mirror of https://github.com/DrBeef/ioq3quest.git
Merge branch 'DrBeef:master' into feature/turning-as-mappable-command
This commit is contained in:
commit
4096dcd88c
2
Makefile
2
Makefile
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@ -2668,7 +2668,7 @@ Q3UIVMOBJ = $(Q3UIOBJ_:%.o=%.asm)
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$(B)/$(BASEGAME)/ui$(SHLIBNAME): $(Q3UIOBJ)
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$(echo_cmd) "LD $@"
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$(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3UIOBJ)
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$(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3UIOBJ) $(CLIENT_LIBS)
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$(B)/$(BASEGAME)/vm/ui.qvm: $(Q3UIVMOBJ) $(UIDIR)/ui_syscalls.asm $(Q3ASM)
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$(echo_cmd) "Q3ASM $@"
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@ -5,6 +5,7 @@
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android:versionCode="34"
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android:versionName="0.23.0">
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<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
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<uses-feature android:name="oculus.software.overlay_keyboard" android:required="false"/>
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<uses-feature android:glEsVersion="0x00030001" />
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<!-- <uses-feature android:name="oculus.software.overlay_keyboard" android:required="false"/>-->
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@ -2097,9 +2097,9 @@ void CG_DrawWeaponSelector( void )
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float thumbstickAxisX = 0.0f;
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float thumbstickAxisY = 0.0f;
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float a = atan2(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]);
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if (length(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]) > 0.95f)
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{
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float a = atan2(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]);
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thumbstickAxisX = sinf(a) * 0.95f;
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thumbstickAxisY = cosf(a) * 0.95f;
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}
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@ -2150,22 +2150,24 @@ void CG_DrawWeaponSelector( void )
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}
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}
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#define IGNORE_ANGLE -999.0f
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#ifdef MISSIONPACK
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float rollAngles[WP_NUM_WEAPONS] = {IGNORE_ANGLE, 30.0f, 60.0f, 90.0f, 120.0f, 150.0f, 180.0f, 210.0f, 240.0f, 270.0f, IGNORE_ANGLE, 300.0f, 330.0f, 0.0f};
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float iconAngles[WP_NUM_WEAPONS] = {0.0f, 30.0f, 60.0f, 90.0f, 120.0f, 150.0f, 180.0f, 210.0f, 240.0f, 270.0f, 300.0f, 330.0f, 360.0f, 390.0f};
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#else
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float rollAngles[WP_NUM_WEAPONS] = {IGNORE_ANGLE, 18.0f, 54.0f, 90.0f, 135.0f, 180.0f, 225.0f, 270.0f, 306.0f, 342.0f, IGNORE_ANGLE};
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float iconAngles[WP_NUM_WEAPONS] = {0.0f, 30.0f, 60.0f, 90.0f, 135.0f, 180.0f, 225.0f, 270.0f, 315.0f, 360.0f, 390.0f};
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#endif
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qboolean selected = qfalse;
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for (int c = 0; c < WP_NUM_WEAPONS-1; ++c)
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int w = 0;
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for (int index = 0; index < WP_NUM_WEAPONS-1; ++index)
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{
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int w = c+1;
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if (w == WP_GRAPPLING_HOOK)
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if ((index+1) == WP_GRAPPLING_HOOK)
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{
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continue;
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}
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//increment now we know we aren't looking at an invalid weapon id
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++w;
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CG_RegisterWeapon(w);
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{
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@ -2176,7 +2178,7 @@ void CG_DrawWeaponSelector( void )
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VectorClear(angles);
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angles[YAW] = holsterAngles[YAW];
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angles[PITCH] = holsterAngles[PITCH];
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angles[ROLL] = rollAngles[w];
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angles[ROLL] = iconAngles[w];
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vec3_t forward, up;
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AngleVectors(angles, forward, NULL, up);
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@ -2184,22 +2186,48 @@ void CG_DrawWeaponSelector( void )
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VectorMA(iconOrigin, 0.2f, forward, iconBackground);
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VectorMA(iconOrigin, -0.2f, forward, iconForeground);
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//Float sprite above selected weapon
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vec3_t diff;
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VectorSubtract(selectorOrigin, iconOrigin, diff);
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float length = VectorLength(diff);
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if (length <= 1.2f &&
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frac == 1.0f &&
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selectable)
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{
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if (cg.weaponSelectorSelection != w)
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if (selectorMode == WS_CONTROLLER)
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{
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vec3_t diff;
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VectorSubtract(selectorOrigin, iconOrigin, diff);
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float length = VectorLength(diff);
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if (length <= 1.2f &&
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frac == 1.0f &&
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selectable)
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{
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cg.weaponSelectorSelection = w;
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trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
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}
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if (cg.weaponSelectorSelection != w)
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{
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cg.weaponSelectorSelection = w;
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trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
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}
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selected = qtrue;
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}
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selected = qtrue;
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}
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}
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else
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{
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//For HMD selector, the weapon can be selected before the selector has finished
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//its opening animation, use angles to identify the selected weapon, rather than
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//the position of the selector pointer
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float angle = AngleNormalize360(RAD2DEG(a));
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float angle360 = angle + 360; // HACK - Account for the icon at the top
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float low = ((iconAngles[w-1]+iconAngles[w])/2.0f);
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float high = ((iconAngles[w]+iconAngles[w+1])/2.0f);
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if (((angle > low && angle <= high) || (angle360 > low && angle360 <= high)) &&
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(length(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]) > 0.5f) &&
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selectable)
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{
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if (cg.weaponSelectorSelection != w)
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{
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cg.weaponSelectorSelection = w;
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trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
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}
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selected = qtrue;
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}
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}
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if (cg.weaponSelectorSelection == w)
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{
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@ -591,6 +591,8 @@ static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3],
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float dest;
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float adjust;
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pi->viewAngles[YAW] = AngleNormalize360(uis.realtime / 50.0f);
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VectorCopy( pi->viewAngles, headAngles );
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headAngles[YAW] = AngleMod( headAngles[YAW] );
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VectorClear( legsAngles );
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@ -705,6 +707,12 @@ float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
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return angle;
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}
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static void UI_ScaleModel(refEntity_t *ent)
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{
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VectorScale(ent->axis[1], 1.6f, ent->axis[1]);
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VectorScale(ent->axis[2], 1.4f, ent->axis[2]);
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ent->nonNormalizedAxes = qtrue;
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}
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/*
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===============
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@ -767,8 +775,8 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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// calculate distance so the player nearly fills the box
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len = 0.7 * ( maxs[2] - mins[2] );
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origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
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origin[1] = 0.5 * ( mins[1] + maxs[1] );
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origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ) - 15;
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origin[1] = 0.5 * ( mins[1] + maxs[1] ) - 10;
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origin[2] = -0.5 * ( mins[2] + maxs[2] );
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refdef.time = dp_realtime;
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@ -796,6 +804,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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legs.renderfx = renderfx;
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VectorCopy (legs.origin, legs.oldorigin);
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UI_ScaleModel(&legs);
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//UI_ScaleModel(&torso);
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//UI_ScaleModel(&head);
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trap_R_AddRefEntityToScene( &legs );
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if (!legs.hModel) {
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@ -852,7 +864,8 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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VectorCopy( origin, gun.lightingOrigin );
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UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
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gun.renderfx = renderfx;
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trap_R_AddRefEntityToScene( &gun );
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//UI_ScaleModel(&gun);
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trap_R_AddRefEntityToScene( &gun );
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}
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//
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@ -870,8 +883,9 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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angles[PITCH] = 0;
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angles[ROLL] = UI_MachinegunSpinAngle( pi );
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AnglesToAxis( angles, barrel.axis );
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//UI_ScaleModel(&barrel);
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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trap_R_AddRefEntityToScene( &barrel );
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}
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@ -26,6 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Quake's menu framework system.
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**********************************************************************/
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#include "ui_local.h"
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#include "SDL.h"
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sfxHandle_t menu_in_sound;
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sfxHandle_t menu_move_sound;
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@ -1653,6 +1654,18 @@ sfxHandle_t Menu_DefaultKey( menuframework_s *m, int key )
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case MTYPE_FIELD:
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sound = MenuField_Key( (menufield_s*)item, &key );
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#if __ANDROID__
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//show virtual keyboard
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menufield_s* m = (menufield_s*)item;
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if ( key == 178 )
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{
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//delete value on click
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sprintf( m->field.buffer, "" );
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}
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m->field.cursor = strlen( m->field.buffer );
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SDL_StartTextInput();
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#endif
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break;
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}
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@ -1246,8 +1246,6 @@ void IN_Init( void *windowData )
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in_joystick = Cvar_Get( "in_joystick", "0", CVAR_ARCHIVE|CVAR_LATCH );
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in_joystickThreshold = Cvar_Get( "joy_threshold", "0.15", CVAR_ARCHIVE );
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SDL_StartTextInput( );
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mouseAvailable = ( in_mouse->value != 0 );
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IN_DeactivateMouse( Cvar_VariableIntegerValue( "r_fullscreen" ) != 0 );
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@ -452,7 +452,11 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
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cl.snap.ps.pm_type == PM_INTERMISSION)
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{
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int mouse_multiplier = 10;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, vr.weaponangles_delta[YAW] * mouse_multiplier, -vr.weaponangles_delta[PITCH] * mouse_multiplier, 0, NULL);
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//ignore cursor jumping when e.g. showing keyboard
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if ( ( fabs(vr.weaponangles_delta[ YAW ]) < 10 ) && ( fabs(vr.weaponangles_delta[ PITCH ]) < 10 ) )
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{
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, vr.weaponangles_delta[YAW] * mouse_multiplier, -vr.weaponangles_delta[PITCH] * mouse_multiplier, 0, NULL);
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}
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}
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} else {
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vec3_t rotation = {0};
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@ -84,7 +84,8 @@ int main(int argc, char* argv[]) {
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VR_EnterVR(engine, java);
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while (1) {
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SDL_Event event;
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//Polling events here breaks sdl_input keyboard!
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/*SDL_Event event;
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while (SDL_PollEvent(&event)) {
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LOGI("Received SDL Event: %d", event.type);
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switch (event.type)
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@ -97,7 +98,7 @@ int main(int argc, char* argv[]) {
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VR_LeaveVR(engine);
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break;
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}
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}
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}*/
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VR_DrawFrame(engine);
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}
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@ -264,6 +264,9 @@ public class SDLActivity extends Activity {
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if (SDLActivity.mBrokenLibraries) {
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return;
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}
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if (mScreenKeyboardShown) {
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return;
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}
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SDLActivity.mHasFocus = hasFocus;
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if (hasFocus) {
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