diff --git a/src/game/g_touch.pas b/src/game/g_touch.pas
index 9256fb8e79411f362c9873beeb7dc11114c49086..697187971a198bea8a001a8badf3f9703206fd64 100644 (file)
--- a/src/game/g_touch.pas
+++ b/src/game/g_touch.pas
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
SDL2;
var
+ g_touch_enabled: Boolean = False;
g_touch_size: Single = 1.0;
- g_touch_offset: Single = 50;
+ g_touch_offset: Single = 50.0;
g_touch_fire: Boolean = True;
+ g_touch_alt: Boolean = False;
procedure g_Touch_Init;
procedure g_Touch_ShowKeyboard(yes: Boolean);
uses
SysUtils,
- e_log, e_graphics, e_input, g_options, g_game, g_main, g_weapons, g_console;
+ e_log, e_graphics, e_input, g_options, g_game, g_main, g_gui, g_weapons, g_console, g_window;
var
- jab: Boolean;
- enabled: Boolean;
angleFire: Boolean;
keyFinger: array [VK_FIRSTKEY..VK_LASTKEY] of Integer;
- procedure GetKeyRect(key: Word; out x, y, w, h: Integer; out founded: Boolean);
+ procedure GetKeyRect(key: Integer; out x, y, w, h: Integer; out founded: Boolean);
var
sw, sh, sz: Integer;
dpi: Single;
+
+ procedure S (xx, yy, ww, hh: Single);
+ begin
+ x := Trunc(xx);
+ y := Trunc(yy);
+ w := Trunc(ww);
+ h := Trunc(hh);
+ founded := true;
+ end;
+
begin
+ founded := false;
if SDL_GetDisplayDPI(0, @dpi, nil, nil) <> 0 then
dpi := 96;
- founded := true;
- sz := Trunc(g_touch_size * dpi);
- sw := gScreenWidth; sh := gScreenHeight;
- if jab then
- begin
- w := sz div 2; h := sz div 2;
+ sz := Trunc(g_touch_size * dpi); sw := gScreenWidth; sh := gScreenHeight;
+ x := 0; y := Round(sh * g_touch_offset / 100);
+ w := sz; h := sz;
+
+ if SDL_IsTextInputActive() = SDL_True then
case key of
- VK_CONSOLE: begin x := 0; y := 0 end;
- VK_ESCAPE: begin x := sw - w - 1; y := 0 end;
- VK_CHAT: begin x := sw div 2 - w div 2 - w; y := 0 end;
- VK_STATUS: begin x := sw div 2 - w div 2 + 0; y := 0 end;
- VK_TEAM: begin x := sw div 2 - w div 2 + w; y := 0 end;
- VK_PREV: begin x := 0; y := sh - 4*sz - 1; w := sz end;
- VK_NEXT: begin x := sw - w - 1; y := sh - 4*sz - 1; w := sz end;
- else
- w := sz; h := sz * 3;
- case key of
- VK_LEFT: begin x := 0; y := sh - h - 1 end;
- VK_RIGHT: begin x := w; y := sh - h - 1 end;
- else
- w := sz; h := sz;
- case key of
- VK_UP: begin x := sw - 2*w - 1; y := sh - 3*h - 1 end;
- VK_FIRE: begin x := sw - 2*w - 1; y := sh - 2*h - 1 end;
- VK_DOWN: begin x := sw - 2*w - 1; y := sh - 1*h - 1 end;
- VK_OPEN: begin x := sw - 1*w - 1; y := sh - 1*h - h div 2 - 1 end;
- VK_JUMP: begin x := sw - 1*w - 1; y := sh - 2*h - h div 2 - 1 end;
- else
- founded := false
- end
- end
+ VK_HIDEKBD: S(sw - (sz/2), 0, sz / 2, sz / 2);
+ end
+ else if g_touch_alt then
+ case key of
+ (* top ------- x ------------------------------- y w ----- h -- *)
+ VK_CONSOLE: S(0, 0, sz / 2, sz / 2);
+ VK_ESCAPE: S(sw - 1*(sz/2) - 1, 0, sz / 2, sz / 2);
+ VK_SHOWKBD: S(sw - 2*(sz/2) - 1, 0, sz / 2, sz / 2);
+ VK_CHAT: S(sw / 2 - (sz/2) / 2 - (sz/2) - 1, 0, sz / 2, sz / 2);
+ VK_STATUS: S(sw / 2 - (sz/2) / 2 - 1, 0, sz / 2, sz / 2);
+ VK_TEAM: S(sw / 2 - (sz/2) / 2 + (sz/2) - 1, 0, sz / 2, sz / 2);
+ (* left --- x - y -------------- w - h --- *)
+ VK_PREV: S(0, sh - 3.0*sz - 1, sz, sz / 2);
+ VK_LEFT: S(0, sh - 2.0*sz - 1, sz, sz * 2);
+ VK_RIGHT: S(sz, sh - 2.0*sz - 1, sz, sz * 2);
+ (* right - x ------------ y -------------- w - h -- *)
+ VK_NEXT: S(sw - 1*sz - 1, sh - 3.0*sz - 1, sz, sz / 2);
+ VK_UP: S(sw - 2*sz - 1, sh - 2.0*sz - 1, sz, sz / 2);
+ VK_FIRE: S(sw - 2*sz - 1, sh - 1.5*sz - 1, sz, sz);
+ VK_DOWN: S(sw - 2*sz - 1, sh - 0.5*sz - 1, sz, sz / 2);
+ VK_JUMP: S(sw - 1*sz - 1, sh - 2.0*sz - 1, sz, sz);
+ VK_OPEN: S(sw - 1*sz - 1, sh - 1.0*sz - 1, sz, sz);
end
- end
else
- begin
- x := 0; y := Round(sh * g_touch_offset / 100); w := sz; h := sz;
case key of
- VK_LSTRAFE: begin x := 0; y := y - h div 2; w := w div 2 end;
- VK_LEFT: begin x := w div 2; y := y - h div 2 end;
- VK_RIGHT: begin x := w div 2 + 1*w; y := y - h div 2 end;
- VK_RSTRAFE: begin x := w div 2 + 2*w; y := y - h div 2; w := w div 2 end;
- VK_UP: begin x := sw - w - 1; y := y - h div 2 - h end;
- VK_FIRE: begin x := sw - 1*w - 1; y := y - h div 2 end;
- VK_DOWN: begin x := sw - w - 1; y := y - h div 2 + h end;
- VK_NEXT: begin x := sw - 2*w - 1; y := y - h div 2 - h end;
- VK_JUMP: begin x := sw - 2*w - 1; y := y - h div 2 end;
- VK_PREV: begin x := sw - 3*w - 1; y := y - h div 2 - h end;
- VK_OPEN: begin x := sw - 3*w - 1; y := y - h div 2 end;
- else
- x := 0; y := 0; w := sz div 2; h := sz div 2;
- case key of
- VK_0: begin x := sw div 2 - w div 2 - 5*w - 1; y := sh - 1*h - 1 end;
- VK_1: begin x := sw div 2 - w div 2 - 4*w - 1; y := sh - 1*h - 1 end;
- VK_2: begin x := sw div 2 - w div 2 - 3*w - 1; y := sh - 1*h - 1 end;
- VK_3: begin x := sw div 2 - w div 2 - 2*w - 1; y := sh - 1*h - 1 end;
- VK_4: begin x := sw div 2 - w div 2 - 1*w - 1; y := sh - 1*h - 1 end;
- VK_5: begin x := sw div 2 - w div 2 + 0*w - 1; y := sh - 1*h - 1 end;
- VK_6: begin x := sw div 2 - w div 2 + 1*w - 1; y := sh - 1*h - 1 end;
- VK_7: begin x := sw div 2 - w div 2 + 2*w - 1; y := sh - 1*h - 1 end;
- VK_8: begin x := sw div 2 - w div 2 + 3*w - 1; y := sh - 1*h - 1 end;
- VK_9: begin x := sw div 2 - w div 2 + 4*w - 1; y := sh - 1*h - 1 end;
- VK_A: begin x := sw div 2 - w div 2 + 5*w - 1; y := sh - 1*h - 1 end;
- VK_CHAT: begin x := sw div 2 - w div 2 - 2*w - 1; y := sh - 2*h - 1 end;
- VK_ESCAPE: begin x := sw div 2 - w div 2 - 1*w - 1; y := sh - 2*h - 1 end;
- VK_CONSOLE: begin x := sw div 2 - w div 2 + 0*w - 1; y := sh - 2*h - 1 end;
- VK_STATUS: begin x := sw div 2 - w div 2 + 1*w - 1; y := sh - 2*h - 1 end;
- VK_TEAM: begin x := sw div 2 - w div 2 + 2*w - 1; y := sh - 2*h - 1 end;
- else
- founded := false
- end
+ (* left ----- x ----- y -------------- w ----- h -- *)
+ VK_ESCAPE: S(0.0*sz, y - 1*sz - sz/2, sz, sz / 2);
+ VK_LSTRAFE: S(0.0*sz, y - 0*sz - sz/2, sz / 2, sz);
+ VK_LEFT: S(0.5*sz, y - 0*sz - sz/2, sz, sz);
+ VK_RIGHT: S(1.5*sz, y - 0*sz - sz/2, sz, sz);
+ VK_RSTRAFE: S(2.5*sz, y - 0*sz - sz/2, sz / 2, sz);
+ (* right - x ------------ y --------------- w - h *)
+ VK_UP: S(sw - 1*sz - 1, y - 1*sz - sz/2, sz, sz);
+ VK_FIRE: S(sw - 1*sz - 1, y - 0*sz - sz/2, sz, sz);
+ VK_DOWN: S(sw - 1*sz - 1, y - -1*sz - sz/2, sz, sz);
+ VK_NEXT: S(sw - 2*sz - 1, y - 1*sz - sz/2, sz, sz);
+ VK_JUMP: S(sw - 2*sz - 1, y - 0*sz - sz/2, sz, sz);
+ VK_PREV: S(sw - 3*sz - 1, y - 1*sz - sz/2, sz, sz);
+ VK_OPEN: S(sw - 3*sz - 1, y - 0*sz - sz/2, sz, sz);
+ (* bottom ---- x -------------------------- y ---------------- w ----- h -- *)
+ VK_CHAT: S(sw/2 - sz/4 - 2*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
+ VK_CONSOLE: S(sw/2 - sz/4 - 1*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
+ VK_STATUS: S(sw/2 - sz/4 - 0*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
+ VK_TEAM: S(sw/2 - sz/4 - -1*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
+ VK_SHOWKBD: S(sw/2 - sz/4 - -2*(sz/2) - 1, sh - 2*(sz/2) - 1, sz / 2, sz / 2);
+ VK_0: S(sw/2 - sz/4 - 5*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_1: S(sw/2 - sz/4 - 4*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_2: S(sw/2 - sz/4 - 3*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_3: S(sw/2 - sz/4 - 2*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_4: S(sw/2 - sz/4 - 1*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_5: S(sw/2 - sz/4 - 0*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_6: S(sw/2 - sz/4 - -1*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_7: S(sw/2 - sz/4 - -2*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_8: S(sw/2 - sz/4 - -3*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_9: S(sw/2 - sz/4 - -4*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
+ VK_A: S(sw/2 - sz/4 - -5*(sz/2) - 1, sh - 1*(sz/2) - 1, sz / 2, sz / 2);
end
- end
end;
- function GetKeyName(key: Word): String;
+ function GetKeyName(key: Integer): String;
begin
case key of
+ VK_SHOWKBD: result := 'KBD';
+ VK_HIDEKBD: result := 'KBD';
VK_LEFT: result := 'LEFT';
VK_RIGHT: result := 'RIGHT';
VK_UP: result := 'UP';
end
end;
- procedure DrawRect(x, y, w, h: Integer);
- begin
- e_DrawQuad(x, y, x + w, y + h, 0, 255, 0, 31);
- end;
-
function IntersectControl(ctl, xx, yy: Integer): Boolean;
var
x, y, w, h: Integer;
procedure g_Touch_Init;
begin
{$IFNDEF HEADLESS}
- enabled := SDL_GetNumTouchDevices() > 0
+ g_Touch_ShowKeyboard(FALSE);
+ g_touch_enabled := SDL_GetNumTouchDevices() > 0
{$ENDIF}
end;
procedure g_Touch_ShowKeyboard(yes: Boolean);
begin
{$IFNDEF HEADLESS}
- if not enabled then
- Exit;
-
- if yes then
+ if g_dbg_input then
+ e_LogWritefln('g_Touch_ShowKeyboard(%s)', [yes]);
+ (* on desktop we always receive text (needed for cheats) *)
+ if yes or (SDL_HasScreenKeyboardSupport() = SDL_FALSE) then
SDL_StartTextInput
else
SDL_StopTextInput
procedure g_Touch_HandleEvent(const ev: TSDL_TouchFingerEvent);
var
x, y, i, finger: Integer;
+
+ procedure KeyUp (finger, i: Integer);
+ begin
+ if g_dbg_input then
+ e_LogWritefln('Input Debug: g_touch.KeyUp, finger=%s, key=%s', [finger, i]);
+
+ keyFinger[i] := 0;
+ e_KeyUpDown(i, False);
+ g_Console_ProcessBind(i, False);
+
+ (* up/down + fire hack *)
+ if g_touch_fire and (gGameSettings.GameType <> GT_NONE) and (g_ActiveWindow = nil) and angleFire then
+ begin
+ if (i = VK_UP) or (i = VK_DOWN) then
+ begin
+ angleFire := False;
+ keyFinger[VK_FIRE] := 0;
+ e_KeyUpDown(VK_FIRE, False);
+ g_Console_ProcessBind(VK_FIRE, False)
+ end
+ end
+ end;
+
+ procedure KeyDown (finger, i: Integer);
+ begin
+ if g_dbg_input then
+ e_LogWritefln('Input Debug: g_touch.KeyDown, finger=%s, key=%s', [finger, i]);
+
+ keyFinger[i] := finger;
+ e_KeyUpDown(i, True);
+ g_Console_ProcessBind(i, True);
+
+ (* up/down + fire hack *)
+ if g_touch_fire and (gGameSettings.GameType <> GT_NONE) and (g_ActiveWindow = nil) then
+ begin
+ if i = VK_UP then
+ begin
+ angleFire := True;
+ keyFinger[VK_FIRE] := -1;
+ e_KeyUpDown(VK_FIRE, True);
+ g_Console_ProcessBind(VK_FIRE, True)
+ end
+ else if i = VK_DOWN then
+ begin
+ angleFire := True;
+ keyFinger[VK_FIRE] := -1;
+ e_KeyUpDown(VK_FIRE, True);
+ g_Console_ProcessBind(VK_FIRE, True)
+ end
+ end
+ end;
+
+ procedure KeyMotion (finger, i: Integer);
+ begin
+ if keyFinger[i] <> finger then
+ begin
+ KeyUp(finger, i);
+ KeyDown(finger, i)
+ end
+ end;
+
begin
- if not enabled then
- Exit;
- if SDL_IsTextInputActive() = SDL_True then
+ if not g_touch_enabled then
Exit;
finger := ev.fingerId + 2;
if IntersectControl(i, x, y) then
begin
if ev.type_ = SDL_FINGERUP then
- keyFinger[i] := 0
+ KeyUp(finger, i)
else if ev.type_ = SDL_FINGERMOTION then
- keyFinger[i] := finger
+ KeyMotion(finger, i)
else if ev.type_ = SDL_FINGERDOWN then
- begin
- KeyPress(i); // Menu events
- keyFinger[i] := finger;
- end
+ keyDown(finger, i)
end
else if keyFinger[i] = finger then
begin
if ev.type_ = SDL_FINGERUP then
- keyFinger[i] := 0
+ KeyUp(finger, i)
else if ev.type_ = SDL_FINGERMOTION then
- keyFinger[i] := 0
- end;
-
- e_KeyUpDown(i, keyFinger[i] <> 0);
- end;
-
- (* emulate up+fire / donw+fire *)
- if g_touch_fire and (gGameSettings.GameType <> GT_NONE) then
- begin
- if keyFinger[VK_UP] <> 0 then
- begin
- angleFire := true;
- keyFinger[VK_FIRE] := keyFinger[VK_UP];
- e_KeyUpDown(VK_FIRE, true);
+ KeyUp(finger, i)
end
- else if keyFinger[VK_DOWN] <> 0 then
- begin
- angleFire := true;
- keyFinger[VK_FIRE] := keyFinger[VK_DOWN];
- e_KeyUpDown(VK_FIRE, true);
- end
- else if angleFire then
- begin
- angleFire := false;
- keyFinger[VK_FIRE] := 0;
- e_KeyUpDown(VK_FIRE, false);
- end
- end;
-
- (* left/right strafe *)
- if gGameSettings.GameType <> GT_NONE then
- begin
- if keyFinger[VK_LSTRAFE] <> 0 then
- begin
- keyFinger[VK_LEFT] := finger;
- keyFinger[VK_RIGHT] := 0;
- keyFinger[VK_STRAFE] := finger;
- e_KeyUpDown(VK_LEFT, true);
- e_KeyUpDown(VK_RIGHT, false);
- e_KeyUpDown(VK_STRAFE, true);
- end
- else if keyFinger[VK_RSTRAFE] <> 0 then
- begin
- keyFinger[VK_LEFT] := 0;
- keyFinger[VK_RIGHT] := finger;
- keyFinger[VK_STRAFE] := finger;
- e_KeyUpDown(VK_LEFT, false);
- e_KeyUpDown(VK_RIGHT, true);
- e_KeyUpDown(VK_STRAFE, true);
- end
- else
- begin
- keyFinger[VK_STRAFE] := 0;
- e_KeyUpDown(VK_STRAFE, false);
- end
- end;
+ end
end;
procedure g_Touch_Draw;
- var
- i, x, y, w, h: Integer;
- founded: Boolean;
+ var i, x, y, w, h: Integer; founded: Boolean;
begin
{$IFNDEF HEADLESS}
- if not enabled then
- Exit;
- if SDL_IsTextInputActive() = SDL_True then
+ if not g_touch_enabled then
Exit;
for i := VK_FIRSTKEY to VK_LASTKEY do
GetKeyRect(i, x, y, w, h, founded);
if founded then
begin
- DrawRect(x, y, w, h);
- e_TextureFontPrint(x, y, GetKeyName(i), gStdFont)
- end;
- end;
+ e_DrawQuad(x, y, x + w, y + h, 0, 255, 0, 31);
+ e_TextureFontPrintEx(x, y, GetKeyName(i), gStdFont, 255, 255, 255, 1, True)
+ end
+ end
{$ENDIF}
end;
initialization
- conRegVar('touch_enable', @enabled, 'enable/disable virtual buttons', 'draw buttons');
+ conRegVar('touch_enable', @g_touch_enabled, 'enable/disable virtual buttons', 'draw buttons');
conRegVar('touch_fire', @g_touch_fire, 'enable/disable fire when press virtual up/down', 'fire when press up/down');
conRegVar('touch_size', @g_touch_size, 0.1, 10, 'size of virtual buttons', 'button size');
conRegVar('touch_offset', @g_touch_offset, 0, 100, '', '');
- conRegVar('touch_alt', @jab, 'althernative virtual buttons layout', 'althernative layout');
+ conRegVar('touch_alt', @g_touch_alt, 'althernative virtual buttons layout', 'althernative layout');
end.