hedgewars/uTouch.pas
author nemo
Tue, 28 Feb 2012 21:25:36 -0500
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child 6806 cdfb6c7099e5
permissions -rw-r--r--
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2012 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, uConsole, uVariables, SDLh, uFloat, uConsts, uCommands, uIO, GLUnit, uTypes;
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procedure initModule;
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procedure ProcessTouch;
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procedure onTouchDown(x,y: Longword; pointerId: TSDL_FingerId);
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procedure onTouchMotion(x,y: Longword; dx,dy: LongInt; pointerId: TSDL_FingerId);
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procedure onTouchUp(x,y: Longword; pointerId: TSDL_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: TSDL_FingerId): PTouch_Data;
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function updateFinger(x,y,dx,dy: Longword; id: TSDL_FingerId): PTouch_Data;
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procedure deleteFinger(id: TSDL_FingerId);
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procedure onTouchClick(finger: TTouch_Data);
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procedure onTouchDoubleClick(finger: TTouch_Data);
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procedure onTouchLongClick(finger: TTouch_Data);
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function findFinger(id: TSDL_FingerId): PTouch_Data;
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procedure aim(finger: TTouch_Data);
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function isOnCrosshair(finger: TTouch_Data): boolean;
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function isOnCurrentHog(finger: TTouch_Data): boolean;
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procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
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procedure convertToFingerCoord(var x,y: LongInt; oldX, oldY: LongInt);
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function fingerHasMoved(finger: TTouch_Data): boolean;
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function calculateDelta(finger1, finger2: TTouch_Data): LongInt;
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function getSecondFinger(finger: TTouch_Data): PTouch_Data;
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function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
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function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
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function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
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procedure printFinger(finger: TTouch_Data);
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implementation
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const
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    clickTime = 200;
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    longClickTime = 400;
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    nilFingerId = High(TSDL_FingerId);
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var
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    pointerCount : Longword;
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    fingers: array of TTouch_Data;
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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 : LongInt;
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    baseZoomValue: GLFloat;
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    //aiming
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    aimingCrosshair: boolean;
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    aimingUp, aimingDown: boolean; 
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    targetAngle: LongInt;
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    buttonsDown: Longword;
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procedure onTouchDown(x,y: Longword; pointerId: TSDL_FingerId);
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var 
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    finger: PTouch_Data;
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begin
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{$IFDEF USE_TOUCH_INTERFACE}
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finger := addFinger(x,y,pointerId);
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inc(buttonsDown);//inc buttonsDown, if we don't see a button down we'll dec it
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if isOnCrosshair(finger^) then
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begin
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    aimingCrosshair:= true;
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    aim(finger^);
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    moveCursor:= false;
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    exit;
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end;
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if isOnWidget(fireButton, finger^) then
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    begin
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    spaceKey:= true;
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    moveCursor:= false;
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    finger^.pressedWidget:= @fireButton;
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    exit;
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    end;
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if isOnWidget(arrowLeft, finger^) then
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    begin
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    leftKey:= true;
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    moveCursor:= false;
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    finger^.pressedWidget:= @arrowLeft;
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    exit;
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    end;
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if isOnWidget(arrowRight, finger^) then
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    begin
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    rightKey:= true;
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    moveCursor:= false;
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    finger^.pressedWidget:= @arrowRight;
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    exit;
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    end;
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if isOnWidget(arrowUp, finger^) then
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     begin
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     upKey:= true;
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     moveCursor:= false;
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     finger^.pressedWidget:= @arrowUp;
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     exit;
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     end;
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if isOnWidget(arrowDown, finger^) then
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     begin
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     downKey:= true;
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     moveCursor:= false;
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     finger^.pressedWidget:= @arrowDown;
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     exit;
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     end;
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   137
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if isOnWidget(pauseButton, finger^) then
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     begin
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     isPaused:= not isPaused;
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     moveCursor:= false;
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     finger^.pressedWidget:= @pauseButton;
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     exit;
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     end;
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   145
     
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dec(buttonsDown);//no buttonsDown, undo the inc() above
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if buttonsDown = 0 then
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    begin
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    moveCursor:= true;
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    if pointerCount = 2 then
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        begin
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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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   155
    end;
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   156
end;
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{$ENDIF}
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end;
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   159
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   160
procedure onTouchMotion(x,y: Longword;dx,dy: LongInt; pointerId: TSDL_FingerId);
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var
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    finger, secondFinger: PTouch_Data;
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    currentPinchDelta, zoom : single;
5579
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begin
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   165
finger:= updateFinger(x,y,dx,dy,pointerId);
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   166
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   167
if moveCursor then
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   168
    begin
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   169
        if invertCursor then
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   170
        begin
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   171
            CursorPoint.X := CursorPoint.X - finger^.dx;
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            CursorPoint.Y := CursorPoint.Y + finger^.dy;
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   173
        end
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   174
    else
5828
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   175
        begin
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            CursorPoint.X := CursorPoint.X + finger^.dx;
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            CursorPoint.Y := CursorPoint.Y - finger^.dy;
5828
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   178
        end;
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   179
        exit //todo change into switch rather than ugly ifs
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   180
    end;
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   181
    
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   182
if aimingCrosshair then 
5828
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   183
    begin
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   184
        aim(finger^);
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   185
        exit
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   186
    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
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   187
6701
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   188
if (buttonsDown = 0) and (pointerCount = 2) then
5828
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   189
    begin
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   190
       secondFinger := getSecondFinger(finger^);
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   191
       currentPinchDelta := calculateDelta(finger^, secondFinger^) - pinchSize;
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   192
       zoom := currentPinchDelta/cScreenWidth;
6702
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   193
       ZoomValue := baseZoomValue - (zoom * cMinMaxZoomLevelDelta);
6580
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   194
       if ZoomValue < cMaxZoomLevel then
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   195
           ZoomValue := cMaxZoomLevel;
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   196
       if ZoomValue > cMinZoomLevel then
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   197
           ZoomValue := cMinZoomLevel;
5828
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   198
    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
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   199
5579
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   200
end;
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   201
6693
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   202
procedure onTouchUp(x,y: Longword; pointerId: TSDL_FingerId);
6625
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   203
var
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   204
    finger: PTouch_Data;
6701
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   205
    widget: POnScreenWidget;
5579
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   206
begin
6707
07c8704b6b08 one more USE_TOUCH_INTERFACE
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   207
{$IFDEF USE_TOUCH_INTERFACE}
6580
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   208
x := x;
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   209
y := y;
6625
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   210
finger:= updateFinger(x,y,0,0,pointerId);
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   211
//Check for onTouchClick event
6712
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Xeli
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   212
if not(fingerHasMoved(finger^)) then
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   213
    if (RealTicks - finger^.timeSinceDown) < clickTime then
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   214
        onTouchClick(finger^)
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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diff changeset
   215
    else
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
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   216
        onTouchLongClick(finger^);
5605
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
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diff changeset
   217
6703
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   218
if aimingCrosshair then
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   219
    begin
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   220
    aimingCrosshair:= false;
6705
d2e95dcf2bb0 stop the crosshair from twitching when it's not supposed to move + fix aimingUp/Down booleans
Xeli
parents: 6704
diff changeset
   221
    upKey:= false;
d2e95dcf2bb0 stop the crosshair from twitching when it's not supposed to move + fix aimingUp/Down booleans
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diff changeset
   222
    downKey:= false;
6703
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diff changeset
   223
    dec(buttonsDown);
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   224
    end;
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diff changeset
   225
6701
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
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   226
widget:= finger^.pressedWidget;
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
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   227
if (buttonsDown > 0) and (widget <> nil) then
5605
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
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   228
    begin
6701
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
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diff changeset
   229
    dec(buttonsDown);
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
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diff changeset
   230
    
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   231
    if widget = @arrowLeft then
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
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diff changeset
   232
        leftKey:= false;
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   233
    
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
parents: 6700
diff changeset
   234
    if widget = @arrowRight then
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   235
        rightKey:= false;
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   236
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
parents: 6700
diff changeset
   237
    if widget = @arrowUp then
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   238
        upKey:= false;
6640
813a173cd677 the buttons actually work now!
Xeli
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diff changeset
   239
6701
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   240
    if widget = @arrowDown then
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   241
        downKey:= false;
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   242
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   243
    if widget = @fireButton then
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
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   244
        spaceKey:= false;
6640
813a173cd677 the buttons actually work now!
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diff changeset
   245
    end;
6701
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
parents: 6700
diff changeset
   246
 
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
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diff changeset
   247
deleteFinger(pointerId);
6707
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   248
{$ENDIF}
5579
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   249
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
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   250
6693
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   251
procedure onTouchDoubleClick(finger: TTouch_Data);
5617
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   252
begin
6580
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   253
finger := finger;//avoid compiler hint
5617
88f43becefe3 added low jump, you can low-jump by double tapping the right or left side of the screen
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   254
end;
88f43becefe3 added low jump, you can low-jump by double tapping the right or left side of the screen
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   255
6712
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Xeli
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   256
procedure onTouchLongClick(finger: TTouch_Data);
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   257
begin
6716
c9e873cf2b08 two more this time
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   258
{$IFDEF USE_TOUCH_INTERFACE}
6723
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
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   259
if isOnWidget(jumpWidget, finger) then
6712
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
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   260
    begin
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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diff changeset
   261
    ParseCommand('ljump', (CurrentTeam <> nil) and not(CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel=0));
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
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diff changeset
   262
    if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
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diff changeset
   263
        ParseCommand('gencmd R', true);
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
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   264
    exit;
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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diff changeset
   265
    end;
6716
c9e873cf2b08 two more this time
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   266
{$ENDIF}
6712
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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diff changeset
   267
end;
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   268
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diff changeset
   269
procedure onTouchClick(finger: TTouch_Data);
5579
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   270
begin
6712
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   271
//if (RealTicks - timeSinceClick < 300) and (sqrt(sqr(finger.X-xTouchClick) + sqr(finger.Y-yTouchClick)) < 30) then
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   272
//    begin
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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diff changeset
   273
//    onTouchDoubleClick(finger);
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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diff changeset
   274
//    timeSinceClick:= 0;//we make an assumption there won't be an 'click' in the first 300 ticks(milliseconds) 
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   275
//    exit; 
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
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   276
//    end;
5617
88f43becefe3 added low jump, you can low-jump by double tapping the right or left side of the screen
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diff changeset
   277
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
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   278
xTouchClick:= finger.x;
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   279
yTouchClick:= finger.y;
6687
98be933770e0 use realtick rather than SDL_GetTicks
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   280
timeSinceClick:= RealTicks;
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
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diff changeset
   281
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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   282
if bShowAmmoMenu then
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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   283
    begin 
6683
75a1d84ac606 small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
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diff changeset
   284
    if isOnRect(AmmoRect, finger) then
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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   285
        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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diff changeset
   286
        CursorPoint.X:= finger.x;
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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   287
        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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diff changeset
   288
        doPut(CursorPoint.X, CursorPoint.Y, 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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   289
        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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diff changeset
   290
    else
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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diff changeset
   291
        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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diff changeset
   292
    exit;
5589
b95d10c82f7f Now able to select a weapon
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diff changeset
   293
    end;
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Xeli
parents: 5579
diff changeset
   294
6716
c9e873cf2b08 two more this time
koda
parents: 6714
diff changeset
   295
{$IFDEF USE_TOUCH_INTERFACE}
6723
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
Xeli
parents: 6716
diff changeset
   296
if isOnCurrentHog(finger) or isOnWidget(AMWidget, finger) then
5595
480d451152a5 open ammo when clicking the current hog
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diff changeset
   297
    begin
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
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diff changeset
   298
    bShowAmmoMenu := true;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
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diff changeset
   299
    exit;
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   300
    end;
6712
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
parents: 6707
diff changeset
   301
6723
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
Xeli
parents: 6716
diff changeset
   302
if isOnWidget(jumpWidget, finger) then
6712
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
parents: 6707
diff changeset
   303
    begin
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
parents: 6707
diff changeset
   304
    ParseCommand('hjump', (CurrentTeam <> nil) and not(CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel=0));
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
parents: 6707
diff changeset
   305
    if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
parents: 6707
diff changeset
   306
        ParseCommand('gencmd R', true);
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
parents: 6707
diff changeset
   307
    exit;
c582869fbe7f changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Xeli
parents: 6707
diff changeset
   308
    end;
6716
c9e873cf2b08 two more this time
koda
parents: 6714
diff changeset
   309
{$ENDIF}
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   310
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   311
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   312
function addFinger(x,y: Longword; id: TSDL_FingerId): PTouch_Data;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   313
var 
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   314
    xCursor, yCursor, index : LongInt;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   315
begin
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   316
    //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
   317
    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
   318
    begin
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   319
        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
   320
        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
   321
            fingers[index].id := nilFingerId;
5589
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   322
    end;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   323
    
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   324
    
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   325
    xCursor := convertToCursorX(x);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   326
    yCursor := convertToCursorY(y);
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   327
    
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   328
    //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
   329
    //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
   330
    fingers[pointerCount].id := id;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   331
    fingers[pointerCount].historicalX := xCursor;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   332
    fingers[pointerCount].historicalY := yCursor;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   333
    fingers[pointerCount].x := xCursor;
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   334
    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
   335
    fingers[pointerCount].dx := 0;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   336
    fingers[pointerCount].dy := 0;
6687
98be933770e0 use realtick rather than SDL_GetTicks
Xeli
parents: 6685
diff changeset
   337
    fingers[pointerCount].timeSinceDown:= RealTicks;
6701
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
parents: 6700
diff changeset
   338
    fingers[pointerCount].pressedWidget:= nil;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   339
 
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   340
    addFinger:= @fingers[pointerCount];
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   341
    inc(pointerCount);
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   342
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   343
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   344
function updateFinger(x,y,dx,dy: Longword; id: TSDL_FingerId): PTouch_Data;
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   345
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   346
   updateFinger:= findFinger(id);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   347
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   348
   updateFinger^.x:= convertToCursorX(x);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   349
   updateFinger^.y:= convertToCursorY(y);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   350
   updateFinger^.dx:= convertToCursorDeltaX(dx);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   351
   updateFinger^.dy:= convertToCursorDeltaY(dy);
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   352
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   353
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   354
procedure deleteFinger(id: TSDL_FingerId);
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   355
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
   356
    index : Longword;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   357
begin
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   358
    
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   359
    dec(pointerCount);
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   360
    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
   361
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   362
        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
   363
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   364
 
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   365
            //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
   366
            //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
   367
            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
   368
                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
   369
                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
   370
                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
   371
                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
   372
                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
   373
                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
   374
                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
   375
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   376
                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
   377
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   378
        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
   379
            break;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   380
        end;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   381
    end;
5609
9d66611e4d0a Introduced a Touch_Finger type to replace the arrays with coords, makes cleaner code
Xeli
parents: 5605
diff changeset
   382
5589
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   383
end;
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   384
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
   385
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
   386
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
   387
    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
   388
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
   389
invertCursor := not(bShowAmmoMenu);
6705
d2e95dcf2bb0 stop the crosshair from twitching when it's not supposed to move + fix aimingUp/Down booleans
Xeli
parents: 6704
diff changeset
   390
if aimingCrosshair 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
   391
    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
   392
        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
   393
        deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
6705
d2e95dcf2bb0 stop the crosshair from twitching when it's not supposed to move + fix aimingUp/Down booleans
Xeli
parents: 6704
diff changeset
   394
        if (deltaAngle > -5) and (deltaAngle < 5) 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
   395
            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
   396
                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
   397
                aimingUp:= 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
   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
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
   401
        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
   402
            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
   403
            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
   404
                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
   405
                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
   406
                    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
   407
                    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
   408
                    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
   409
                    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
   410
                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
   411
                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
   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
            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
   414
                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
   415
                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
   416
                    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
   417
                    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
   418
                    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
   419
                    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
   420
                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
   421
                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
   422
                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
   423
            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
   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
    else  
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   426
        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
   427
        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
   428
            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
   429
            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
   430
            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
   431
            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
   432
        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
   433
            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
   434
            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
   435
            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
   436
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6344
diff changeset
   437
        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
   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
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   440
function findFinger(id: TSDL_FingerId): PTouch_Data;
5733
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
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   452
procedure aim(finger: TTouch_Data);
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 
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   454
    hogX, hogY, touchX, touchY, deltaX, deltaY: 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
   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
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   458
        touchX := 0;//avoid compiler hint
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   459
        touchY := 0;
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   460
        hogX := hwRound(CurrentHedgehog^.Gear^.X);
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   461
        hogY := hwRound(CurrentHedgehog^.Gear^.Y);
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
   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);
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   464
        deltaX := abs(TouchX-HogX);
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   465
        deltaY := TouchY-HogY;
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
   466
        
6703
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   467
        targetAngle:= (Round(DeltaY / sqrt(sqr(deltaX) + sqr(deltaY)) * 2048) + 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
   468
        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
   469
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
   470
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   471
// These 4 convertToCursor functions convert xy coords from the SDL coordinate system to our CursorPoint coor system:
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   472
// - 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;
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   473
// - the CursorPoint coordinate system goes from -cScreenWidth/2 to cScreenWidth/2 on the x axis
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   474
//   and 0 to cScreenHeight on the x axis, (-cScreenWidth, cScreenHeight) being top left.
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   475
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
   476
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   477
    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
   478
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   479
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   480
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
   481
begin
6625
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   482
    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
   483
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   484
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   485
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
   486
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   487
    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
   488
end;
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   489
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   490
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
   491
begin
2d8c5815292f some refactoring + you can now tap on the ammo menu to select a weapon
Xeli
parents: 6580
diff changeset
   492
    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
   493
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
   494
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   495
function isOnCrosshair(finger: TTouch_Data): boolean;
5615
104f69e798bb changed aiming to be triggered when touching the crosshair
Xeli
parents: 5609
diff changeset
   496
var
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   497
    x,y : LongInt;
5615
104f69e798bb changed aiming to be triggered when touching the crosshair
Xeli
parents: 5609
diff changeset
   498
begin
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   499
    x := 0;//avoid compiler hint
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   500
    y := 0;
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   501
    convertToFingerCoord(x, y, CrosshairX, CrosshairY);
6703
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   502
  isOnCrosshair:= sqrt(sqr(finger.x-x) + sqr(finger.y-y)) < 50;
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   503
//    isOnCrosshair:= isOnRect(x-24, y-24, 48, 48, finger);
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
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   506
function isOnCurrentHog(finger: TTouch_Data): boolean;
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   507
var
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   508
    x,y : LongInt;
5595
480d451152a5 open ammo when clicking the current hog
Xeli
parents: 5589
diff changeset
   509
begin
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   510
    x := 0;
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   511
    y := 0;
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   512
    convertToFingerCoord(x,y, hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y));
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   513
    isOnCurrentHog := sqrt(sqr(finger.X-x) + sqr(finger.Y-y)) < 50;
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
   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
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   516
procedure convertToFingerCoord(var x,y : LongInt; oldX, oldY: LongInt);
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
   517
begin
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   518
    x := oldX + WorldDx;
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   519
    y := cScreenHeight - (oldY + 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
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   522
procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
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 
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   525
    x := 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 
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   527
    y := (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
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   531
function fingerHasMoved(finger: TTouch_Data): boolean;
5589
b95d10c82f7f Now able to select a weapon
Xeli
parents: 5579
diff changeset
   532
begin
6704
77c93096d055 change power() to sqr
Xeli
parents: 6703
diff changeset
   533
    fingerHasMoved := trunc(sqrt(sqr(finger.X-finger.historicalX) + sqr(finger.y-finger.historicalY))) > 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
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   536
function calculateDelta(finger1, finger2: TTouch_Data): LongInt; inline;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   537
begin
6702
37c56511df0c remove all hwFloat calculations
Xeli
parents: 6701
diff changeset
   538
    calculateDelta := Round(sqrt(sqr(finger2.x-finger1.x) + sqr(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
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   541
// Under the premise that all pointer ids in pointerIds:TSDL_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
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   543
function getSecondFinger(finger: TTouch_Data): PTouch_Data;
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
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   551
function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
6698
804e9076d136 forgot begin
Xeli
parents: 6695
diff changeset
   552
begin
6703
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   553
    isOnRect:= isOnRect(rect.x, rect.y, rect.w, rect.h, finger);
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   554
end;
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   555
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   556
function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   557
begin
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   558
    isOnRect:= (finger.x > x)   and
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   559
               (finger.x < x + w) and
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   560
               (cScreenHeight - finger.y > y) and
abe2abfe9de2 fix crosshair aiming
Xeli
parents: 6702
diff changeset
   561
               (cScreenHeight - finger.y < y + h);
6640
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   562
end;
813a173cd677 the buttons actually work now!
Xeli
parents: 6625
diff changeset
   563
6723
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
Xeli
parents: 6716
diff changeset
   564
function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
Xeli
parents: 6716
diff changeset
   565
begin
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
Xeli
parents: 6716
diff changeset
   566
    isOnWidget:= widget.show and isOnRect(widget.active, finger);
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
Xeli
parents: 6716
diff changeset
   567
end;
b77e2d4d664b check if the widget is shown before checking if the finger is on the widget
Xeli
parents: 6716
diff changeset
   568
6693
b6a69c0bc541 carried out some cosmetic TODOs in uTouch
koda
parents: 6687
diff changeset
   569
procedure printFinger(finger: TTouch_Data);
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   570
begin
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   571
    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
   572
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   573
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   574
procedure initModule;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   575
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
   576
    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
   577
    //uRenderCoordScaleX, uRenderCoordScaleY: Longword;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   578
begin
6701
58a43c2064ad the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Xeli
parents: 6700
diff changeset
   579
    buttonsDown:= 0;
5605
31bd6e30df02 Added a hook to uGame which now allows uTouch to take action outside of SDL_Finger* events
Xeli
parents: 5599
diff changeset
   580
5733
5ab22736bdb6 Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
Xeli
parents: 5621
diff changeset
   581
    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
   582
    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
   583
        fingers[index].id := nilFingerId;
5579
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   584
end;
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   585
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   586
begin
3176ee8a9d94 uTouch, has cursor move, zoom and click or tap to open the ammo menu
Xeli
parents:
diff changeset
   587
end.