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Merge branch 'master' of https://github.com/nillerusr/source-engine into win32

pull/260/head
Er2 11 months ago
parent
commit
b5a9add343
  1. 22
      appframework/sdlmgr.cpp
  2. 4
      engine/staticpropmgr.cpp
  3. 15
      engine/sys_mainwind.cpp
  4. 21
      game/client/cdll_client_int.cpp
  5. 7
      game/client/touch.cpp
  6. 1
      game/client/touch.h
  7. 10
      inputsystem/inputsystem.cpp
  8. 7
      inputsystem/inputsystem.h
  9. 42
      inputsystem/touch_sdl.cpp
  10. 2
      public/cdll_int.h
  11. 1
      public/inputsystem/iinputsystem.h
  12. 23
      vguimatsurface/Input.cpp

22
appframework/sdlmgr.cpp

@ -404,6 +404,9 @@ private: @@ -404,6 +404,9 @@ private:
int m_MouseButtonDownX;
int m_MouseButtonDownY;
bool m_bResetVsync;
int m_nFramesToSkip;
double m_flPrevGLSwapWindowTime;
};
@ -584,6 +587,9 @@ InitReturnVal_t CSDLMgr::Init() @@ -584,6 +587,9 @@ InitReturnVal_t CSDLMgr::Init()
m_nWarpDelta = 0;
m_bRawInput = false;
m_nFramesToSkip = 0;
m_bResetVsync = false;
m_flPrevGLSwapWindowTime = 0.0f;
memset(m_pixelFormatAttribs, '\0', sizeof (m_pixelFormatAttribs));
@ -1431,7 +1437,20 @@ void CSDLMgr::ShowPixels( CShowPixelsParams *params ) @@ -1431,7 +1437,20 @@ void CSDLMgr::ShowPixels( CShowPixelsParams *params )
m_flPrevGLSwapWindowTime = tm.GetDurationInProgress().GetMillisecondsF();
#ifdef ANDROID
// ADRENO GPU MOMENT, SKIP 5 FRAMES
if( m_bResetVsync )
{
if( m_nFramesToSkip <= 0 )
{
SDL_GL_SetSwapInterval(swapInterval);
m_bResetVsync = false;
}
else
m_nFramesToSkip--;
}
#endif
CheckGLError( __LINE__ );
}
#endif // DX_TO_GL_ABSTRACTION
@ -1887,6 +1906,7 @@ void CSDLMgr::PumpWindowsMessageLoop() @@ -1887,6 +1906,7 @@ void CSDLMgr::PumpWindowsMessageLoop()
}
case SDL_WINDOWEVENT_FOCUS_GAINED:
{
m_bResetVsync = true; m_nFramesToSkip = 3;
m_bHasFocus = true;
SDL_ShowCursor( m_bCursorVisible ? 1 : 0 );
CCocoaEvent theEvent;

4
engine/staticpropmgr.cpp

@ -1339,7 +1339,6 @@ void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf ) @@ -1339,7 +1339,6 @@ void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
case 5: UnserializeLump<StaticPropLumpV5_t>(&lump, buf); break;
case 6: UnserializeLump<StaticPropLumpV6_t>(&lump, buf); break;
case 7: // Falls down to version 10. We promoted TF to version 10 to deal with SFM.
case 9: UnserializeLump<StaticPropLumpV9_t>(&lump, buf); break;
case 10:
{
if( s_MapVersion == 21 )
@ -1348,7 +1347,8 @@ void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf ) @@ -1348,7 +1347,8 @@ void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
UnserializeLump<StaticPropLumpV10_t>(&lump, buf);
break;
}
case 11: UnserializeLump<StaticPropLumpV11_t>(&lump, buf);
case 9: UnserializeLump<StaticPropLumpV9_t>(&lump, buf); break;
case 11: UnserializeLump<StaticPropLumpV11_t>(&lump, buf); break;
default:
Assert("Unexpected version while deserializing lumps.");
}

15
engine/sys_mainwind.cpp

@ -263,7 +263,6 @@ GameMessageHandler_t g_GameMessageHandlers[] = @@ -263,7 +263,6 @@ GameMessageHandler_t g_GameMessageHandlers[] =
{ IE_Quit, &CGame::HandleMsg_Close },
};
void CGame::AppActivate( bool fActive )
{
// If text mode, force it to be active.
@ -299,8 +298,18 @@ void CGame::AppActivate( bool fActive ) @@ -299,8 +298,18 @@ void CGame::AppActivate( bool fActive )
// Clear keyboard states (should be cleared already but...)
// VGui_ActivateMouse will reactivate the mouse soon.
ClearIOStates();
UpdateMaterialSystemConfig();
#ifdef ANDROID
ConVarRef mat_queue_mode( "mat_queue_mode" );
// Hack to reset internal queue buffers
int nSavedQueueMode = mat_queue_mode.GetInt();
mat_queue_mode.SetValue( 0 );
materials->BeginFrame( host_frametime );
materials->EndFrame();
mat_queue_mode.SetValue( nSavedQueueMode );
#endif
}
else
{
@ -355,7 +364,7 @@ void CGame::HandleMsg_Close( const InputEvent_t &event ) @@ -355,7 +364,7 @@ void CGame::HandleMsg_Close( const InputEvent_t &event )
void CGame::DispatchInputEvent( const InputEvent_t &event )
{
switch( event.m_nType & 0xFFFF )
switch( event.m_nType )
{
// Handle button events specially,
// since we have all manner of crazy filtering going on when dealing with them

21
game/client/cdll_client_int.cpp

@ -729,7 +729,7 @@ public: @@ -729,7 +729,7 @@ public:
void PrecacheMaterial( const char *pMaterialName );
virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar );
virtual void IN_TouchEvent( uint data, uint data2, uint data3, uint data4 );
virtual void IN_TouchEvent( int type, int fingerId, int x, int y );
private:
void UncacheAllMaterials( );
@ -1631,6 +1631,7 @@ void CHLClient::LevelInitPreEntity( char const* pMapName ) @@ -1631,6 +1631,7 @@ void CHLClient::LevelInitPreEntity( char const* pMapName )
g_RagdollLVManager.SetLowViolence( pMapName );
gHUD.LevelInit();
gTouch.LevelInit();
#if defined( REPLAY_ENABLED )
// Initialize replay ragdoll recorder
@ -2637,24 +2638,20 @@ CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex ) @@ -2637,24 +2638,20 @@ CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex )
#endif
void CHLClient::IN_TouchEvent( uint data, uint data2, uint data3, uint data4 )
void CHLClient::IN_TouchEvent( int type, int fingerId, int x, int y )
{
if( enginevgui->IsGameUIVisible() )
return;
touch_event_t ev;
ev.type = data & 0xFFFF;
ev.fingerid = (data >> 16) & 0xFFFF;
ev.x = (double)((data2 >> 16) & 0xFFFF) / 0xFFFF;
ev.y = (double)(data2 & 0xFFFF) / 0xFFFF;
ev.type = type;
ev.fingerid = fingerId;
memcpy( &ev.x, &x, sizeof(ev.x) );
memcpy( &ev.y, &y, sizeof(ev.y) );
union{uint i;float f;} ifconv;
ifconv.i = data3;
ev.dx = ifconv.f;
ifconv.i = data4;
ev.dy = ifconv.f;
if( type == IE_FingerMotion )
inputsystem->GetTouchAccumulators( fingerId, ev.dx, ev.dy );
gTouch.ProcessEvent( &ev );
}

7
game/client/touch.cpp

@ -425,6 +425,13 @@ void CTouchControls::Init() @@ -425,6 +425,13 @@ void CTouchControls::Init()
initialized = true;
}
void CTouchControls::LevelInit()
{
m_bCutScene = false;
m_AlphaDiff = 0;
m_flHideTouch = 0;
}
int nextPowerOfTwo(int x)
{
if( (x & (x - 1)) == 0)

1
game/client/touch.h

@ -161,6 +161,7 @@ class CTouchControls @@ -161,6 +161,7 @@ class CTouchControls
{
public:
void Init( );
void LevelInit( );
void Shutdown( );
void Paint( );

10
inputsystem/inputsystem.cpp

@ -1530,16 +1530,6 @@ bool CInputSystem::GetRawMouseAccumulators( int& accumX, int& accumY ) @@ -1530,16 +1530,6 @@ bool CInputSystem::GetRawMouseAccumulators( int& accumX, int& accumY )
#endif
}
bool CInputSystem::GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY )
{
event = m_touchAccumEvent;
fingerId = m_touchAccumFingerId;
accumX = m_touchAccumX;
accumY = m_touchAccumY;
return m_bJoystickInitialized;
}
void CInputSystem::SetConsoleTextMode( bool bConsoleTextMode )
{
/* If someone calls this after init, shut it down. */

7
inputsystem/inputsystem.h

@ -44,6 +44,8 @@ @@ -44,6 +44,8 @@
#include "steam/steam_api.h"
#define TOUCH_FINGER_MAX_COUNT 10
//-----------------------------------------------------------------------------
// Implementation of the input system
//-----------------------------------------------------------------------------
@ -101,7 +103,7 @@ public: @@ -101,7 +103,7 @@ public:
virtual void *GetHapticsInterfaceAddress() const { return NULL;}
#endif
bool GetRawMouseAccumulators( int& accumX, int& accumY );
bool GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY );
virtual bool GetTouchAccumulators( int fingerId, float &dx, float &dy );
virtual void SetConsoleTextMode( bool bConsoleTextMode );
@ -458,8 +460,7 @@ public: @@ -458,8 +460,7 @@ public:
bool m_bRawInputSupported;
int m_mouseRawAccumX, m_mouseRawAccumY;
InputEventType_t m_touchAccumEvent;
int m_touchAccumFingerId, m_touchAccumX, m_touchAccumY;
float m_touchAccumX[TOUCH_FINGER_MAX_COUNT], m_touchAccumY[TOUCH_FINGER_MAX_COUNT];
// For the 'SleepUntilInput' feature
HANDLE m_hEvent;

42
inputsystem/touch_sdl.cpp

@ -48,6 +48,9 @@ void CInputSystem::InitializeTouch( void ) @@ -48,6 +48,9 @@ void CInputSystem::InitializeTouch( void )
// abort startup if user requests no touch
if ( CommandLine()->FindParm("-notouch") ) return;
memset( m_touchAccumX, 0, sizeof(m_touchAccumX) );
memset( m_touchAccumY, 0, sizeof(m_touchAccumY) );
m_bJoystickInitialized = true;
SDL_AddEventWatch(TouchSDLWatcher, this);
}
@ -61,20 +64,35 @@ void CInputSystem::ShutdownTouch() @@ -61,20 +64,35 @@ void CInputSystem::ShutdownTouch()
m_bTouchInitialized = false;
}
void CInputSystem::FingerEvent(int eventType, int fingerId, float x, float y, float dx, float dy)
bool CInputSystem::GetTouchAccumulators( int fingerId, float &dx, float &dy )
{
// Shit, but should work with arm/x86
dx = m_touchAccumX[fingerId];
dy = m_touchAccumY[fingerId];
int data0 = fingerId << 16 | eventType;
int _x = (int)((double)x*0xFFFF);
int _y = (int)((double)y*0xFFFF);
int data1 = _x << 16 | (_y & 0xFFFF);
m_touchAccumX[fingerId] = m_touchAccumY[fingerId] = 0.f;
union{int i;float f;} ifconv;
ifconv.f = dx;
int _dx = ifconv.i;
ifconv.f = dy;
int _dy = ifconv.i;
return true;
}
PostEvent(data0, m_nLastSampleTick, data1, _dx, _dy);
void CInputSystem::FingerEvent(int eventType, int fingerId, float x, float y, float dx, float dy)
{
if( fingerId >= TOUCH_FINGER_MAX_COUNT )
return;
if( eventType == IE_FingerUp )
{
m_touchAccumX[fingerId] = 0.f;
m_touchAccumY[fingerId] = 0.f;
}
else
{
m_touchAccumX[fingerId] += dx;
m_touchAccumY[fingerId] += dy;
}
int _x,_y;
memcpy( &_x, &x, sizeof(float) );
memcpy( &_y, &y, sizeof(float) );
PostEvent(eventType, m_nLastSampleTick, fingerId, _x, _y);
}

2
public/cdll_int.h

@ -790,7 +790,7 @@ public: @@ -790,7 +790,7 @@ public:
virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar ) = 0;
virtual void IN_TouchEvent( uint data, uint data2, uint data3, uint data4 ) = 0;
virtual void IN_TouchEvent( int type, int fingerId, int x, int y ) = 0;
};
#define CLIENT_DLL_INTERFACE_VERSION "VClient017"

1
public/inputsystem/iinputsystem.h

@ -119,6 +119,7 @@ public: @@ -119,6 +119,7 @@ public:
// read and clear accumulated raw input values
virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
virtual bool GetTouchAccumulators( int fingerId, float &dx, float &dy ) = 0;
// tell the input system that we're not a game, we're console text mode.
// this is used for dedicated servers to not initialize joystick system.

23
vguimatsurface/Input.cpp

@ -376,7 +376,7 @@ static vgui::MouseCode ButtonCodeToMouseCode( ButtonCode_t buttonCode ) @@ -376,7 +376,7 @@ static vgui::MouseCode ButtonCodeToMouseCode( ButtonCode_t buttonCode )
//-----------------------------------------------------------------------------
bool InputHandleInputEvent( const InputEvent_t &event )
{
switch( event.m_nType & 0xFFFF )
switch( event.m_nType )
{
case IE_ButtonPressed:
{
@ -428,9 +428,10 @@ bool InputHandleInputEvent( const InputEvent_t &event ) @@ -428,9 +428,10 @@ bool InputHandleInputEvent( const InputEvent_t &event )
case IE_FingerDown:
{
int w,h,x,y; g_MatSystemSurface.GetScreenSize(w, h);
uint data = (uint)event.m_nData;
x = w*((double)((data >> 16) & 0xFFFF) / 0xFFFF);
y = h*((double)(data & 0xFFFF) / 0xFFFF);
float _x, _y;
memcpy( &_x, &event.m_nData2, sizeof(_x) );
memcpy( &_y, &event.m_nData3, sizeof(_y) );
x = w*_x; y = h*_y;
g_pIInput->UpdateCursorPosInternal( x, y );
g_pIInput->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_PRESSED );
g_pIInput->InternalMousePressed( MOUSE_LEFT );
@ -439,9 +440,10 @@ bool InputHandleInputEvent( const InputEvent_t &event ) @@ -439,9 +440,10 @@ bool InputHandleInputEvent( const InputEvent_t &event )
case IE_FingerUp:
{
int w,h,x,y; g_MatSystemSurface.GetScreenSize(w, h);
uint data = (uint)event.m_nData;
x = w*((double)((data >> 16) & 0xFFFF) / 0xFFFF);
y = h*((double)(data & 0xFFFF) / 0xFFFF);
float _x, _y;
memcpy( &_x, &event.m_nData2, sizeof(_x) );
memcpy( &_y, &event.m_nData3, sizeof(_y) );
x = w*_x; y = h*_y;
g_pIInput->UpdateCursorPosInternal( x, y );
g_pIInput->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_RELEASED );
g_pIInput->InternalMouseReleased( MOUSE_LEFT );
@ -450,9 +452,10 @@ bool InputHandleInputEvent( const InputEvent_t &event ) @@ -450,9 +452,10 @@ bool InputHandleInputEvent( const InputEvent_t &event )
case IE_FingerMotion:
{
int w,h,x,y; g_MatSystemSurface.GetScreenSize(w, h);
uint data = (uint)event.m_nData;
x = w*((double)((data >> 16) & 0xFFFF) / 0xFFFF);
y = h*((double)(data & 0xFFFF) / 0xFFFF);
float _x, _y;
memcpy( &_x, &event.m_nData2, sizeof(_x) );
memcpy( &_y, &event.m_nData3, sizeof(_y) );
x = w*_x; y = h*_y;
g_pIInput->InternalCursorMoved( x, y );
}
return true;

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