Merge pull request #8801 from Robyt3/Client-Touch-Input-Emote-Spectate

Add touch support to emoticon selector and spectator menu, minor refactoring
This commit is contained in:
Dennis Felsing 2024-08-24 15:05:18 +00:00 committed by GitHub
commit be2e49e1f6
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
5 changed files with 110 additions and 25 deletions

View file

@ -41,6 +41,7 @@ void CEmoticon::OnReset()
m_Active = false; m_Active = false;
m_SelectedEmote = -1; m_SelectedEmote = -1;
m_SelectedEyeEmote = -1; m_SelectedEyeEmote = -1;
m_TouchPressedOutside = false;
} }
void CEmoticon::OnRelease() void CEmoticon::OnRelease()
@ -58,6 +59,16 @@ bool CEmoticon::OnCursorMove(float x, float y, IInput::ECursorType CursorType)
return true; return true;
} }
bool CEmoticon::OnInput(const IInput::CEvent &Event)
{
if(IsActive() && Event.m_Flags & IInput::FLAG_PRESS && Event.m_Key == KEY_ESCAPE)
{
OnRelease();
return true;
}
return false;
}
void CEmoticon::OnRender() void CEmoticon::OnRender()
{ {
if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK)
@ -65,6 +76,13 @@ void CEmoticon::OnRender()
if(!m_Active) if(!m_Active)
{ {
if(m_TouchPressedOutside)
{
m_SelectedEmote = -1;
m_SelectedEyeEmote = -1;
m_TouchPressedOutside = false;
}
if(m_WasActive && m_SelectedEmote != -1) if(m_WasActive && m_SelectedEmote != -1)
Emote(m_SelectedEmote); Emote(m_SelectedEmote);
if(m_WasActive && m_SelectedEyeEmote != -1) if(m_WasActive && m_SelectedEyeEmote != -1)
@ -82,6 +100,29 @@ void CEmoticon::OnRender()
m_WasActive = true; m_WasActive = true;
const CUIRect Screen = *Ui()->Screen();
const bool WasTouchPressed = m_TouchState.m_AnyPressed;
Ui()->UpdateTouchState(m_TouchState);
if(m_TouchState.m_AnyPressed)
{
const vec2 TouchPos = (m_TouchState.m_PrimaryPosition - vec2(0.5f, 0.5f)) * Screen.Size();
const float TouchCenterDistance = length(TouchPos);
if(TouchCenterDistance <= 170.0f)
{
m_SelectorMouse = TouchPos;
}
else if(TouchCenterDistance > 190.0f)
{
m_TouchPressedOutside = true;
}
}
else if(WasTouchPressed)
{
m_Active = false;
return;
}
if(length(m_SelectorMouse) > 170.0f) if(length(m_SelectorMouse) > 170.0f)
m_SelectorMouse = normalize(m_SelectorMouse) * 170.0f; m_SelectorMouse = normalize(m_SelectorMouse) * 170.0f;
@ -96,7 +137,7 @@ void CEmoticon::OnRender()
else if(length(m_SelectorMouse) > 40.0f) else if(length(m_SelectorMouse) > 40.0f)
m_SelectedEyeEmote = (int)(SelectedAngle / (2 * pi) * NUM_EMOTES); m_SelectedEyeEmote = (int)(SelectedAngle / (2 * pi) * NUM_EMOTES);
CUIRect Screen = *Ui()->Screen(); const vec2 ScreenCenter = Screen.Center();
Ui()->MapScreen(); Ui()->MapScreen();
@ -105,26 +146,22 @@ void CEmoticon::OnRender()
Graphics()->TextureClear(); Graphics()->TextureClear();
Graphics()->QuadsBegin(); Graphics()->QuadsBegin();
Graphics()->SetColor(0, 0, 0, 0.3f); Graphics()->SetColor(0, 0, 0, 0.3f);
Graphics()->DrawCircle(Screen.w / 2, Screen.h / 2, 190.0f, 64); Graphics()->DrawCircle(ScreenCenter.x, ScreenCenter.y, 190.0f, 64);
Graphics()->QuadsEnd(); Graphics()->QuadsEnd();
Graphics()->WrapClamp(); Graphics()->WrapClamp();
for(int i = 0; i < NUM_EMOTICONS; i++) for(int Emote = 0; Emote < NUM_EMOTICONS; Emote++)
{ {
float Angle = 2 * pi * i / NUM_EMOTICONS; float Angle = 2 * pi * Emote / NUM_EMOTICONS;
if(Angle > pi) if(Angle > pi)
Angle -= 2 * pi; Angle -= 2 * pi;
bool Selected = m_SelectedEmote == i; Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[Emote]);
float Size = Selected ? 80.0f : 50.0f;
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[i]);
Graphics()->QuadsSetSubset(0, 0, 1, 1); Graphics()->QuadsSetSubset(0, 0, 1, 1);
Graphics()->QuadsBegin(); Graphics()->QuadsBegin();
const vec2 Nudge = direction(Angle) * 150.0f; const vec2 Nudge = direction(Angle) * 150.0f;
IGraphics::CQuadItem QuadItem(Screen.w / 2 + Nudge.x, Screen.h / 2 + Nudge.y, Size, Size); const float Size = m_SelectedEmote == Emote ? 80.0f : 50.0f;
IGraphics::CQuadItem QuadItem(ScreenCenter.x + Nudge.x, ScreenCenter.y + Nudge.y, Size, Size);
Graphics()->QuadsDraw(&QuadItem, 1); Graphics()->QuadsDraw(&QuadItem, 1);
Graphics()->QuadsEnd(); Graphics()->QuadsEnd();
} }
@ -135,34 +172,32 @@ void CEmoticon::OnRender()
Graphics()->TextureClear(); Graphics()->TextureClear();
Graphics()->QuadsBegin(); Graphics()->QuadsBegin();
Graphics()->SetColor(1.0, 1.0, 1.0, 0.3f); Graphics()->SetColor(1.0, 1.0, 1.0, 0.3f);
Graphics()->DrawCircle(Screen.w / 2, Screen.h / 2, 100.0f, 64); Graphics()->DrawCircle(ScreenCenter.x, ScreenCenter.y, 100.0f, 64);
Graphics()->QuadsEnd(); Graphics()->QuadsEnd();
CTeeRenderInfo TeeInfo = m_pClient->m_aClients[m_pClient->m_aLocalIds[g_Config.m_ClDummy]].m_RenderInfo; CTeeRenderInfo TeeInfo = m_pClient->m_aClients[m_pClient->m_aLocalIds[g_Config.m_ClDummy]].m_RenderInfo;
for(int i = 0; i < NUM_EMOTES; i++) for(int Emote = 0; Emote < NUM_EMOTES; Emote++)
{ {
float Angle = 2 * pi * i / NUM_EMOTES; float Angle = 2 * pi * Emote / NUM_EMOTES;
if(Angle > pi) if(Angle > pi)
Angle -= 2 * pi; Angle -= 2 * pi;
const bool Selected = m_SelectedEyeEmote == i;
const vec2 Nudge = direction(Angle) * 70.0f; const vec2 Nudge = direction(Angle) * 70.0f;
TeeInfo.m_Size = Selected ? 64.0f : 48.0f; TeeInfo.m_Size = m_SelectedEyeEmote == Emote ? 64.0f : 48.0f;
RenderTools()->RenderTee(CAnimState::GetIdle(), &TeeInfo, i, vec2(-1, 0), vec2(Screen.w / 2 + Nudge.x, Screen.h / 2 + Nudge.y)); RenderTools()->RenderTee(CAnimState::GetIdle(), &TeeInfo, Emote, vec2(-1, 0), ScreenCenter + Nudge);
} }
Graphics()->TextureClear(); Graphics()->TextureClear();
Graphics()->QuadsBegin(); Graphics()->QuadsBegin();
Graphics()->SetColor(0, 0, 0, 0.3f); Graphics()->SetColor(0, 0, 0, 0.3f);
Graphics()->DrawCircle(Screen.w / 2, Screen.h / 2, 30.0f, 64); Graphics()->DrawCircle(ScreenCenter.x, ScreenCenter.y, 30.0f, 64);
Graphics()->QuadsEnd(); Graphics()->QuadsEnd();
} }
else else
m_SelectedEyeEmote = -1; m_SelectedEyeEmote = -1;
RenderTools()->RenderCursor(m_SelectorMouse + vec2(Screen.w, Screen.h) / 2, 24.0f); RenderTools()->RenderCursor(ScreenCenter + m_SelectorMouse, 24.0f);
} }
void CEmoticon::Emote(int Emoticon) void CEmoticon::Emote(int Emoticon)

View file

@ -4,7 +4,9 @@
#define GAME_CLIENT_COMPONENTS_EMOTICON_H #define GAME_CLIENT_COMPONENTS_EMOTICON_H
#include <base/vmath.h> #include <base/vmath.h>
#include <engine/console.h> #include <engine/console.h>
#include <game/client/component.h> #include <game/client/component.h>
#include <game/client/ui.h>
class CEmoticon : public CComponent class CEmoticon : public CComponent
{ {
@ -15,6 +17,9 @@ class CEmoticon : public CComponent
int m_SelectedEmote; int m_SelectedEmote;
int m_SelectedEyeEmote; int m_SelectedEyeEmote;
CUi::CTouchState m_TouchState;
bool m_TouchPressedOutside;
static void ConKeyEmoticon(IConsole::IResult *pResult, void *pUserData); static void ConKeyEmoticon(IConsole::IResult *pResult, void *pUserData);
static void ConEmote(IConsole::IResult *pResult, void *pUserData); static void ConEmote(IConsole::IResult *pResult, void *pUserData);
@ -27,9 +32,12 @@ public:
virtual void OnRender() override; virtual void OnRender() override;
virtual void OnRelease() override; virtual void OnRelease() override;
virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override; virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override;
virtual bool OnInput(const IInput::CEvent &Event) override;
void Emote(int Emoticon); void Emote(int Emoticon);
void EyeEmote(int EyeEmote); void EyeEmote(int EyeEmote);
bool IsActive() const { return m_Active; }
}; };
#endif #endif

View file

@ -186,6 +186,16 @@ bool CSpectator::OnCursorMove(float x, float y, IInput::ECursorType CursorType)
return true; return true;
} }
bool CSpectator::OnInput(const IInput::CEvent &Event)
{
if(IsActive() && Event.m_Flags & IInput::FLAG_PRESS && Event.m_Key == KEY_ESCAPE)
{
OnRelease();
return true;
}
return false;
}
void CSpectator::OnRelease() void CSpectator::OnRelease()
{ {
OnReset(); OnReset();
@ -258,8 +268,6 @@ void CSpectator::OnRender()
float BoxMove = -10.0f; float BoxMove = -10.0f;
float BoxOffset = 0.0f; float BoxOffset = 0.0f;
const bool MousePressed = Input()->KeyPress(KEY_MOUSE_1);
for(const auto &pInfo : m_pClient->m_Snap.m_apInfoByDDTeamName) for(const auto &pInfo : m_pClient->m_Snap.m_apInfoByDDTeamName)
{ {
if(!pInfo || pInfo->m_Team == TEAM_SPECTATORS) if(!pInfo || pInfo->m_Team == TEAM_SPECTATORS)
@ -293,14 +301,42 @@ void CSpectator::OnRender()
ObjWidth = 600.0f; ObjWidth = 600.0f;
} }
const vec2 ScreenSize = vec2(Width, Height);
const vec2 ScreenCenter = ScreenSize / 2.0f;
CUIRect SpectatorRect = {Width / 2.0f - ObjWidth, Height / 2.0f - 300.0f, ObjWidth * 2.0f, 600.0f};
CUIRect SpectatorMouseRect;
SpectatorRect.Margin(20.0f, &SpectatorMouseRect);
const bool WasTouchPressed = m_TouchState.m_AnyPressed;
Ui()->UpdateTouchState(m_TouchState);
if(m_TouchState.m_AnyPressed)
{
const vec2 TouchPos = (m_TouchState.m_PrimaryPosition - vec2(0.5f, 0.5f)) * ScreenSize;
if(SpectatorMouseRect.Inside(ScreenCenter + TouchPos))
{
m_SelectorMouse = TouchPos;
}
}
else if(WasTouchPressed)
{
const vec2 TouchPos = (m_TouchState.m_PrimaryPosition - vec2(0.5f, 0.5f)) * ScreenSize;
if(!SpectatorRect.Inside(ScreenCenter + TouchPos))
{
OnRelease();
return;
}
}
Graphics()->MapScreen(0, 0, Width, Height); Graphics()->MapScreen(0, 0, Width, Height);
Graphics()->DrawRect(Width / 2.0f - ObjWidth, Height / 2.0f - 300.0f, ObjWidth * 2, 600.0f, ColorRGBA(0.0f, 0.0f, 0.0f, 0.3f), IGraphics::CORNER_ALL, 20.0f); SpectatorRect.Draw(ColorRGBA(0.0f, 0.0f, 0.0f, 0.3f), IGraphics::CORNER_ALL, 20.0f);
// clamp mouse position to selector area // clamp mouse position to selector area
m_SelectorMouse.x = clamp(m_SelectorMouse.x, -(ObjWidth - 20.0f), ObjWidth - 20.0f); m_SelectorMouse.x = clamp(m_SelectorMouse.x, -(ObjWidth - 20.0f), ObjWidth - 20.0f);
m_SelectorMouse.y = clamp(m_SelectorMouse.y, -280.0f, 280.0f); m_SelectorMouse.y = clamp(m_SelectorMouse.y, -280.0f, 280.0f);
const bool MousePressed = Input()->KeyPress(KEY_MOUSE_1) || m_TouchState.m_PrimaryPressed;
// draw selections // draw selections
if((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_pClient->m_DemoSpecId == SPEC_FREEVIEW) || if((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_pClient->m_DemoSpecId == SPEC_FREEVIEW) ||
(Client()->State() != IClient::STATE_DEMOPLAYBACK && m_pClient->m_Snap.m_SpecInfo.m_SpectatorId == SPEC_FREEVIEW)) (Client()->State() != IClient::STATE_DEMOPLAYBACK && m_pClient->m_Snap.m_SpecInfo.m_SpectatorId == SPEC_FREEVIEW))
@ -543,7 +579,7 @@ void CSpectator::OnRender()
} }
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f); TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
RenderTools()->RenderCursor(m_SelectorMouse + vec2(Width, Height) / 2, 48.0f); RenderTools()->RenderCursor(ScreenCenter + m_SelectorMouse, 48.0f);
} }
void CSpectator::OnReset() void CSpectator::OnReset()

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@ -6,6 +6,7 @@
#include <engine/console.h> #include <engine/console.h>
#include <game/client/component.h> #include <game/client/component.h>
#include <game/client/ui.h>
class CSpectator : public CComponent class CSpectator : public CComponent
{ {
@ -21,6 +22,8 @@ class CSpectator : public CComponent
int m_SelectedSpectatorId; int m_SelectedSpectatorId;
vec2 m_SelectorMouse; vec2 m_SelectorMouse;
CUi::CTouchState m_TouchState;
float m_MultiViewActivateDelay; float m_MultiViewActivateDelay;
bool CanChangeSpectator(); bool CanChangeSpectator();
@ -39,12 +42,15 @@ public:
virtual void OnConsoleInit() override; virtual void OnConsoleInit() override;
virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override; virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override;
virtual bool OnInput(const IInput::CEvent &Event) override;
virtual void OnRender() override; virtual void OnRender() override;
virtual void OnRelease() override; virtual void OnRelease() override;
virtual void OnReset() override; virtual void OnReset() override;
void Spectate(int SpectatorId); void Spectate(int SpectatorId);
void SpectateClosest(); void SpectateClosest();
bool IsActive() const { return m_Active; }
}; };
#endif #endif

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@ -160,9 +160,9 @@ void CGameClient::OnConsoleInit()
&m_GameConsole, &m_GameConsole,
&m_Chat, // chat has higher prio, due to that you can quit it by pressing esc &m_Chat, // chat has higher prio, due to that you can quit it by pressing esc
&m_Motd, // for pressing esc to remove it &m_Motd, // for pressing esc to remove it
&m_Menus,
&m_Spectator, &m_Spectator,
&m_Emoticon, &m_Emoticon,
&m_Menus,
&m_Controls, &m_Controls,
&m_Binds}); &m_Binds});