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Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 6754403d68 VR: the menu pointer leaves the stick's choice be; clicks beside a list step it
A choice the stick moved to (a map among the tiles) is no longer taken back
by the pointer resting on another, until the pointer moves well away; and a
click beside a list's slots or a value's box, along the way it steps (where
its arrows are drawn), steps it back or on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 11:41:09 +02:00
7 changed files with 95 additions and 1186 deletions

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+10 -1103
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+28 -2
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@@ -2139,6 +2139,10 @@ static struct
int valid;
float x, y;
float reported_x, reported_y;
/* (a stick moved the menu's choice: the pointer, not moved far from
here since, leaves it be) */
int stick_quiet;
float stick_x, stick_y;
int hand;
int trigger_down[HALO_XR_HAND_COUNT];
int clicks;
@@ -2233,9 +2237,31 @@ int halo_vr_menu_pointer(int *x, int *y, int *click_x, int *click_y, int *moved,
return 0;
*x = (int)menu_pointer.x;
*y = (int)menu_pointer.y;
/* (a stick pushed: what it chooses stays chosen until the pointer
moves well away) */
{
int index;
for (index = 0; index < HALO_XR_HAND_COUNT; index++)
{
const struct halo_xr_hand *hand = &vr.frame.hands[index];
if (hand->active && (fabsf(hand->thumbstick[0]) > 0.4f || fabsf(hand->thumbstick[1]) > 0.4f))
{
menu_pointer.stick_quiet = 1;
menu_pointer.stick_x = menu_pointer.x;
menu_pointer.stick_y = menu_pointer.y;
}
}
if (menu_pointer.stick_quiet && (fabsf(menu_pointer.x - menu_pointer.stick_x) > 25.0f ||
fabsf(menu_pointer.y - menu_pointer.stick_y) > 25.0f))
{
menu_pointer.stick_quiet = 0;
}
}
/* (moved past a hand's tremor: a few pixels) */
*moved = fabsf(menu_pointer.x - menu_pointer.reported_x) >= 3.0f ||
fabsf(menu_pointer.y - menu_pointer.reported_y) >= 3.0f;
*moved = !menu_pointer.stick_quiet && (fabsf(menu_pointer.x - menu_pointer.reported_x) >= 3.0f ||
fabsf(menu_pointer.y - menu_pointer.reported_y) >= 3.0f);
if (*moved)
{
menu_pointer.reported_x = menu_pointer.x;
-37
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@@ -1670,40 +1670,3 @@ boolean game_engine_race_read_network_state(
csmemcpy(race_events.best_laps, state.best_laps, sizeof(race_events.best_laps));
return TRUE;
}
boolean game_engine_race_next_flag(
long player_index,
real_point3d const *from,
real_point3d *position)
{
struct scenario *scenario = global_scenario_get();
real best_distance = REAL_MAX;
boolean found = FALSE;
long itr;
if (!scenario || DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) >= MULTIPLAYER_MAXIMUM_PLAYERS)
return FALSE;
for (itr = 0; itr < scenario->netgame_flags.count; itr++)
{
struct scenario_netgame_flag *flag = TAG_BLOCK_GET_ELEMENT(
&scenario->netgame_flags,
itr,
struct scenario_netgame_flag);
real distance;
if (flag->type != _netgame_flag_race_track ||
!TEST_FLAG(race_globals.lap_completed_value, flag->team_index) ||
!can_touch_team(player_index, flag->team_index))
{
continue;
}
distance = distance3d(from, &flag->position);
if (distance < best_distance)
{
best_distance = distance;
*position = flag->position;
found = TRUE;
}
}
return found;
}
-7
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@@ -18,13 +18,6 @@ struct race_globals;
void race_flags_make_unique(
void);
/* port: the race flag a player is to touch next, the one of those it may
touch nearest the point (the VR port's bots, port/linux/game/bots.c);
FALSE: none */
boolean game_engine_race_next_flag(
long player_index,
real_point3d const *from,
real_point3d *position);
/* ---------- globals */
+57
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@@ -5751,6 +5751,57 @@ static void ui_mouse_list_directions(
return;
}
#ifdef HALO_ANDROID
/* VR: a click beside a list's slots or a value's box, along the way it
steps, where its arrows are drawn: a step back or on (TRUE: taken) */
static boolean ui_mouse_click_beside_list(
short x,
short y)
{
struct widget_instance *list = NULL;
rectangle2d bounds;
long index;
short back, forward;
boolean across;
for (index = 0; index < ui_mouse_target_count; index++)
{
struct ui_mouse_target const *target = &ui_mouse_targets[index];
struct widget_instance *owner = target->kind == _ui_mouse_target_list_slot ? target->widget->parent :
target->kind == _ui_mouse_target_value ? target->widget : NULL;
if (!owner)
continue;
if (!list)
{
list = owner;
bounds = target->bounds;
}
else if (owner == list)
{
bounds.x0 = MIN(bounds.x0, target->bounds.x0);
bounds.y0 = MIN(bounds.y0, target->bounds.y0);
bounds.x1 = MAX(bounds.x1, target->bounds.x1);
bounds.y1 = MAX(bounds.y1, target->bounds.y1);
}
}
if (!list)
return FALSE;
ui_mouse_list_directions(list, &back, &forward);
across = back == _widget_event_dpad_left;
if (across ? y < bounds.y0 - 24 || y >= bounds.y1 + 24 : x < bounds.x0 - 24 || x >= bounds.x1 + 24)
return FALSE;
ui_mouse_give_focus(list);
if (across ? x < bounds.x0 && x >= bounds.x0 - 80 : y < bounds.y0 && y >= bounds.y0 - 48)
ui_mouse_press(back);
else if (across ? x >= bounds.x1 && x < bounds.x1 + 80 : y >= bounds.y1 && y < bounds.y1 + 48)
ui_mouse_press(forward);
else
return FALSE;
return TRUE;
}
#endif
/* steps a list that shows several items to the one shown in a slot, as
pressing the d-pad that many times would */
static void ui_mouse_step_list_to_slot(
@@ -6540,6 +6591,12 @@ static void ui_widgets_process_mouse(
{
long index;
#ifdef HALO_ANDROID
/* (VR: beside a list, on its arrows) */
if (halo_vr_active() && ui_mouse_click_beside_list(ui_mouse_click_x, ui_mouse_click_y))
index = 0;
else
#endif
/* a screen with nothing to pick (a message to dismiss): the
click is its A */
for (index = 0; index < ui_mouse_target_count; index++)
-21
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@@ -853,27 +853,6 @@ done:
return !no_vehicles_moving;
}
short vehicle_bot_drive_kind(
long vehicle_index)
{
struct vehicle_datum *vehicle = vehicle_datum_get(vehicle_index);
struct vehicle_definition *definition = vehicle_specific_definition_get(
vehicle->definition_index);
switch (definition->vehicle_type)
{
case _vehicle_type_human_jeep:
case _vehicle_type_alien_scout:
return _vehicle_bot_drive_facing;
case _vehicle_type_human_tank:
return _vehicle_bot_drive_relative;
case _vehicle_type_turret:
return _vehicle_bot_drive_turret;
default:
return _vehicle_bot_drive_none;
}
}
#ifdef HALO_ANDROID
boolean vehicle_vr_steered_by_facing(
long vehicle_index)
-16
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@@ -81,22 +81,6 @@ void vehicle_render_debug(
/* ---------- public code */
/* port: how the VR port's bots (port/linux/game/bots.c) drive a vehicle:
turned to where its driver faces (a jeep, a scout), moved where he pushes
from where he faces (a tank), manned where it stands (a turret), or not
at all (the rest) */
enum
{
_vehicle_bot_drive_none = 0,
_vehicle_bot_drive_facing,
_vehicle_bot_drive_relative,
_vehicle_bot_drive_turret,
};
short vehicle_bot_drive_kind(
long vehicle_index);
boolean vehicle_is_flipped(
long vehicle_index);
#ifdef HALO_ANDROID
/* VR: whether the vehicle's driver steers it by where he faces (the jeep,
boat, plane, scout and fighter: the right stick steers them), as opposed to