == touch_look )
{
if( look_finger == -1 )
{
dx = x;
dy = y;
look_finger = ev->fingerid;
}
else
g_Buttons[i].finger = look_finger;
}
else
engine->ClientCmd( g_Buttons[i].command );
}
}
}
else if( ev->type == IE_FingerUp )
{
{
for (int i = 0; i < g_LastButton; i++)
{
if( g_Buttons[i].finger == ev->fingerid )
{
g_Buttons[i].finger = -1;
if( g_Buttons[i].type == touch_move )
{
forward = side = 0;
move_finger = -1;
}
else if( g_Buttons[i].type == touch_look )
look_finger = -1;
else if( g_Buttons[i].command[0] == '+' )
{
char cmd[256];
snprintf( cmd, sizeof cmd, "%s", g_Buttons[i].command );
cmd[0] = '-';
engine->ClientCmd( cmd );
}
}
}
}
}
}