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915 lines
29 KiB
C++
915 lines
29 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Joystick handling function
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "basehandle.h"
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#include "utlvector.h"
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#include "cdll_client_int.h"
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#include "cdll_util.h"
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#include "kbutton.h"
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#include "usercmd.h"
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#include "iclientvehicle.h"
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#include "input.h"
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#include "iviewrender.h"
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#include "convar.h"
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#include "hud.h"
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#include "vgui/ISurface.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/Cursor.h"
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#include "tier0/icommandline.h"
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#include "inputsystem/iinputsystem.h"
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#include "inputsystem/ButtonCode.h"
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#include "math.h"
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#include "tier1/convar_serverbounded.h"
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#include "cam_thirdperson.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#else
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#include "../common/xbox/xboxstubs.h"
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#endif
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#ifdef HL2_CLIENT_DLL
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// FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so this include should be c_baseplayer.h
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#include "c_basehlplayer.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Control like a joystick
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#define JOY_ABSOLUTE_AXIS 0x00000000
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// Control like a mouse, spinner, trackball
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#define JOY_RELATIVE_AXIS 0x00000010
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// Axis mapping
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static ConVar joy_name( "joy_name", "joystick", FCVAR_ARCHIVE );
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static ConVar joy_advanced( "joy_advanced", "1", FCVAR_ARCHIVE );
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static ConVar joy_advaxisx( "joy_advaxisx", "4", FCVAR_ARCHIVE );
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static ConVar joy_advaxisy( "joy_advaxisy", "2", FCVAR_ARCHIVE );
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static ConVar joy_advaxisz( "joy_advaxisz", "0", FCVAR_ARCHIVE );
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static ConVar joy_advaxisr( "joy_advaxisr", "1", FCVAR_ARCHIVE );
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static ConVar joy_advaxisu( "joy_advaxisu", "3", FCVAR_ARCHIVE );
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static ConVar joy_advaxisv( "joy_advaxisv", "0", FCVAR_ARCHIVE );
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// Basic "dead zone" and sensitivity
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static ConVar joy_forwardthreshold( "joy_forwardthreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_sidethreshold( "joy_sidethreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_pitchthreshold( "joy_pitchthreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_yawthreshold( "joy_yawthreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_forwardsensitivity( "joy_forwardsensitivity", "-1", FCVAR_ARCHIVE );
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static ConVar joy_sidesensitivity( "joy_sidesensitivity", "1", FCVAR_ARCHIVE );
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static ConVar joy_pitchsensitivity( "joy_pitchsensitivity", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
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static ConVar joy_yawsensitivity( "joy_yawsensitivity", "-1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
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// Advanced sensitivity and response
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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" );
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ConVar joy_response_move_vehicle("joy_response_move_vehicle", "6");
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static ConVar joy_response_look( "joy_response_look", "0", FCVAR_ARCHIVE, "'Look' stick response mode: 0=Default, 1=Acceleration Promotion" );
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static ConVar joy_lowend( "joy_lowend", "1", FCVAR_ARCHIVE );
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static ConVar joy_lowmap( "joy_lowmap", "1", FCVAR_ARCHIVE );
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static ConVar joy_accelscale( "joy_accelscale", "0.6", FCVAR_ARCHIVE);
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static ConVar joy_accelmax( "joy_accelmax", "1.0", FCVAR_ARCHIVE);
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static ConVar joy_autoaimdampenrange( "joy_autoaimdampenrange", "0", FCVAR_ARCHIVE, "The stick range where autoaim dampening is applied. 0 = off" );
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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." );
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static ConVar joy_vehicle_turn_lowend("joy_vehicle_turn_lowend", "0.7");
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static ConVar joy_vehicle_turn_lowmap("joy_vehicle_turn_lowmap", "0.4");
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// Misc
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static ConVar joy_diagonalpov( "joy_diagonalpov", "0", FCVAR_ARCHIVE, "POV manipulator operates on diagonal axes, too." );
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static ConVar joy_display_input("joy_display_input", "0", FCVAR_ARCHIVE);
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static ConVar joy_wwhack2( "joy_wingmanwarrior_turnhack", "0", FCVAR_ARCHIVE, "Wingman warrior hack related to turn axes." );
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ConVar joy_autosprint("joy_autosprint", "0", 0, "Automatically sprint when moving with an analog joystick" );
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static ConVar joy_inverty("joy_inverty", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "Whether to invert the Y axis of the joystick for looking." );
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// XBox Defaults
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static ConVar joy_yawsensitivity_default( "joy_yawsensitivity_default", "-1.25", FCVAR_NONE );
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static ConVar joy_pitchsensitivity_default( "joy_pitchsensitivity_default", "-1.0", FCVAR_NONE );
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static ConVar option_duck_method_default( "option_duck_method_default", "1.0", FCVAR_NONE );
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static ConVar joy_inverty_default( "joy_inverty_default", "0", FCVAR_ARCHIVE_XBOX ); // Extracted & saved from profile
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static ConVar joy_movement_stick_default( "joy_movement_stick_default", "0", FCVAR_ARCHIVE_XBOX ); // Extracted & saved from profile
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static ConVar sv_stickysprint_default( "sv_stickysprint_default", "0", FCVAR_NONE );
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void joy_movement_stick_Callback( IConVar *var, const char *pOldString, float flOldValue )
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{
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engine->ClientCmd( "joyadvancedupdate" );
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}
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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 );
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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." );
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extern ConVar lookspring;
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extern ConVar cl_forwardspeed;
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extern ConVar lookstrafe;
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extern ConVar in_joystick;
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extern ConVar_ServerBounded *m_pitch;
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extern ConVar l_pitchspeed;
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extern ConVar cl_sidespeed;
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extern ConVar cl_yawspeed;
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extern ConVar cl_pitchdown;
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extern ConVar cl_pitchup;
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extern ConVar cl_pitchspeed;
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extern ConVar cam_idealpitch;
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extern ConVar cam_idealyaw;
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extern ConVar thirdperson_platformer;
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extern ConVar thirdperson_screenspace;
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//-----------------------------------------------------------------
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// Purpose: Returns true if there's an active joystick connected.
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//-----------------------------------------------------------------
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bool CInput::EnableJoystickMode()
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{
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return IsConsole() || in_joystick.GetBool();
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}
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//-----------------------------------------------
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// Response curve function for the move axes
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//-----------------------------------------------
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static float ResponseCurve( int curve, float x, int axis, float sensitivity )
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{
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switch ( curve )
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{
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case 1:
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// quadratic
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if ( x < 0 )
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return -(x*x) * sensitivity;
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return x*x * sensitivity;
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case 2:
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// cubic
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return x*x*x*sensitivity;
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case 3:
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{
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// quadratic extreme
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float extreme = 1.0f;
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if ( fabs( x ) >= 0.95f )
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{
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extreme = 1.5f;
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}
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if ( x < 0 )
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return -extreme * x*x*sensitivity;
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return extreme * x*x*sensitivity;
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}
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case 4:
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{
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float flScale = sensitivity < 0.0f ? -1.0f : 1.0f;
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sensitivity = clamp( fabs( sensitivity ), 1.0e-8f, 1000.0f );
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float oneOverSens = 1.0f / sensitivity;
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if ( x < 0.0f )
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{
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flScale = -flScale;
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}
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float retval = clamp( powf( fabs( x ), oneOverSens ), 0.0f, 1.0f );
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return retval * flScale;
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}
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break;
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case 5:
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{
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float out = x;
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if( fabs(out) <= 0.6f )
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{
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out *= 0.5f;
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}
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out = out * sensitivity;
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return out;
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}
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break;
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case 6: // Custom for driving a vehicle!
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{
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if( axis == YAW )
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{
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// This code only wants to affect YAW axis (the left and right axis), which
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// is used for turning in the car. We fall-through and use a linear curve on
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// the PITCH axis, which is the vehicle's throttle. REALLY, these are the 'forward'
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// and 'side' axes, but we don't have constants for those, so we re-use the same
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// axis convention as the look stick. (sjb)
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float sign = 1;
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if( x < 0.0 )
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sign = -1;
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x = fabs(x);
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if( x <= joy_vehicle_turn_lowend.GetFloat() )
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x = RemapVal( x, 0.0f, joy_vehicle_turn_lowend.GetFloat(), 0.0f, joy_vehicle_turn_lowmap.GetFloat() );
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else
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x = RemapVal( x, joy_vehicle_turn_lowend.GetFloat(), 1.0f, joy_vehicle_turn_lowmap.GetFloat(), 1.0f );
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return x * sensitivity * sign;
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}
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//else
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// fall through and just return x*sensitivity below (as if using default curve)
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}
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}
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// linear
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return x*sensitivity;
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}
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//-----------------------------------------------
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// If we have a valid autoaim target, dampen the
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// player's stick input if it is moving away from
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// the target.
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//
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// This assists the player staying on target.
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//-----------------------------------------------
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float AutoAimDampening( float x, int axis, float dist )
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{
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// FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so all games can use it.
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#ifdef HL2_CLIENT_DLL
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// Help the user stay on target if the feature is enabled and the user
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// is not making a gross stick movement.
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if( joy_autoaimdampen.GetFloat() > 0.0f && fabs(x) < joy_autoaimdampenrange.GetFloat() )
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{
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// Get the HL2 player
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C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if( pLocalPlayer )
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{
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// Get the autoaim target
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if( pLocalPlayer->m_HL2Local.m_bAutoAimTarget )
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{
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return joy_autoaimdampen.GetFloat();
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}
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}
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}
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#endif
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return 1.0f;// No dampening.
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}
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//-----------------------------------------------
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// This structure holds persistent information used
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// to make decisions about how to modulate analog
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// stick input.
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//-----------------------------------------------
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typedef struct
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{
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float envelopeScale[2];
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bool peggedAxis[2];
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bool axisPeggedDir[2];
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} envelope_t;
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envelope_t controlEnvelope;
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//-----------------------------------------------
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// Response curve function specifically for the
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// 'look' analog stick.
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//
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// when AXIS == YAW, otherAxisValue contains the
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// value for the pitch of the control stick, and
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// vice-versa.
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//-----------------------------------------------
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ConVar joy_pegged("joy_pegged", "0.75");// Once the stick is pushed this far, it's assumed pegged.
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ConVar joy_virtual_peg("joy_virtual_peg", "0");
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static float ResponseCurveLookDefault( float x, int axis, float otherAxis, float dist, float frametime )
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{
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float input = x;
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bool bStickIsPhysicallyPegged = ( dist >= joy_pegged.GetFloat() );
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// Make X positive to make things easier, just remember whether we have to flip it back!
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bool negative = false;
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if( x < 0.0f )
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{
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negative = true;
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x *= -1;
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}
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if( axis == YAW && joy_virtual_peg.GetBool() )
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{
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if( x >= 0.95f )
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{
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// User has pegged the stick
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controlEnvelope.peggedAxis[axis] = true;
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controlEnvelope.axisPeggedDir[axis] = negative;
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}
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if( controlEnvelope.peggedAxis[axis] == true )
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{
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// User doesn't have the stick pegged on this axis, but they used to.
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// If the stick is physically pegged, pretend this axis is still pegged.
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if( bStickIsPhysicallyPegged && negative == controlEnvelope.axisPeggedDir[axis] )
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{
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// If the user still has the stick physically pegged and hasn't changed direction on
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// this axis, keep pretending they have the stick pegged on this axis.
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x = 1.0f;
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}
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else
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{
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controlEnvelope.peggedAxis[axis] = false;
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}
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}
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}
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// Perform the two-stage mapping.
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if( x > joy_lowend.GetFloat() )
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{
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float highmap = 1.0f - joy_lowmap.GetFloat();
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float xNormal = x - joy_lowend.GetFloat();
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float factor = xNormal / ( 1.0f - joy_lowend.GetFloat() );
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x = joy_lowmap.GetFloat() + (highmap * factor);
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// Accelerate.
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if( controlEnvelope.envelopeScale[axis] < 1.0f )
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{
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controlEnvelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() );
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if( controlEnvelope.envelopeScale[axis] > 1.0f )
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{
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controlEnvelope.envelopeScale[axis] = 1.0f;
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}
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}
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float delta = x - joy_lowmap.GetFloat();
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x = joy_lowmap.GetFloat() + (delta * controlEnvelope.envelopeScale[axis]);
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}
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else
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{
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// Shut off acceleration
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controlEnvelope.envelopeScale[axis] = 0.0f;
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float factor = x / joy_lowend.GetFloat();
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x = joy_lowmap.GetFloat() * factor;
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}
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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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{
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Msg("In:%f Out:%f Frametime:%f\n", input, x, frametime );
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}
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if( negative )
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{
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x *= -1;
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}
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return x;
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}
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ConVar joy_accel_filter("joy_accel_filter", "0.2");// If the non-accelerated axis is pushed farther than this, then accelerate it, too.
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static float ResponseCurveLookAccelerated( float x, int axis, float otherAxis, float dist, float frametime )
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{
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float input = x;
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float flJoyDist = ( sqrt(x*x + otherAxis * otherAxis) );
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bool bIsPegged = ( flJoyDist>= joy_pegged.GetFloat() );
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// Make X positive to make arithmetic easier for the rest of this function, and
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// remember whether we have to flip it back!
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bool negative = false;
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if( x < 0.0f )
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{
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negative = true;
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x *= -1;
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}
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// Perform the two-stage mapping.
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bool bDoAcceleration = false;// Assume we won't accelerate the input
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if( bIsPegged && x > joy_accel_filter.GetFloat() )
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{
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// Accelerate this axis, since the stick is pegged and
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// this axis is pressed farther than the acceleration filter
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// Take the lowmap value, or the input, whichever is higher, since
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// we don't necesarily know whether this is the axis which is pegged
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x = MAX( joy_lowmap.GetFloat(), x );
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bDoAcceleration = true;
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}
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else
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{
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// Joystick is languishing in the low-end, turn off acceleration.
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controlEnvelope.envelopeScale[axis] = 0.0f;
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float factor = x / joy_lowend.GetFloat();
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x = joy_lowmap.GetFloat() * factor;
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}
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if( bDoAcceleration )
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{
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float flMax = joy_accelmax.GetFloat();
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if( controlEnvelope.envelopeScale[axis] < flMax )
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{
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float delta = x - joy_lowmap.GetFloat();
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x = joy_lowmap.GetFloat() + (delta * controlEnvelope.envelopeScale[axis]);
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controlEnvelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() );
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if( controlEnvelope.envelopeScale[axis] > flMax )
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{
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controlEnvelope.envelopeScale[axis] = flMax;
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}
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}
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}
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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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}
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if( negative )
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{
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x *= -1;
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}
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return x;
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}
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//-----------------------------------------------
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//-----------------------------------------------
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static float ResponseCurveLook( int curve, float x, int axis, float otherAxis, float dist, float frametime )
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{
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switch( curve )
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{
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case 1://Promotion of acceleration
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return ResponseCurveLookAccelerated( x, axis, otherAxis, dist, frametime );
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break;
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default:
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return ResponseCurveLookDefault( x, axis, otherAxis, dist, frametime );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Advanced joystick setup
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//-----------------------------------------------------------------------------
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void CInput::Joystick_Advanced(void)
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{
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// called whenever an update is needed
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int i;
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DWORD dwTemp;
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if ( IsX360() )
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{
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// Xbox always uses a joystick
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in_joystick.SetValue( 1 );
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}
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// Initialize all the maps
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for ( i = 0; i < MAX_JOYSTICK_AXES; i++ )
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{
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m_rgAxes[i].AxisMap = GAME_AXIS_NONE;
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m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS;
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}
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if ( !joy_advanced.GetBool() )
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{
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// 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 )
|
|
{
|
|
Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles();
|
|
|
|
// 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 )
|
|
{
|
|
float angle = 0;
|
|
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 );
|
|
}
|