hedgewars/uTouch.pas
author koda
Sun, 12 Feb 2012 10:08:58 +0100
changeset 6671 5532d5f6285c
parent 6654 120e95c10532
child 6676 21cf35a570a7
permissions -rw-r--r--
shorten the portait orientation check
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2011 Richard Deurwaarder <xeli@xelification.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uTouch;
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interface
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uses sysutils, math, uConsole, uVariables, SDLh, uFloat, uConsts, uIO, GLUnit;
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// TODO: this type should be Int64
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// TODO: this type should be named TSDL_FingerId
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type SDL_FingerId = LongInt;
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type
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    PTouch_Finger = ^Touch_Finger;
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    Touch_Finger = record
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        id                       : SDL_FingerId;
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        x,y                      : LongInt;
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        dx,dy                    : LongInt;
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        historicalX, historicalY : LongInt;
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        timeSinceDown            : Longword;
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        end;
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procedure initModule;
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procedure ProcessTouch;
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procedure onTouchDown(x,y: Longword; pointerId: SDL_FingerId);
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procedure onTouchMotion(x,y: Longword; dx,dy: LongInt; pointerId: SDL_FingerId);
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procedure onTouchUp(x,y: Longword; pointerId: SDL_FingerId);
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function convertToCursorX(x: LongInt): LongInt;
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function convertToCursorY(y: LongInt): LongInt;
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function convertToCursorDeltaX(x: LongInt): LongInt;
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function convertToCursorDeltaY(y: LongInt): LongInt;
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function addFinger(x,y: Longword; id: SDL_FingerId): PTouch_Finger;
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function updateFinger(x,y,dx,dy: Longword; id: SDL_FingerId): PTouch_Finger;
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procedure deleteFinger(id: SDL_FingerId);
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procedure onTouchClick(finger: Touch_Finger);
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procedure onTouchDoubleClick(finger: Touch_Finger);
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function findFinger(id: SDL_FingerId): PTouch_Finger;
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procedure aim(finger: Touch_Finger);
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function isOnCrosshair(finger: Touch_Finger): boolean;
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function isOnCurrentHog(finger: Touch_Finger): boolean;
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procedure convertToWorldCoord(var x,y: hwFloat; finger: Touch_Finger);
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procedure convertToFingerCoord(var x,y: hwFloat; oldX, oldY: hwFloat);
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function fingerHasMoved(finger: Touch_Finger): boolean;
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function calculateDelta(finger1, finger2: Touch_Finger): hwFloat;
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function getSecondFinger(finger: Touch_Finger): PTouch_Finger;
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function isOnRect(x,y,w,h: LongInt; finger: Touch_Finger): boolean;
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procedure printFinger(finger: Touch_Finger);
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implementation
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const
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    clicktime = 200;
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    nilFingerId = High(SDL_FingerId);
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var
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    pointerCount : Longword;
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    fingers: array of Touch_Finger;
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    moveCursor : boolean;
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    invertCursor : boolean;
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    xTouchClick,yTouchClick : LongInt;
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    timeSinceClick : Longword;
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    //Pinch to zoom 
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    pinchSize : hwFloat;
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    baseZoomValue: GLFloat;
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    //aiming
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    aiming: boolean;
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    aimingUp, aimingDown: boolean; 
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    targetAngle: LongInt;
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    stopFiring: boolean;
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    //moving
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    stopLeft, stopRight, walkingLeft, walkingRight :  boolean;
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procedure onTouchDown(x,y: Longword; pointerId: SDL_FingerId);
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var 
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    finger: PTouch_Finger;
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begin
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finger := addFinger(x,y,pointerId);
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case pointerCount of
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        1:
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        begin
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            moveCursor:= false;
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            if isOnCrosshair(finger^) then
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            begin
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                aiming:= true;
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                aim(finger^);
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                exit;
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            end;
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            if isOnRect(fireButtonX, fireButtonY, fireButtonW, fireButtonH, finger^) then
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            begin
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                stopFiring:= false;
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                spaceKey:= true;
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                exit;
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            end;
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            if isOnRect(arrowLeftX, arrowLeftY, arrowLeftW, arrowLeftH, finger^) then
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            begin
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                leftKey:= true;
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                walkingLeft := true;
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                exit;
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            end;
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            if isOnRect(arrowRightX, arrowRightY, arrowRightW, arrowRightH, finger^) then
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            begin
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                rightKey:= true;
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                walkingRight:= true;
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                exit;
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            end;
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            if isOnRect(arrowUpX, arrowUpY, arrowUpW, arrowUpH, finger^) then
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            begin
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                upKey:= true;
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                aimingUp:= true;
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                exit;
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            end;
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            if isOnRect(arrowDownX, arrowDownY, arrowUpW, arrowUpH, finger^) then
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            begin
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                downKey:= true;
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                aimingDown:= true;
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                exit;
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            end;
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            if isOnRect(backjumpX, backjumpY, backjumpW, backjumpH, finger^) then
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            begin
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                enterKey:= true;
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                exit;
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            end;
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            if isOnRect(forwardjumpX, forwardjumpY, forwardjumpW, forwardjumpH, finger^) then
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            begin
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                backspaceKey:= true;
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                exit;
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            end;
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            moveCursor:= not bShowAmmoMenu;
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        end;
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        2:
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        begin
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            aiming:= false;
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            stopFiring:= true;
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            moveCursor:= false;
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            pinchSize := calculateDelta(finger^, getSecondFinger(finger^)^);
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            baseZoomValue := ZoomValue
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        end;
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    end;//end case pointerCount of
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end;
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   167
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procedure onTouchMotion(x,y: Longword;dx,dy: LongInt; pointerId: SDL_FingerId);
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var
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    finger, secondFinger: PTouch_Finger;
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    currentPinchDelta, zoom : hwFloat;
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begin
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finger:= updateFinger(x,y,dx,dy,pointerId);
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   174
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if moveCursor then
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   176
    begin
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        if invertCursor then
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        begin
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            CursorPoint.X := CursorPoint.X - finger^.dx;
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            CursorPoint.Y := CursorPoint.Y + finger^.dy;
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   181
        end
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    else
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        begin
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            CursorPoint.X := CursorPoint.X + finger^.dx;
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            CursorPoint.Y := CursorPoint.Y - finger^.dy;
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   186
        end;
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   187
        exit //todo change into switch rather than ugly ifs
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   188
    end;
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   189
    
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if aiming then 
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   191
    begin
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        aim(finger^);
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        exit
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   194
    end;
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   195
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   196
if pointerCount = 2 then
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   197
    begin
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   198
       secondFinger := getSecondFinger(finger^);
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       currentPinchDelta := calculateDelta(finger^, secondFinger^) - pinchSize;
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       zoom := currentPinchDelta/cScreenWidth;
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       ZoomValue := baseZoomValue - ((hwFloat2Float(zoom) * cMinMaxZoomLevelDelta));
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       if ZoomValue < cMaxZoomLevel then
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   203
           ZoomValue := cMaxZoomLevel;
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   204
       if ZoomValue > cMinZoomLevel then
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           ZoomValue := cMinZoomLevel;
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   206
    end;
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   207
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end;
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3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
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procedure onTouchUp(x,y: Longword; pointerId: SDL_FingerId);
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var
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    finger: PTouch_Finger;
5579
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begin
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x := x;
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   215
y := y;
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   216
aiming:= false;
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stopFiring:= true;
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finger:= updateFinger(x,y,0,0,pointerId);
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   219
//Check for onTouchClick event
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   220
if ((SDL_GetTicks - finger^.timeSinceDown) < clickTime) AND not(fingerHasMoved(finger^)) then
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   221
    onTouchClick(finger^);
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   222
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deleteFinger(pointerId);
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   224
6580
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   225
if walkingLeft then
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   226
    begin
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   227
    leftKey:= false;
6651
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    walkingLeft := false;
5605
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   229
    end;
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diff changeset
   230
6640
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   231
if walkingRight then
5605
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   232
    begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
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   233
    rightKey:= false;
6651
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   234
    walkingRight := false;
5605
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   235
    end;
6640
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   236
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   237
if aimingUp then
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   238
    begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
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   239
    upKey:= false;
6640
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   240
    aimingUp:= false;
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   241
    end;
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   242
if aimingDown then
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   243
    begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
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   244
    downKey:= false;
6640
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   245
    aimingDown:= false;
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   246
    end;
5579
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   247
end;
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   248
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   249
procedure onTouchDoubleClick(finger: Touch_Finger);
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   250
begin
6580
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   251
finger := finger;//avoid compiler hint
5617
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   252
end;
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   253
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9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
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   254
procedure onTouchClick(finger: Touch_Finger);
5579
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parents:
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   255
begin
6580
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   256
if (SDL_GetTicks - timeSinceClick < 300) and (DistanceI(finger.X-xTouchClick, finger.Y-yTouchClick) < _30) then
5617
88f43becefe3 added low jump, you can low-jump by double tapping the right or left side of the screen
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   257
    begin
88f43becefe3 added low jump, you can low-jump by double tapping the right or left side of the screen
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   258
    onTouchDoubleClick(finger);
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
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   259
    timeSinceClick:= 0;//we make an assumption there won't be an 'click' in the first 300 ticks(milliseconds) 
5617
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   260
    exit; 
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diff changeset
   261
    end;
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   262
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   263
xTouchClick:= finger.x;
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   264
yTouchClick:= finger.y;
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   265
timeSinceClick:= SDL_GetTicks;
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   266
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
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   267
if bShowAmmoMenu then
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   268
    begin 
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
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   269
    if isOnRect(AmmoRect.x, AmmoRect.y, AmmoRect.w, AmmoRect.h, finger) then
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   270
        begin
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   271
        CursorPoint.X:= finger.x;
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   272
        CursorPoint.Y:= finger.y;
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
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   273
        doPut(CursorPoint.X, CursorPoint.Y, false); 
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   274
        end
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
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   275
    else
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   276
        bShowAmmoMenu:= false;
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
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   277
    exit;
5589
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   278
    end;
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   279
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
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   280
6625
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diff changeset
   281
if isOnCurrentHog(finger) then
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   282
    begin
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   283
    bShowAmmoMenu := true;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   284
    exit;
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   285
    end;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   286
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   287
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   288
function addFinger(x,y: Longword; id: SDL_FingerId): PTouch_Finger;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   289
var 
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   290
    xCursor, yCursor, index : LongInt;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   291
begin
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   292
    //Check array sizes
6228
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   293
    if length(fingers) < Integer(pointerCount) then 
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   294
    begin
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   295
        setLength(fingers, length(fingers)*2);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   296
        for index := length(fingers) div 2 to length(fingers) do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   297
            fingers[index].id := nilFingerId;
5589
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   298
    end;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   299
    
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   300
    
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   301
    xCursor := convertToCursorX(x);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   302
    yCursor := convertToCursorY(y);
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   303
    
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   304
    //on removing fingers, all fingers are moved to the left
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   305
    //with dynamic arrays being zero based, the new position of the finger is the old pointerCount
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   306
    fingers[pointerCount].id := id;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   307
    fingers[pointerCount].historicalX := xCursor;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   308
    fingers[pointerCount].historicalY := yCursor;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   309
    fingers[pointerCount].x := xCursor;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   310
    fingers[pointerCount].y := yCursor;
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   311
    fingers[pointerCount].dx := 0;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   312
    fingers[pointerCount].dy := 0;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   313
    fingers[pointerCount].timeSinceDown:= SDL_GetTicks;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   314
 
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   315
    addFinger:= @fingers[pointerCount];
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   316
    inc(pointerCount);
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   317
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   318
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   319
function updateFinger(x,y,dx,dy: Longword; id: SDL_FingerId): PTouch_Finger;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   320
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   321
   updateFinger:= findFinger(id);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   322
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   323
   updateFinger^.x:= convertToCursorX(x);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   324
   updateFinger^.y:= convertToCursorY(y);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   325
   updateFinger^.dx:= convertToCursorDeltaX(dx);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   326
   updateFinger^.dy:= convertToCursorDeltaY(dy);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   327
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   328
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   329
procedure deleteFinger(id: SDL_FingerId);
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   330
var
6228
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   331
    index : Longword;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   332
begin
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   333
    
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   334
    dec(pointerCount);
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   335
    for index := 0 to pointerCount do
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   336
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   337
        if fingers[index].id = id then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   338
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   339
 
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   340
            //put the last finger into the spot of the finger to be removed, 
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   341
            //so that all fingers are packed to the far left
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   342
            if  pointerCount <> index then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   343
                begin
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   344
                fingers[index].id := fingers[pointerCount].id;    
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   345
                fingers[index].x := fingers[pointerCount].x;    
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   346
                fingers[index].y := fingers[pointerCount].y;    
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   347
                fingers[index].historicalX := fingers[pointerCount].historicalX;    
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   348
                fingers[index].historicalY := fingers[pointerCount].historicalY;    
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   349
                fingers[index].timeSinceDown := fingers[pointerCount].timeSinceDown;
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   350
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   351
                fingers[pointerCount].id := nilFingerId;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   352
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   353
        else fingers[index].id := nilFingerId;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   354
            break;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   355
        end;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   356
    end;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   357
5589
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   358
end;
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   359
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   360
procedure ProcessTouch;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   361
var
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   362
    deltaAngle: LongInt;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   363
begin
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   364
invertCursor := not(bShowAmmoMenu);
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   365
if aiming then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   366
    if CurrentHedgehog^.Gear <> nil then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   367
        begin
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   368
        deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   369
        if (deltaAngle = 0) then 
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   370
            begin
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   371
            if aimingUp then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   372
                begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   373
                upKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   374
                aimingUp:= false;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   375
                end;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   376
            if aimingDown then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   377
                begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   378
                downKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   379
                aimingDown:= false;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   380
                end
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   381
            end
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   382
        else
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   383
            begin
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   384
            if (deltaAngle < 0) then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   385
                begin
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   386
                if aimingUp then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   387
                    begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   388
                    upKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   389
                    aimingUp:= false;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   390
                    end;
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   391
                downKey:= true;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   392
                aimingDown:= true;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   393
                end
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   394
            else
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   395
                begin
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   396
                if aimingDown then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   397
                    begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   398
                    downKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   399
                    aimingDown:= false;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   400
                    end;
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   401
                upKey:= true;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   402
                aimingUp:= true;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   403
                end; 
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   404
            end;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   405
        end
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   406
    else  
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   407
        begin
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   408
        if aimingUp then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   409
            begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   410
            upKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   411
            aimingUp:= false;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   412
            end;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   413
        if aimingDown then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   414
            begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   415
            upKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   416
            aimingDown:= false;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   417
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   418
        end;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   419
       
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   420
if stopFiring then 
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   421
    begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   422
    spaceKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   423
    stopFiring:= false;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   424
    end;
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   425
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   426
if stopRight then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   427
    begin
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   428
    stopRight := false;
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   429
    rightKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   430
    end;
5605
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
parents: 5599
diff changeset
   431
 
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   432
if stopLeft then
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   433
    begin
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   434
    stopLeft := false;
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Xeli
parents: 6651
diff changeset
   435
    leftKey:= false;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   436
    end;
5605
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
parents: 5599
diff changeset
   437
    
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   438
end;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   439
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   440
function findFinger(id: SDL_FingerId): PTouch_Finger;
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   441
var
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   442
    index: LongWord;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   443
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   444
    for index := 0 to High(fingers) do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   445
        if fingers[index].id = id then 
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   446
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   447
            findFinger := @fingers[index];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   448
            break;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   449
            end;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   450
end;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   451
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   452
procedure aim(finger: Touch_Finger);
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   453
var 
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   454
    hogX, hogY, touchX, touchY, deltaX, deltaY, tmpAngle: hwFloat;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   455
begin
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   456
    if CurrentHedgehog^.Gear <> nil then
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   457
        begin
6228
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   458
        touchX := _0;//avoid compiler hint
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   459
        touchY := _0;
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   460
        hogX := CurrentHedgehog^.Gear^.X;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   461
        hogY := CurrentHedgehog^.Gear^.Y;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   462
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   463
        convertToWorldCoord(touchX, touchY, finger);
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   464
        deltaX := hwAbs(TouchX-HogX);
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   465
        deltaY := (TouchY-HogY);
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   466
        
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   467
        tmpAngle:= DeltaY / Distance(deltaX, deltaY) *_2048;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   468
        targetAngle:= (hwRound(tmpAngle) + 2048) div 2;
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   469
        end; //if CurrentHedgehog^.Gear <> nil
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   470
end;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   471
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   472
//These 4 convertToCursor functions convert xy coords from the SDL coordinate system to our CursorPoint coor system
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   473
// the SDL coordinate system goes from 0 to 32768 on the x axis and 0 to 32768 on the y axis, (0,0) being top left.
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   474
// the CursorPoint coordinate system goes from -cScreenWidth/2 to cScreenWidth/2 on the x axis 
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   475
//  and 0 to cScreenHeight on the x axis, (-cScreenWidth, cScreenHeight) being top left,
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   476
function convertToCursorX(x: LongInt): LongInt;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   477
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   478
    convertToCursorX := round((x/32768)*cScreenWidth) - (cScreenWidth shr 1);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   479
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   480
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   481
function convertToCursorY(y: LongInt): LongInt;
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   482
begin
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   483
    convertToCursorY := cScreenHeight - round((y/32768)*cScreenHeight)
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   484
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   485
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   486
function convertToCursorDeltaX(x: LongInt): LongInt;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   487
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   488
    convertToCursorDeltaX := round(x/32768*cScreenWidth)
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   489
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   490
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   491
function convertToCursorDeltaY(y: LongInt): LongInt;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   492
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   493
    convertToCursorDeltaY := round(y/32768*cScreenHeight)
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   494
end;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   495
5615
104f69e798bb changed aiming to be triggered when touching the crosshair
Xeli
parents: 5609
diff changeset
   496
function isOnCrosshair(finger: Touch_Finger): boolean;
104f69e798bb changed aiming to be triggered when touching the crosshair
Xeli
parents: 5609
diff changeset
   497
var
5938
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   498
    x,y : hwFloat;
5615
104f69e798bb changed aiming to be triggered when touching the crosshair
Xeli
parents: 5609
diff changeset
   499
begin
6228
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   500
    x := _0;//avoid compiler hint
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   501
    y := _0;
5938
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   502
    convertToFingerCoord(x, y, int2hwFloat(CrosshairX), int2hwFloat(CrosshairY));
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   503
    isOnCrosshair:= Distance(int2hwFloat(finger.x)-x, int2hwFloat(finger.y)-y) < _50;
5615
104f69e798bb changed aiming to be triggered when touching the crosshair
Xeli
parents: 5609
diff changeset
   504
end;
104f69e798bb changed aiming to be triggered when touching the crosshair
Xeli
parents: 5609
diff changeset
   505
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   506
function isOnCurrentHog(finger: Touch_Finger): boolean;
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   507
var
5938
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   508
    x,y : hwFloat;
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   509
begin
6228
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   510
    x := _0;
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   511
    y := _0;
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   512
    convertToFingerCoord(x,y, CurrentHedgehog^.Gear^.X, CurrentHedgehog^.Gear^.Y);
5938
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   513
    isOnCurrentHog := Distance(int2hwFloat(finger.X)-x, int2hwFloat(finger.Y)-y) < _50;
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   514
end;
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   515
5938
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   516
procedure convertToFingerCoord(var x,y : hwFloat; oldX, oldY: hwFloat);
c186c454779d isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
Xeli
parents: 5828
diff changeset
   517
begin
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   518
    x := oldX + int2hwFloat(WorldDx);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   519
    y := int2hwFloat(cScreenHeight) - (oldY + int2hwFloat(WorldDy));
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   520
end;
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   521
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   522
procedure convertToWorldCoord(var x,y: hwFloat; finger: Touch_Finger);
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   523
begin
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   524
//if x <> nil then 
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   525
    x := int2hwFloat((finger.x-WorldDx));
5599
2e4b90f33a83 aiming fixed, inverted cursor on ammo menu, added equal and isZero function to uFloat, changed the way ammo menu opens, you must now click on the hog rather than anywhere on the screen
Xeli
parents: 5595
diff changeset
   526
//if y <> nil then 
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   527
    y := int2hwFloat((cScreenHeight - finger.y)-WorldDy);
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   528
end;
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   529
5589
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   530
//Method to calculate the distance this finger has moved since the downEvent
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   531
function fingerHasMoved(finger: Touch_Finger): boolean;
5589
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   532
begin
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   533
    fingerHasMoved := trunc(sqrt(Power(finger.X-finger.historicalX,2) + Power(finger.y-finger.historicalY, 2))) > 330;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   534
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   535
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   536
function calculateDelta(finger1, finger2: Touch_Finger): hwFloat; inline;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   537
begin
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   538
    calculateDelta := DistanceI(finger2.x-finger1.x, finger2.y-finger1.y);
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   539
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   540
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   541
// Under the premise that all pointer ids in pointerIds:SDL_FingerId are packed to the far left.
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   542
// If the pointer to be ignored is not pointerIds[0] the second must be there
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   543
function getSecondFinger(finger: Touch_Finger): PTouch_Finger;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   544
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   545
    if fingers[0].id = finger.id then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   546
        getSecondFinger := @fingers[1]
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   547
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   548
        getSecondFinger := @fingers[0];
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   549
end;
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   550
6640
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   551
function isOnRect(x,y,w,h: LongInt; finger: Touch_Finger): boolean;
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   552
begin
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   553
isOnRect:= (finger.x > x)   and
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   554
           (finger.x < x+w) and
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   555
           (cScreenHeight - finger.y > y)   and
6651
4103354b7599 fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Xeli
parents: 6648
diff changeset
   556
           (cScreenHeight - finger.y < (y+h));
6640
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   557
end;
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   558
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   559
procedure printFinger(finger: Touch_Finger);
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   560
begin
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   561
    WriteToConsole(Format('id:%d, (%d,%d), (%d,%d), time: %d', [finger.id, finger.x, finger.y, finger.historicalX, finger.historicalY, finger.timeSinceDown]));
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   562
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   563
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   564
procedure initModule;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   565
var
6228
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   566
    index: Longword;
1b7d4d7d162b added lines to avoid compiler hints, is this really the way we want to do it though? ;/
Xeli
parents: 6029
diff changeset
   567
    //uRenderCoordScaleX, uRenderCoordScaleY: Longword;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   568
begin
5605
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
parents: 5599
diff changeset
   569
    stopFiring:= false;
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
parents: 5599
diff changeset
   570
    walkingLeft := false;
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
parents: 5599
diff changeset
   571
    walkingRight := false;
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
parents: 5599
diff changeset
   572
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   573
    setLength(fingers, 4);
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   574
    for index := 0 to High(fingers) do 
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   575
        fingers[index].id := nilFingerId;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   576
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   577
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   578
begin
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   579
end.