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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Joystick handling function
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
# include "cbase.h"
# include "basehandle.h"
# include "utlvector.h"
# include "cdll_client_int.h"
# include "cdll_util.h"
# include "kbutton.h"
# include "usercmd.h"
# include "iclientvehicle.h"
# include "input.h"
# include "iviewrender.h"
# include "convar.h"
# include "hud.h"
# include "vgui/ISurface.h"
# include "vgui_controls/Controls.h"
# include "vgui/Cursor.h"
# include "tier0/icommandline.h"
# include "inputsystem/iinputsystem.h"
# include "inputsystem/ButtonCode.h"
# include "math.h"
# include "tier1/convar_serverbounded.h"
# include "cam_thirdperson.h"
# if defined( _X360 )
# include "xbox/xbox_win32stubs.h"
# else
# include "../common/xbox/xboxstubs.h"
# endif
# ifdef HL2_CLIENT_DLL
// FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so this include should be c_baseplayer.h
# include "c_basehlplayer.h"
# endif
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
// Control like a joystick
# define JOY_ABSOLUTE_AXIS 0x00000000
// Control like a mouse, spinner, trackball
# define JOY_RELATIVE_AXIS 0x00000010
// Axis mapping
static ConVar joy_name ( " joy_name " , " joystick " , FCVAR_ARCHIVE ) ;
static ConVar joy_advanced ( " joy_advanced " , " 1 " , FCVAR_ARCHIVE ) ;
static ConVar joy_advaxisx ( " joy_advaxisx " , " 4 " , FCVAR_ARCHIVE ) ;
static ConVar joy_advaxisy ( " joy_advaxisy " , " 2 " , FCVAR_ARCHIVE ) ;
static ConVar joy_advaxisz ( " joy_advaxisz " , " 0 " , FCVAR_ARCHIVE ) ;
static ConVar joy_advaxisr ( " joy_advaxisr " , " 1 " , FCVAR_ARCHIVE ) ;
static ConVar joy_advaxisu ( " joy_advaxisu " , " 3 " , FCVAR_ARCHIVE ) ;
static ConVar joy_advaxisv ( " joy_advaxisv " , " 0 " , FCVAR_ARCHIVE ) ;
// Basic "dead zone" and sensitivity
static ConVar joy_forwardthreshold ( " joy_forwardthreshold " , " 0.15 " , FCVAR_ARCHIVE ) ;
static ConVar joy_sidethreshold ( " joy_sidethreshold " , " 0.15 " , FCVAR_ARCHIVE ) ;
static ConVar joy_pitchthreshold ( " joy_pitchthreshold " , " 0.15 " , FCVAR_ARCHIVE ) ;
static ConVar joy_yawthreshold ( " joy_yawthreshold " , " 0.15 " , FCVAR_ARCHIVE ) ;
static ConVar joy_forwardsensitivity ( " joy_forwardsensitivity " , " -1 " , FCVAR_ARCHIVE ) ;
static ConVar joy_sidesensitivity ( " joy_sidesensitivity " , " 1 " , FCVAR_ARCHIVE ) ;
static ConVar joy_pitchsensitivity ( " joy_pitchsensitivity " , " 1 " , FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ) ;
static ConVar joy_yawsensitivity ( " joy_yawsensitivity " , " -1 " , FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ) ;
// Advanced sensitivity and response
static ConVar joy_response_move ( " joy_response_move " , " 1 " , FCVAR_ARCHIVE , " 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity) ) , 5 = two - stage " ) ;
ConVar joy_response_move_vehicle ( " joy_response_move_vehicle " , " 6 " ) ;
static ConVar joy_response_look ( " joy_response_look " , " 0 " , FCVAR_ARCHIVE , " 'Look' stick response mode: 0=Default, 1=Acceleration Promotion " ) ;
static ConVar joy_lowend ( " joy_lowend " , " 1 " , FCVAR_ARCHIVE ) ;
static ConVar joy_lowmap ( " joy_lowmap " , " 1 " , FCVAR_ARCHIVE ) ;
static ConVar joy_accelscale ( " joy_accelscale " , " 0.6 " , FCVAR_ARCHIVE ) ;
static ConVar joy_accelmax ( " joy_accelmax " , " 1.0 " , FCVAR_ARCHIVE ) ;
static ConVar joy_autoaimdampenrange ( " joy_autoaimdampenrange " , " 0 " , FCVAR_ARCHIVE , " The stick range where autoaim dampening is applied. 0 = off " ) ;
static ConVar joy_autoaimdampen ( " joy_autoaimdampen " , " 0 " , FCVAR_ARCHIVE , " How much to scale user stick input when the gun is pointing at a valid target. " ) ;
static ConVar joy_vehicle_turn_lowend ( " joy_vehicle_turn_lowend " , " 0.7 " ) ;
static ConVar joy_vehicle_turn_lowmap ( " joy_vehicle_turn_lowmap " , " 0.4 " ) ;
// Misc
static ConVar joy_diagonalpov ( " joy_diagonalpov " , " 0 " , FCVAR_ARCHIVE , " POV manipulator operates on diagonal axes, too. " ) ;
static ConVar joy_display_input ( " joy_display_input " , " 0 " , FCVAR_ARCHIVE ) ;
static ConVar joy_wwhack2 ( " joy_wingmanwarrior_turnhack " , " 0 " , FCVAR_ARCHIVE , " Wingman warrior hack related to turn axes. " ) ;
ConVar joy_autosprint ( " joy_autosprint " , " 0 " , 0 , " Automatically sprint when moving with an analog joystick " ) ;
static ConVar joy_inverty ( " joy_inverty " , " 0 " , FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX , " Whether to invert the Y axis of the joystick for looking. " ) ;
// XBox Defaults
static ConVar joy_yawsensitivity_default ( " joy_yawsensitivity_default " , " -1.25 " , FCVAR_NONE ) ;
static ConVar joy_pitchsensitivity_default ( " joy_pitchsensitivity_default " , " -1.0 " , FCVAR_NONE ) ;
static ConVar option_duck_method_default ( " option_duck_method_default " , " 1.0 " , FCVAR_NONE ) ;
static ConVar joy_inverty_default ( " joy_inverty_default " , " 0 " , FCVAR_ARCHIVE_XBOX ) ; // Extracted & saved from profile
static ConVar joy_movement_stick_default ( " joy_movement_stick_default " , " 0 " , FCVAR_ARCHIVE_XBOX ) ; // Extracted & saved from profile
static ConVar sv_stickysprint_default ( " sv_stickysprint_default " , " 0 " , FCVAR_NONE ) ;
void joy_movement_stick_Callback ( IConVar * var , const char * pOldString , float flOldValue )
{
engine - > ClientCmd ( " joyadvancedupdate " ) ;
}
static ConVar joy_movement_stick ( " joy_movement_stick " , " 0 " , FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX , " Which stick controls movement (0 is left stick) " , joy_movement_stick_Callback ) ;
static ConVar joy_xcontroller_cfg_loaded ( " joy_xcontroller_cfg_loaded " , " 0 " , FCVAR_ARCHIVE , " If 0, the 360controller.cfg file will be executed on startup & option changes. " ) ;
extern ConVar lookspring ;
extern ConVar cl_forwardspeed ;
extern ConVar lookstrafe ;
extern ConVar in_joystick ;
extern ConVar_ServerBounded * m_pitch ;
extern ConVar l_pitchspeed ;
extern ConVar cl_sidespeed ;
extern ConVar cl_yawspeed ;
extern ConVar cl_pitchdown ;
extern ConVar cl_pitchup ;
extern ConVar cl_pitchspeed ;
extern ConVar cam_idealpitch ;
extern ConVar cam_idealyaw ;
extern ConVar thirdperson_platformer ;
extern ConVar thirdperson_screenspace ;
//-----------------------------------------------------------------
// Purpose: Returns true if there's an active joystick connected.
//-----------------------------------------------------------------
bool CInput : : EnableJoystickMode ( )
{
return IsConsole ( ) | | in_joystick . GetBool ( ) ;
}
//-----------------------------------------------
// Response curve function for the move axes
//-----------------------------------------------
static float ResponseCurve ( int curve , float x , int axis , float sensitivity )
{
switch ( curve )
{
case 1 :
// quadratic
if ( x < 0 )
return - ( x * x ) * sensitivity ;
return x * x * sensitivity ;
case 2 :
// cubic
return x * x * x * sensitivity ;
case 3 :
{
// quadratic extreme
float extreme = 1.0f ;
if ( fabs ( x ) > = 0.95f )
{
extreme = 1.5f ;
}
if ( x < 0 )
return - extreme * x * x * sensitivity ;
return extreme * x * x * sensitivity ;
}
case 4 :
{
float flScale = sensitivity < 0.0f ? - 1.0f : 1.0f ;
sensitivity = clamp ( fabs ( sensitivity ) , 1.0e-8 f , 1000.0f ) ;
float oneOverSens = 1.0f / sensitivity ;
if ( x < 0.0f )
{
flScale = - flScale ;
}
float retval = clamp ( powf ( fabs ( x ) , oneOverSens ) , 0.0f , 1.0f ) ;
return retval * flScale ;
}
break ;
case 5 :
{
float out = x ;
if ( fabs ( out ) < = 0.6f )
{
out * = 0.5f ;
}
out = out * sensitivity ;
return out ;
}
break ;
case 6 : // Custom for driving a vehicle!
{
if ( axis = = YAW )
{
// This code only wants to affect YAW axis (the left and right axis), which
// is used for turning in the car. We fall-through and use a linear curve on
// the PITCH axis, which is the vehicle's throttle. REALLY, these are the 'forward'
// and 'side' axes, but we don't have constants for those, so we re-use the same
// axis convention as the look stick. (sjb)
float sign = 1 ;
if ( x < 0.0 )
sign = - 1 ;
x = fabs ( x ) ;
if ( x < = joy_vehicle_turn_lowend . GetFloat ( ) )
x = RemapVal ( x , 0.0f , joy_vehicle_turn_lowend . GetFloat ( ) , 0.0f , joy_vehicle_turn_lowmap . GetFloat ( ) ) ;
else
x = RemapVal ( x , joy_vehicle_turn_lowend . GetFloat ( ) , 1.0f , joy_vehicle_turn_lowmap . GetFloat ( ) , 1.0f ) ;
return x * sensitivity * sign ;
}
//else
// fall through and just return x*sensitivity below (as if using default curve)
}
}
// linear
return x * sensitivity ;
}
//-----------------------------------------------
// If we have a valid autoaim target, dampen the
// player's stick input if it is moving away from
// the target.
//
// This assists the player staying on target.
//-----------------------------------------------
float AutoAimDampening ( float x , int axis , float dist )
{
// FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so all games can use it.
# ifdef HL2_CLIENT_DLL
// Help the user stay on target if the feature is enabled and the user
// is not making a gross stick movement.
if ( joy_autoaimdampen . GetFloat ( ) > 0.0f & & fabs ( x ) < joy_autoaimdampenrange . GetFloat ( ) )
{
// Get the HL2 player
C_BaseHLPlayer * pLocalPlayer = ( C_BaseHLPlayer * ) C_BasePlayer : : GetLocalPlayer ( ) ;
if ( pLocalPlayer )
{
// Get the autoaim target
if ( pLocalPlayer - > m_HL2Local . m_bAutoAimTarget )
{
return joy_autoaimdampen . GetFloat ( ) ;
}
}
}
# endif
return 1.0f ; // No dampening.
}
//-----------------------------------------------
// This structure holds persistent information used
// to make decisions about how to modulate analog
// stick input.
//-----------------------------------------------
typedef struct
{
float envelopeScale [ 2 ] ;
bool peggedAxis [ 2 ] ;
bool axisPeggedDir [ 2 ] ;
} envelope_t ;
envelope_t controlEnvelope ;
//-----------------------------------------------
// Response curve function specifically for the
// 'look' analog stick.
//
// when AXIS == YAW, otherAxisValue contains the
// value for the pitch of the control stick, and
// vice-versa.
//-----------------------------------------------
ConVar joy_pegged ( " joy_pegged " , " 0.75 " ) ; // Once the stick is pushed this far, it's assumed pegged.
ConVar joy_virtual_peg ( " joy_virtual_peg " , " 0 " ) ;
static float ResponseCurveLookDefault ( float x , int axis , float otherAxis , float dist , float frametime )
{
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float input = x ;
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bool bStickIsPhysicallyPegged = ( dist > = joy_pegged . GetFloat ( ) ) ;
// Make X positive to make things easier, just remember whether we have to flip it back!
bool negative = false ;
if ( x < 0.0f )
{
negative = true ;
x * = - 1 ;
}
if ( axis = = YAW & & joy_virtual_peg . GetBool ( ) )
{
if ( x > = 0.95f )
{
// User has pegged the stick
controlEnvelope . peggedAxis [ axis ] = true ;
controlEnvelope . axisPeggedDir [ axis ] = negative ;
}
if ( controlEnvelope . peggedAxis [ axis ] = = true )
{
// User doesn't have the stick pegged on this axis, but they used to.
// If the stick is physically pegged, pretend this axis is still pegged.
if ( bStickIsPhysicallyPegged & & negative = = controlEnvelope . axisPeggedDir [ axis ] )
{
// If the user still has the stick physically pegged and hasn't changed direction on
// this axis, keep pretending they have the stick pegged on this axis.
x = 1.0f ;
}
else
{
controlEnvelope . peggedAxis [ axis ] = false ;
}
}
}
// Perform the two-stage mapping.
if ( x > joy_lowend . GetFloat ( ) )
{
float highmap = 1.0f - joy_lowmap . GetFloat ( ) ;
float xNormal = x - joy_lowend . GetFloat ( ) ;
float factor = xNormal / ( 1.0f - joy_lowend . GetFloat ( ) ) ;
x = joy_lowmap . GetFloat ( ) + ( highmap * factor ) ;
// Accelerate.
if ( controlEnvelope . envelopeScale [ axis ] < 1.0f )
{
controlEnvelope . envelopeScale [ axis ] + = ( frametime * joy_accelscale . GetFloat ( ) ) ;
if ( controlEnvelope . envelopeScale [ axis ] > 1.0f )
{
controlEnvelope . envelopeScale [ axis ] = 1.0f ;
}
}
float delta = x - joy_lowmap . GetFloat ( ) ;
x = joy_lowmap . GetFloat ( ) + ( delta * controlEnvelope . envelopeScale [ axis ] ) ;
}
else
{
// Shut off acceleration
controlEnvelope . envelopeScale [ axis ] = 0.0f ;
float factor = x / joy_lowend . GetFloat ( ) ;
x = joy_lowmap . GetFloat ( ) * factor ;
}
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x * = AutoAimDampening ( input , axis , dist ) ;
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if ( axis = = YAW & & x > 0.0f & & joy_display_input . GetBool ( ) )
{
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Msg ( " In:%f Out:%f Frametime:%f \n " , input , x , frametime ) ;
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}
if ( negative )
{
x * = - 1 ;
}
return x ;
}
ConVar joy_accel_filter ( " joy_accel_filter " , " 0.2 " ) ; // If the non-accelerated axis is pushed farther than this, then accelerate it, too.
static float ResponseCurveLookAccelerated ( float x , int axis , float otherAxis , float dist , float frametime )
{
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float input = x ;
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float flJoyDist = ( sqrt ( x * x + otherAxis * otherAxis ) ) ;
bool bIsPegged = ( flJoyDist > = joy_pegged . GetFloat ( ) ) ;
// Make X positive to make arithmetic easier for the rest of this function, and
// remember whether we have to flip it back!
bool negative = false ;
if ( x < 0.0f )
{
negative = true ;
x * = - 1 ;
}
// Perform the two-stage mapping.
bool bDoAcceleration = false ; // Assume we won't accelerate the input
if ( bIsPegged & & x > joy_accel_filter . GetFloat ( ) )
{
// Accelerate this axis, since the stick is pegged and
// this axis is pressed farther than the acceleration filter
// Take the lowmap value, or the input, whichever is higher, since
// we don't necesarily know whether this is the axis which is pegged
x = MAX ( joy_lowmap . GetFloat ( ) , x ) ;
bDoAcceleration = true ;
}
else
{
// Joystick is languishing in the low-end, turn off acceleration.
controlEnvelope . envelopeScale [ axis ] = 0.0f ;
float factor = x / joy_lowend . GetFloat ( ) ;
x = joy_lowmap . GetFloat ( ) * factor ;
}
if ( bDoAcceleration )
{
float flMax = joy_accelmax . GetFloat ( ) ;
if ( controlEnvelope . envelopeScale [ axis ] < flMax )
{
float delta = x - joy_lowmap . GetFloat ( ) ;
x = joy_lowmap . GetFloat ( ) + ( delta * controlEnvelope . envelopeScale [ axis ] ) ;
controlEnvelope . envelopeScale [ axis ] + = ( frametime * joy_accelscale . GetFloat ( ) ) ;
if ( controlEnvelope . envelopeScale [ axis ] > flMax )
{
controlEnvelope . envelopeScale [ axis ] = flMax ;
}
}
}
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x * = AutoAimDampening ( input , axis , dist ) ;
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if ( axis = = YAW & & input ! = 0.0f & & joy_display_input . GetBool ( ) )
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{
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Msg ( " In:%f Out:%f Frametime:%f \n " , input , x , frametime ) ;
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}
if ( negative )
{
x * = - 1 ;
}
return x ;
}
//-----------------------------------------------
//-----------------------------------------------
static float ResponseCurveLook ( int curve , float x , int axis , float otherAxis , float dist , float frametime )
{
switch ( curve )
{
case 1 : //Promotion of acceleration
return ResponseCurveLookAccelerated ( x , axis , otherAxis , dist , frametime ) ;
break ;
default :
return ResponseCurveLookDefault ( x , axis , otherAxis , dist , frametime ) ;
break ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Advanced joystick setup
//-----------------------------------------------------------------------------
void CInput : : Joystick_Advanced ( void )
{
// called whenever an update is needed
int i ;
DWORD dwTemp ;
if ( IsX360 ( ) )
{
// Xbox always uses a joystick
in_joystick . SetValue ( 1 ) ;
}
// Initialize all the maps
for ( i = 0 ; i < MAX_JOYSTICK_AXES ; i + + )
{
m_rgAxes [ i ] . AxisMap = GAME_AXIS_NONE ;
m_rgAxes [ i ] . ControlMap = JOY_ABSOLUTE_AXIS ;
}
if ( ! joy_advanced . GetBool ( ) )
{
// default joystick initialization
// 2 axes only with joystick control
m_rgAxes [ JOY_AXIS_X ] . AxisMap = GAME_AXIS_YAW ;
m_rgAxes [ JOY_AXIS_Y ] . AxisMap = GAME_AXIS_FORWARD ;
}
else
{
if ( Q_stricmp ( joy_name . GetString ( ) , " joystick " ) ! = 0 )
{
// notify user of advanced controller
Msg ( " Using joystick '%s' configuration \n " , joy_name . GetString ( ) ) ;
}
// advanced initialization here
// data supplied by user via joy_axisn cvars
dwTemp = ( joy_movement_stick . GetBool ( ) ) ? ( DWORD ) joy_advaxisu . GetInt ( ) : ( DWORD ) joy_advaxisx . GetInt ( ) ;
m_rgAxes [ JOY_AXIS_X ] . AxisMap = dwTemp & 0x0000000f ;
m_rgAxes [ JOY_AXIS_X ] . ControlMap = dwTemp & JOY_RELATIVE_AXIS ;
DescribeJoystickAxis ( " JOY_AXIS_X " , & m_rgAxes [ JOY_AXIS_X ] ) ;
dwTemp = ( joy_movement_stick . GetBool ( ) ) ? ( DWORD ) joy_advaxisr . GetInt ( ) : ( DWORD ) joy_advaxisy . GetInt ( ) ;
m_rgAxes [ JOY_AXIS_Y ] . AxisMap = dwTemp & 0x0000000f ;
m_rgAxes [ JOY_AXIS_Y ] . ControlMap = dwTemp & JOY_RELATIVE_AXIS ;
DescribeJoystickAxis ( " JOY_AXIS_Y " , & m_rgAxes [ JOY_AXIS_Y ] ) ;
dwTemp = ( DWORD ) joy_advaxisz . GetInt ( ) ;
m_rgAxes [ JOY_AXIS_Z ] . AxisMap = dwTemp & 0x0000000f ;
m_rgAxes [ JOY_AXIS_Z ] . ControlMap = dwTemp & JOY_RELATIVE_AXIS ;
DescribeJoystickAxis ( " JOY_AXIS_Z " , & m_rgAxes [ JOY_AXIS_Z ] ) ;
dwTemp = ( joy_movement_stick . GetBool ( ) ) ? ( DWORD ) joy_advaxisy . GetInt ( ) : ( DWORD ) joy_advaxisr . GetInt ( ) ;
m_rgAxes [ JOY_AXIS_R ] . AxisMap = dwTemp & 0x0000000f ;
m_rgAxes [ JOY_AXIS_R ] . ControlMap = dwTemp & JOY_RELATIVE_AXIS ;
DescribeJoystickAxis ( " JOY_AXIS_R " , & m_rgAxes [ JOY_AXIS_R ] ) ;
dwTemp = ( joy_movement_stick . GetBool ( ) ) ? ( DWORD ) joy_advaxisx . GetInt ( ) : ( DWORD ) joy_advaxisu . GetInt ( ) ;
m_rgAxes [ JOY_AXIS_U ] . AxisMap = dwTemp & 0x0000000f ;
m_rgAxes [ JOY_AXIS_U ] . ControlMap = dwTemp & JOY_RELATIVE_AXIS ;
DescribeJoystickAxis ( " JOY_AXIS_U " , & m_rgAxes [ JOY_AXIS_U ] ) ;
dwTemp = ( DWORD ) joy_advaxisv . GetInt ( ) ;
m_rgAxes [ JOY_AXIS_V ] . AxisMap = dwTemp & 0x0000000f ;
m_rgAxes [ JOY_AXIS_V ] . ControlMap = dwTemp & JOY_RELATIVE_AXIS ;
DescribeJoystickAxis ( " JOY_AXIS_V " , & m_rgAxes [ JOY_AXIS_V ] ) ;
Msg ( " Advanced Joystick settings initialized \n " ) ;
}
// If we have an xcontroller, load the cfg file if it hasn't been loaded.
static ConVarRef var ( " joy_xcontroller_found " ) ;
if ( var . IsValid ( ) & & var . GetBool ( ) & & in_joystick . GetBool ( ) )
{
if ( joy_xcontroller_cfg_loaded . GetInt ( ) < 2 )
{
engine - > ClientCmd_Unrestricted ( " exec 360controller.cfg " ) ;
if ( IsLinux ( ) )
{
engine - > ClientCmd_Unrestricted ( " exec 360controller-linux.cfg " ) ;
}
joy_xcontroller_cfg_loaded . SetValue ( 2 ) ;
}
}
else if ( joy_xcontroller_cfg_loaded . GetInt ( ) > 0 )
{
engine - > ClientCmd_Unrestricted ( " exec undo360controller.cfg " ) ;
joy_xcontroller_cfg_loaded . SetValue ( 0 ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : char const
//-----------------------------------------------------------------------------
char const * CInput : : DescribeAxis ( int index )
{
switch ( index )
{
case GAME_AXIS_FORWARD :
return " Forward " ;
case GAME_AXIS_PITCH :
return " Look " ;
case GAME_AXIS_SIDE :
return " Side " ;
case GAME_AXIS_YAW :
return " Turn " ;
case GAME_AXIS_NONE :
default :
return " Unknown " ;
}
return " Unknown " ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *axis -
// *mapping -
//-----------------------------------------------------------------------------
void CInput : : DescribeJoystickAxis ( char const * axis , joy_axis_t * mapping )
{
if ( ! mapping - > AxisMap )
{
Msg ( " %s: unmapped \n " , axis ) ;
}
else
{
Msg ( " %s: mapped to %s (%s) \n " ,
axis ,
DescribeAxis ( mapping - > AxisMap ) ,
mapping - > ControlMap ! = 0 ? " relative " : " absolute " ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Allow joystick to issue key events
// Not currently used - controller button events are pumped through the windprocs. KWD
//-----------------------------------------------------------------------------
void CInput : : ControllerCommands ( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Scales the raw analog value to lie withing the axis range (full range - deadzone )
//-----------------------------------------------------------------------------
float CInput : : ScaleAxisValue ( const float axisValue , const float axisThreshold )
{
// Xbox scales the range of all axes in the inputsystem. PC can't do that because each axis mapping
// has a (potentially) unique threshold value. If all axes were restricted to a single threshold
// as they are on the Xbox, this function could move to inputsystem and be slightly more optimal.
float result = 0.f ;
if ( IsPC ( ) )
{
if ( axisValue < - axisThreshold )
{
result = ( axisValue + axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ) ;
}
else if ( axisValue > axisThreshold )
{
result = ( axisValue - axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ) ;
}
}
else
{
// IsXbox
result = axisValue * ( 1.f / MAX_BUTTONSAMPLE ) ;
}
return result ;
}
void CInput : : Joystick_SetSampleTime ( float frametime )
{
m_flRemainingJoystickSampleTime = frametime ;
}
float CInput : : Joystick_GetForward ( void )
{
return m_flPreviousJoystickForward ;
}
float CInput : : Joystick_GetSide ( void )
{
return m_flPreviousJoystickSide ;
}
float CInput : : Joystick_GetPitch ( void )
{
return m_flPreviousJoystickPitch ;
}
float CInput : : Joystick_GetYaw ( void )
{
return m_flPreviousJoystickYaw ;
}
//-----------------------------------------------------------------------------
// Purpose: Apply joystick to CUserCmd creation
// Input : frametime -
// *cmd -
//-----------------------------------------------------------------------------
void CInput : : JoyStickMove ( float frametime , CUserCmd * cmd )
{
// complete initialization if first time in ( needed as cvars are not available at initialization time )
if ( ! m_fJoystickAdvancedInit )
{
Joystick_Advanced ( ) ;
m_fJoystickAdvancedInit = true ;
}
// Verify that the user wants to use the joystick
if ( ! in_joystick . GetInt ( ) )
return ;
// Reinitialize the 'advanced joystick' system if hotplugging has caused us toggle between some/none joysticks.
bool haveJoysticks = ( inputsystem - > GetJoystickCount ( ) > 0 ) ;
if ( haveJoysticks ! = m_fHadJoysticks )
{
Joystick_Advanced ( ) ;
m_fHadJoysticks = haveJoysticks ;
}
// Verify that a joystick is available
if ( ! haveJoysticks )
return ;
if ( m_flRemainingJoystickSampleTime < = 0 )
return ;
frametime = MIN ( m_flRemainingJoystickSampleTime , frametime ) ;
m_flRemainingJoystickSampleTime - = frametime ;
QAngle viewangles ;
// Get starting angles
engine - > GetViewAngles ( viewangles ) ;
struct axis_t
{
float value ;
int controlType ;
} ;
axis_t gameAxes [ MAX_GAME_AXES ] ;
memset ( & gameAxes , 0 , sizeof ( gameAxes ) ) ;
// Get each joystick axis value, and normalize the range
for ( int i = 0 ; i < MAX_JOYSTICK_AXES ; + + i )
{
if ( GAME_AXIS_NONE = = m_rgAxes [ i ] . AxisMap )
continue ;
float fAxisValue = inputsystem - > GetAnalogValue ( ( AnalogCode_t ) JOYSTICK_AXIS ( 0 , i ) ) ;
if ( joy_wwhack2 . GetInt ( ) ! = 0 )
{
// this is a special formula for the Logitech WingMan Warrior
// y=ax^b; where a = 300 and b = 1.3
// also x values are in increments of 800 (so this is factored out)
// then bounds check result to level out excessively high spin rates
float fTemp = 300.0 * pow ( abs ( fAxisValue ) / 800.0 , 1.3 ) ;
if ( fTemp > 14000.0 )
fTemp = 14000.0 ;
// restore direction information
fAxisValue = ( fAxisValue > 0.0 ) ? fTemp : - fTemp ;
}
unsigned int idx = m_rgAxes [ i ] . AxisMap ;
gameAxes [ idx ] . value = fAxisValue ;
gameAxes [ idx ] . controlType = m_rgAxes [ i ] . ControlMap ;
}
// Re-map the axis values if necessary, based on the joystick configuration
if ( ( joy_advanced . GetInt ( ) = = 0 ) & & ( in_jlook . state & 1 ) )
{
// user wants forward control to become pitch control
gameAxes [ GAME_AXIS_PITCH ] = gameAxes [ GAME_AXIS_FORWARD ] ;
gameAxes [ GAME_AXIS_FORWARD ] . value = 0 ;
// if mouse invert is on, invert the joystick pitch value
// Note: only absolute control support here - joy_advanced = 0
if ( m_pitch - > GetFloat ( ) < 0.0 )
{
gameAxes [ GAME_AXIS_PITCH ] . value * = - 1 ;
}
}
if ( ( in_strafe . state & 1 ) | | ( lookstrafe . GetFloat ( ) & & ( in_jlook . state & 1 ) ) )
{
// user wants yaw control to become side control
gameAxes [ GAME_AXIS_SIDE ] = gameAxes [ GAME_AXIS_YAW ] ;
gameAxes [ GAME_AXIS_YAW ] . value = 0 ;
}
m_flPreviousJoystickForward = ScaleAxisValue ( gameAxes [ GAME_AXIS_FORWARD ] . value , MAX_BUTTONSAMPLE * joy_forwardthreshold . GetFloat ( ) ) ;
m_flPreviousJoystickSide = ScaleAxisValue ( gameAxes [ GAME_AXIS_SIDE ] . value , MAX_BUTTONSAMPLE * joy_sidethreshold . GetFloat ( ) ) ;
m_flPreviousJoystickPitch = ScaleAxisValue ( gameAxes [ GAME_AXIS_PITCH ] . value , MAX_BUTTONSAMPLE * joy_pitchthreshold . GetFloat ( ) ) ;
m_flPreviousJoystickYaw = ScaleAxisValue ( gameAxes [ GAME_AXIS_YAW ] . value , MAX_BUTTONSAMPLE * joy_yawthreshold . GetFloat ( ) ) ;
// Skip out if vgui is active
if ( vgui : : surface ( ) - > IsCursorVisible ( ) )
return ;
// If we're inverting our joystick, do so
if ( joy_inverty . GetBool ( ) )
{
m_flPreviousJoystickPitch * = - 1.0f ;
}
// drive yaw, pitch and move like a screen relative platformer game
if ( CAM_IsThirdPerson ( ) & & thirdperson_platformer . GetInt ( ) )
{
if ( m_flPreviousJoystickForward | | m_flPreviousJoystickSide )
{
// apply turn control [ YAW ]
// factor in the camera offset, so that the move direction is relative to the thirdperson camera
viewangles [ YAW ] = RAD2DEG ( atan2 ( - m_flPreviousJoystickSide , - m_flPreviousJoystickForward ) ) + g_ThirdPersonManager . GetCameraOffsetAngles ( ) [ YAW ] ;
engine - > SetViewAngles ( viewangles ) ;
// apply movement
Vector2D moveDir ( m_flPreviousJoystickForward , m_flPreviousJoystickSide ) ;
cmd - > forwardmove + = moveDir . Length ( ) * cl_forwardspeed . GetFloat ( ) ;
}
if ( m_flPreviousJoystickPitch | | m_flPreviousJoystickYaw )
{
Vector vTempOffset = g_ThirdPersonManager . GetCameraOffsetAngles ( ) ;
// look around with the camera
vTempOffset [ PITCH ] + = m_flPreviousJoystickPitch * joy_pitchsensitivity . GetFloat ( ) ;
vTempOffset [ YAW ] + = m_flPreviousJoystickYaw * joy_yawsensitivity . GetFloat ( ) ;
g_ThirdPersonManager . SetCameraOffsetAngles ( vTempOffset ) ;
}
if ( m_flPreviousJoystickForward | | m_flPreviousJoystickSide | | m_flPreviousJoystickPitch | | m_flPreviousJoystickYaw )
{
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Vector vTempOffset = g_ThirdPersonManager . GetCameraOffsetAngles ( ) ;
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// update the ideal pitch and yaw
cam_idealpitch . SetValue ( vTempOffset [ PITCH ] - viewangles [ PITCH ] ) ;
cam_idealyaw . SetValue ( vTempOffset [ YAW ] - viewangles [ YAW ] ) ;
}
return ;
}
float joySideMove = 0.f ;
float joyForwardMove = 0.f ;
float aspeed = frametime * gHUD . GetFOVSensitivityAdjust ( ) ;
// apply forward and side control
C_BasePlayer * pLocalPlayer = C_BasePlayer : : GetLocalPlayer ( ) ;
int iResponseCurve = 0 ;
if ( pLocalPlayer & & pLocalPlayer - > IsInAVehicle ( ) )
{
iResponseCurve = pLocalPlayer - > GetVehicle ( ) ? pLocalPlayer - > GetVehicle ( ) - > GetJoystickResponseCurve ( ) : joy_response_move_vehicle . GetInt ( ) ;
}
else
{
iResponseCurve = joy_response_move . GetInt ( ) ;
}
float val = ResponseCurve ( iResponseCurve , m_flPreviousJoystickForward , PITCH , joy_forwardsensitivity . GetFloat ( ) ) ;
joyForwardMove + = val * cl_forwardspeed . GetFloat ( ) ;
val = ResponseCurve ( iResponseCurve , m_flPreviousJoystickSide , YAW , joy_sidesensitivity . GetFloat ( ) ) ;
joySideMove + = val * cl_sidespeed . GetFloat ( ) ;
Vector2D move ( m_flPreviousJoystickYaw , m_flPreviousJoystickPitch ) ;
float dist = move . Length ( ) ;
// apply turn control
float angle = 0.f ;
if ( JOY_ABSOLUTE_AXIS = = gameAxes [ GAME_AXIS_YAW ] . controlType )
{
float fAxisValue = ResponseCurveLook ( joy_response_look . GetInt ( ) , m_flPreviousJoystickYaw , YAW , m_flPreviousJoystickPitch , dist , frametime ) ;
angle = fAxisValue * joy_yawsensitivity . GetFloat ( ) * aspeed * cl_yawspeed . GetFloat ( ) ;
}
else
{
angle = m_flPreviousJoystickYaw * joy_yawsensitivity . GetFloat ( ) * aspeed * 180.0 ;
}
angle = JoyStickAdjustYaw ( angle ) ;
viewangles [ YAW ] + = angle ;
cmd - > mousedx = angle ;
// apply look control
if ( IsX360 ( ) | | in_jlook . state & 1 )
{
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float angle = 0 ;
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if ( JOY_ABSOLUTE_AXIS = = gameAxes [ GAME_AXIS_PITCH ] . controlType )
{
float fAxisValue = ResponseCurveLook ( joy_response_look . GetInt ( ) , m_flPreviousJoystickPitch , PITCH , m_flPreviousJoystickYaw , dist , frametime ) ;
angle = fAxisValue * joy_pitchsensitivity . GetFloat ( ) * aspeed * cl_pitchspeed . GetFloat ( ) ;
}
else
{
angle = m_flPreviousJoystickPitch * joy_pitchsensitivity . GetFloat ( ) * aspeed * 180.0 ;
}
viewangles [ PITCH ] + = angle ;
cmd - > mousedy = angle ;
view - > StopPitchDrift ( ) ;
if ( m_flPreviousJoystickPitch = = 0.f & & lookspring . GetFloat ( ) = = 0.f )
{
// no pitch movement
// disable pitch return-to-center unless requested by user
// *** this code can be removed when the lookspring bug is fixed
// *** the bug always has the lookspring feature on
view - > StopPitchDrift ( ) ;
}
}
// apply player motion relative to screen space
if ( CAM_IsThirdPerson ( ) & & thirdperson_screenspace . GetInt ( ) )
{
float ideal_yaw = cam_idealyaw . GetFloat ( ) ;
float ideal_sin = sin ( DEG2RAD ( ideal_yaw ) ) ;
float ideal_cos = cos ( DEG2RAD ( ideal_yaw ) ) ;
float side_movement = ideal_cos * joySideMove - ideal_sin * joyForwardMove ;
float forward_movement = ideal_cos * joyForwardMove + ideal_sin * joySideMove ;
cmd - > forwardmove + = forward_movement ;
cmd - > sidemove + = side_movement ;
}
else
{
cmd - > forwardmove + = joyForwardMove ;
cmd - > sidemove + = joySideMove ;
}
if ( IsPC ( ) )
{
CCommand tmp ;
if ( FloatMakePositive ( joyForwardMove ) > = joy_autosprint . GetFloat ( ) | | FloatMakePositive ( joySideMove ) > = joy_autosprint . GetFloat ( ) )
{
KeyDown ( & in_joyspeed , NULL ) ;
}
else
{
KeyUp ( & in_joyspeed , NULL ) ;
}
}
// Bound pitch
viewangles [ PITCH ] = clamp ( viewangles [ PITCH ] , - cl_pitchup . GetFloat ( ) , cl_pitchdown . GetFloat ( ) ) ;
engine - > SetViewAngles ( viewangles ) ;
}