Nicer Pointer and death click

This commit is contained in:
Simon committed 2020-02-12 23:06:16 +00:00
1 parent fbaf91d438
commit eef802214b
11 files changed
+31 -32

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@@ -911,7 +911,7 @@ bool isScopeEngaged()
bool isPlayerDead()
{
return cl.refdef.health <= 0;
return ( cls.key_dest == key_game ) && cl.frame.client.health <= 0.0;
}
void Host_BeginFrame();
@@ -47,6 +47,8 @@ void HandleInput_OneController( ovrInputStateTrackedRemote *pDominantTrackedRemo
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
int domButton1, int domButton2, int offButton1, int offButton2 );
void handleDeadPlayerClick(ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, int domButton1);
bool stabiliseScope;
void updateScopeAngles(float forwardYaw);
@@ -78,12 +78,8 @@ void HandleInput_Alt( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovr
//Menu button - always on the left controller
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
if (isPlayerDead())
{
//Let player restart using trigger or main button
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_SPACE);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_SPACE);
}
handleDeadPlayerClick(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1);
//Menu control - Uses "touch"
if (useScreenLayer())
@@ -89,12 +89,8 @@ void HandleInput_Alt2( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ov
//Menu button - always on the left controller
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
if (isPlayerDead())
{
//Let player restart using trigger or main button
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_SPACE);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_SPACE);
}
handleDeadPlayerClick(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1);
//Menu control - Uses "touch"
if (useScreenLayer())
@@ -32,6 +32,15 @@ void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteSta
}
}
void handleDeadPlayerClick(ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, int domButton1) {
if (isPlayerDead()) {
//Let player restart using trigger or main button
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld,
domButton1, K_ENTER);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld,
ovrButton_Trigger, K_ENTER);
}
}
static void Matrix4x4_Transform (const matrix4x4 *in, const float v[3], float out[3])
{
@@ -89,12 +89,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
//Menu button - always on the left controller
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
if (isPlayerDead())
{
//Let player restart using trigger or main button
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_SPACE);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_SPACE);
}
handleDeadPlayerClick(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1);
//Menu control - Uses "touch"
if (useScreenLayer())
@@ -49,14 +49,9 @@ void HandleInput_OneController( ovrInputStateTrackedRemote *pDominantTrackedRemo
//Menu button - always on the left controller - unavoidable
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
if (isPlayerDead())
{
//Let player restart using trigger or main button
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_SPACE);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_SPACE);
}
handleDeadPlayerClick(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1);
//Menu control - Uses "touch"
//Menu control - Uses "touch"
if (useScreenLayer())
{
interactWithTouchScreen(pDominantTracking, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
@@ -611,6 +611,7 @@ void SCR_RegisterTextures( void )
cls.fillImage = GL_LoadTexture( "*white", NULL, 0, TF_IMAGE, NULL ); // used for FillRGBA
cls.vignetteImage = GL_LoadTexture( "sprites/vignette.tga", NULL, 0, TF_IMAGE, NULL ); // used for puke reducing vignette
cls.scopeImage = GL_LoadTexture( "sprites/scope.tga", NULL, 0, TF_IMAGE, NULL ); // used for weapons with scopes
cls.pointerImage = GL_LoadTexture( "sprites/pointer.tga", NULL, 0, TF_IMAGE, NULL ); // used for menus
cls.particleImage = GL_LoadTexture( "*particle", NULL, 0, TF_IMAGE, NULL );
// register gfx.wad images
@@ -491,6 +491,7 @@ typedef struct
int tileImage; // for draw any areas not covered by the refresh
int vignetteImage;
int scopeImage;
int pointerImage;
HSPRITE hChromeSprite; // this is a really HudSprite handle, not texnum!
cl_font_t creditsFont; // shared creditsfont
@@ -1033,12 +1033,12 @@ void Touch_DrawTouchPoint()
if( cls.key_dest == key_game )
return;
pglColor4ub( 0, 255, 0, 255 );
R_DrawStretchPic( TO_SCRN_X(touch.x+0.002f),
TO_SCRN_Y(touch.y+0.003f),
TO_SCRN_X(0.004f),
TO_SCRN_Y(0.006f),
0, 0, 1, 1, cls.fillImage );
pglColor4ub( 0, 0, 64, 255 );
R_DrawStretchPic( TO_SCRN_X(touch.x),
TO_SCRN_Y(touch.y),
TO_SCRN_X(0.02f),
TO_SCRN_Y(0.03f),
0, 0, 1, 1, cls.pointerImage);
}
void Touch_DrawTexture ( float x1, float y1, float x2, float y2, int texture, byte r, byte g, byte b, byte a )
@@ -188,6 +188,10 @@ import static android.system.Os.setenv;
copy_asset("/sdcard/xash/" + game + "/", "sprites/vignette.tga", true);
copy_asset("/sdcard/xash/valve/", "sprites/vignette.tga", true); //seems to need to be here for some people
//Menu Arrow
copy_asset("/sdcard/xash/" + game + "/", "sprites/pointer.tga", true);
copy_asset("/sdcard/xash/valve/", "sprites/pointer.tga", true);
//Copy modified weapon models - This is the base set
if (!(new File("/sdcard/xash/" + game + "/models/no_copy").exists()))
{