mirror of
https://github.com/nillerusr/source-engine.git
synced 2025-03-22 16:12:29 +00:00
Merge branch 'master' of https://github.com/nillerusr/source-engine into win32
This commit is contained in:
commit
b5a9add343
@ -404,6 +404,9 @@ private:
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int m_MouseButtonDownX;
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int m_MouseButtonDownY;
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bool m_bResetVsync;
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int m_nFramesToSkip;
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double m_flPrevGLSwapWindowTime;
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};
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@ -584,6 +587,9 @@ InitReturnVal_t CSDLMgr::Init()
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m_nWarpDelta = 0;
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m_bRawInput = false;
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m_nFramesToSkip = 0;
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m_bResetVsync = false;
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m_flPrevGLSwapWindowTime = 0.0f;
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memset(m_pixelFormatAttribs, '\0', sizeof (m_pixelFormatAttribs));
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@ -1431,7 +1437,20 @@ void CSDLMgr::ShowPixels( CShowPixelsParams *params )
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m_flPrevGLSwapWindowTime = tm.GetDurationInProgress().GetMillisecondsF();
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#ifdef ANDROID
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// ADRENO GPU MOMENT, SKIP 5 FRAMES
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if( m_bResetVsync )
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{
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if( m_nFramesToSkip <= 0 )
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{
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SDL_GL_SetSwapInterval(swapInterval);
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m_bResetVsync = false;
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}
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else
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m_nFramesToSkip--;
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}
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#endif
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CheckGLError( __LINE__ );
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}
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#endif // DX_TO_GL_ABSTRACTION
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@ -1887,6 +1906,7 @@ void CSDLMgr::PumpWindowsMessageLoop()
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}
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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{
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m_bResetVsync = true; m_nFramesToSkip = 3;
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m_bHasFocus = true;
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SDL_ShowCursor( m_bCursorVisible ? 1 : 0 );
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CCocoaEvent theEvent;
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@ -1339,7 +1339,6 @@ void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
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case 5: UnserializeLump<StaticPropLumpV5_t>(&lump, buf); break;
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case 6: UnserializeLump<StaticPropLumpV6_t>(&lump, buf); break;
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case 7: // Falls down to version 10. We promoted TF to version 10 to deal with SFM.
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case 9: UnserializeLump<StaticPropLumpV9_t>(&lump, buf); break;
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case 10:
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{
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if( s_MapVersion == 21 )
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@ -1348,7 +1347,8 @@ void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
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UnserializeLump<StaticPropLumpV10_t>(&lump, buf);
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break;
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}
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case 11: UnserializeLump<StaticPropLumpV11_t>(&lump, buf);
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case 9: UnserializeLump<StaticPropLumpV9_t>(&lump, buf); break;
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case 11: UnserializeLump<StaticPropLumpV11_t>(&lump, buf); break;
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default:
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Assert("Unexpected version while deserializing lumps.");
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}
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@ -263,7 +263,6 @@ GameMessageHandler_t g_GameMessageHandlers[] =
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{ IE_Quit, &CGame::HandleMsg_Close },
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};
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void CGame::AppActivate( bool fActive )
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{
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// If text mode, force it to be active.
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@ -299,8 +298,18 @@ void CGame::AppActivate( bool fActive )
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// Clear keyboard states (should be cleared already but...)
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// VGui_ActivateMouse will reactivate the mouse soon.
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ClearIOStates();
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UpdateMaterialSystemConfig();
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#ifdef ANDROID
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ConVarRef mat_queue_mode( "mat_queue_mode" );
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// Hack to reset internal queue buffers
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int nSavedQueueMode = mat_queue_mode.GetInt();
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mat_queue_mode.SetValue( 0 );
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materials->BeginFrame( host_frametime );
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materials->EndFrame();
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mat_queue_mode.SetValue( nSavedQueueMode );
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#endif
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}
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else
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{
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@ -355,7 +364,7 @@ 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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@ -1631,6 +1631,7 @@ void CHLClient::LevelInitPreEntity( char const* pMapName )
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g_RagdollLVManager.SetLowViolence( pMapName );
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gHUD.LevelInit();
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gTouch.LevelInit();
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#if defined( REPLAY_ENABLED )
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// Initialize replay ragdoll recorder
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@ -2637,24 +2638,20 @@ 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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@ -425,6 +425,13 @@ void CTouchControls::Init()
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initialized = true;
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}
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void CTouchControls::LevelInit()
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{
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m_bCutScene = false;
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m_AlphaDiff = 0;
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m_flHideTouch = 0;
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}
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int nextPowerOfTwo(int x)
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{
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if( (x & (x - 1)) == 0)
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@ -161,6 +161,7 @@ class CTouchControls
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{
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public:
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void Init( );
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void LevelInit( );
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void Shutdown( );
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void Paint( );
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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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