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https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
inputsystem: fix UB in touch events callback, make touch more responsive
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parent
02a3c641a6
commit
4f10928299
@ -355,7 +355,7 @@ void CGame::HandleMsg_Close( const InputEvent_t &event )
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void CGame::DispatchInputEvent( const InputEvent_t &event )
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{
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switch( event.m_nType & 0xFFFF )
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switch( event.m_nType )
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{
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// Handle button events specially,
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// since we have all manner of crazy filtering going on when dealing with them
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@ -729,7 +729,7 @@ public:
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void PrecacheMaterial( const char *pMaterialName );
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virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar );
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virtual void IN_TouchEvent( uint data, uint data2, uint data3, uint data4 );
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virtual void IN_TouchEvent( int type, int fingerId, int x, int y );
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private:
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void UncacheAllMaterials( );
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@ -2637,24 +2637,20 @@ CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex )
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#endif
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void CHLClient::IN_TouchEvent( uint data, uint data2, uint data3, uint data4 )
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void CHLClient::IN_TouchEvent( int type, int fingerId, int x, int y )
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{
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if( enginevgui->IsGameUIVisible() )
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return;
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touch_event_t ev;
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ev.type = data & 0xFFFF;
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ev.fingerid = (data >> 16) & 0xFFFF;
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ev.x = (double)((data2 >> 16) & 0xFFFF) / 0xFFFF;
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ev.y = (double)(data2 & 0xFFFF) / 0xFFFF;
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ev.type = type;
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ev.fingerid = fingerId;
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memcpy( &ev.x, &x, sizeof(ev.x) );
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memcpy( &ev.y, &y, sizeof(ev.y) );
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union{uint i;float f;} ifconv;
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ifconv.i = data3;
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ev.dx = ifconv.f;
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ifconv.i = data4;
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ev.dy = ifconv.f;
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if( type == IE_FingerMotion )
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inputsystem->GetTouchAccumulators( fingerId, ev.dx, ev.dy );
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gTouch.ProcessEvent( &ev );
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}
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@ -1530,16 +1530,6 @@ bool CInputSystem::GetRawMouseAccumulators( int& accumX, int& accumY )
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#endif
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}
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bool CInputSystem::GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY )
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{
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event = m_touchAccumEvent;
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fingerId = m_touchAccumFingerId;
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accumX = m_touchAccumX;
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accumY = m_touchAccumY;
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return m_bJoystickInitialized;
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}
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void CInputSystem::SetConsoleTextMode( bool bConsoleTextMode )
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{
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/* If someone calls this after init, shut it down. */
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@ -44,6 +44,8 @@
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#include "steam/steam_api.h"
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#define TOUCH_FINGER_MAX_COUNT 10
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//-----------------------------------------------------------------------------
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// Implementation of the input system
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//-----------------------------------------------------------------------------
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@ -101,7 +103,7 @@ public:
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virtual void *GetHapticsInterfaceAddress() const { return NULL;}
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#endif
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bool GetRawMouseAccumulators( int& accumX, int& accumY );
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bool GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY );
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virtual bool GetTouchAccumulators( int fingerId, float &dx, float &dy );
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virtual void SetConsoleTextMode( bool bConsoleTextMode );
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@ -458,8 +460,7 @@ public:
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bool m_bRawInputSupported;
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int m_mouseRawAccumX, m_mouseRawAccumY;
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InputEventType_t m_touchAccumEvent;
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int m_touchAccumFingerId, m_touchAccumX, m_touchAccumY;
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float m_touchAccumX[TOUCH_FINGER_MAX_COUNT], m_touchAccumY[TOUCH_FINGER_MAX_COUNT];
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// For the 'SleepUntilInput' feature
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HANDLE m_hEvent;
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@ -48,6 +48,9 @@ void CInputSystem::InitializeTouch( void )
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// abort startup if user requests no touch
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if ( CommandLine()->FindParm("-notouch") ) return;
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memset( m_touchAccumX, 0, sizeof(m_touchAccumX) );
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memset( m_touchAccumY, 0, sizeof(m_touchAccumY) );
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m_bJoystickInitialized = true;
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SDL_AddEventWatch(TouchSDLWatcher, this);
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}
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@ -61,20 +64,35 @@ void CInputSystem::ShutdownTouch()
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m_bTouchInitialized = false;
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}
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bool CInputSystem::GetTouchAccumulators( int fingerId, float &dx, float &dy )
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{
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dx = m_touchAccumX[fingerId];
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dy = m_touchAccumY[fingerId];
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m_touchAccumX[fingerId] = m_touchAccumY[fingerId] = 0.f;
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return true;
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}
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void CInputSystem::FingerEvent(int eventType, int fingerId, float x, float y, float dx, float dy)
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{
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// Shit, but should work with arm/x86
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if( fingerId >= TOUCH_FINGER_MAX_COUNT )
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return;
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int data0 = fingerId << 16 | eventType;
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int _x = (int)((double)x*0xFFFF);
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int _y = (int)((double)y*0xFFFF);
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int data1 = _x << 16 | (_y & 0xFFFF);
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if( eventType == IE_FingerUp )
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{
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m_touchAccumX[fingerId] = 0.f;
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m_touchAccumY[fingerId] = 0.f;
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}
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else
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{
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m_touchAccumX[fingerId] += dx;
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m_touchAccumY[fingerId] += dy;
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}
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union{int i;float f;} ifconv;
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ifconv.f = dx;
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int _dx = ifconv.i;
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ifconv.f = dy;
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int _dy = ifconv.i;
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PostEvent(data0, m_nLastSampleTick, data1, _dx, _dy);
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int _x,_y;
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memcpy( &_x, &x, sizeof(float) );
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memcpy( &_y, &y, sizeof(float) );
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PostEvent(eventType, m_nLastSampleTick, fingerId, _x, _y);
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}
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@ -790,7 +790,7 @@ public:
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virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar ) = 0;
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virtual void IN_TouchEvent( uint data, uint data2, uint data3, uint data4 ) = 0;
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virtual void IN_TouchEvent( int type, int fingerId, int x, int y ) = 0;
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};
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#define CLIENT_DLL_INTERFACE_VERSION "VClient017"
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@ -119,6 +119,7 @@ public:
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// read and clear accumulated raw input values
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virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
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virtual bool GetTouchAccumulators( int fingerId, float &dx, float &dy ) = 0;
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// tell the input system that we're not a game, we're console text mode.
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// this is used for dedicated servers to not initialize joystick system.
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@ -376,7 +376,7 @@ static vgui::MouseCode ButtonCodeToMouseCode( ButtonCode_t buttonCode )
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//-----------------------------------------------------------------------------
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bool InputHandleInputEvent( const InputEvent_t &event )
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{
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switch( event.m_nType & 0xFFFF )
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switch( event.m_nType )
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{
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case IE_ButtonPressed:
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{
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@ -428,9 +428,10 @@ bool InputHandleInputEvent( const InputEvent_t &event )
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case IE_FingerDown:
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{
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int w,h,x,y; g_MatSystemSurface.GetScreenSize(w, h);
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uint data = (uint)event.m_nData;
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x = w*((double)((data >> 16) & 0xFFFF) / 0xFFFF);
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y = h*((double)(data & 0xFFFF) / 0xFFFF);
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float _x, _y;
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memcpy( &_x, &event.m_nData2, sizeof(_x) );
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memcpy( &_y, &event.m_nData3, sizeof(_y) );
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x = w*_x; y = h*_y;
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g_pIInput->UpdateCursorPosInternal( x, y );
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g_pIInput->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_PRESSED );
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g_pIInput->InternalMousePressed( MOUSE_LEFT );
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@ -439,9 +440,10 @@ bool InputHandleInputEvent( const InputEvent_t &event )
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case IE_FingerUp:
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{
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int w,h,x,y; g_MatSystemSurface.GetScreenSize(w, h);
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uint data = (uint)event.m_nData;
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x = w*((double)((data >> 16) & 0xFFFF) / 0xFFFF);
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y = h*((double)(data & 0xFFFF) / 0xFFFF);
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float _x, _y;
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memcpy( &_x, &event.m_nData2, sizeof(_x) );
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memcpy( &_y, &event.m_nData3, sizeof(_y) );
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x = w*_x; y = h*_y;
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g_pIInput->UpdateCursorPosInternal( x, y );
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g_pIInput->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_RELEASED );
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g_pIInput->InternalMouseReleased( MOUSE_LEFT );
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@ -450,9 +452,10 @@ bool InputHandleInputEvent( const InputEvent_t &event )
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case IE_FingerMotion:
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{
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int w,h,x,y; g_MatSystemSurface.GetScreenSize(w, h);
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uint data = (uint)event.m_nData;
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x = w*((double)((data >> 16) & 0xFFFF) / 0xFFFF);
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y = h*((double)(data & 0xFFFF) / 0xFFFF);
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float _x, _y;
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memcpy( &_x, &event.m_nData2, sizeof(_x) );
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memcpy( &_y, &event.m_nData3, sizeof(_y) );
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x = w*_x; y = h*_y;
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g_pIInput->InternalCursorMoved( x, y );
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}
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return true;
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