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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Mouse input routines
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#if defined( WIN32 ) && !defined( _GAMECONSOLE )
#define _WIN32_WINNT 0x0502
#include <windows.h>
#endif
#ifdef OSX
#include <Carbon/Carbon.h>
#endif
#include "hud.h"
#include "cdll_int.h"
#include "kbutton.h"
#include "basehandle.h"
#include "usercmd.h"
#include "input.h"
#include "iviewrender.h"
#include "iclientmode.h"
#include "tier0/icommandline.h"
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
#include "vgui/Cursor.h"
#include "cdll_client_int.h"
#include "cdll_util.h"
#include "tier1/convar_serverbounded.h"
#include "inputsystem/iinputsystem.h"
#include "inputsystem/iinputstacksystem.h"
#include "ienginevgui.h"
//Debugging for SteamController
#include "engine/ivdebugoverlay.h"
#include "clientsteamcontext.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar cam_idealyaw; extern ConVar cam_idealpitch; extern ConVar thirdperson_platformer;
extern ConVar cl_forwardspeed; extern ConVar cl_backspeed; extern ConVar cl_sidespeed;
static ConVar sc_enable( "sc_enable","1.0", FCVAR_ARCHIVE | FCVAR_SS , "Enable SteamController" );
static ConVar sc_yaw_sensitivity( "sc_yaw_sensitivity","1.0", FCVAR_ARCHIVE | FCVAR_SS , "SteamController yaw factor." ); static ConVar sc_yaw_sensitivity_default( "sc_yaw_sensitivity_default","1.0", FCVAR_NONE );
static ConVar sc_pitch_sensitivity( "sc_pitch_sensitivity","1.0", FCVAR_ARCHIVE | FCVAR_SS , "SteamController pitch factor." ); static ConVar sc_pitch_sensitivity_default( "sc_pitch_sensitivity_default","1.0", FCVAR_NONE );
void CInput::ApplySteamControllerCameraMove( QAngle& viewangles, CUserCmd *cmd, Vector2D vecPosition ) { PerUserInput_t &user = GetPerUser();
//roll the view angles so roll is 0 (the HL2 assumed state) and mouse adjustments are relative to the screen.
//Assuming roll is unchanging, we want mouse left to translate to screen left at all times (same for right, up, and down)
ConVarRef cl_pitchdown ( "cl_pitchdown" ); ConVarRef cl_pitchup ( "cl_pitchup" ); ConVarRef cl_mouselook_roll_compensation ( "cl_mouselook_roll_compensation" );
if ( CAM_IsThirdPerson() /*&& thirdperson_platformer.GetInt()*/ ) { if ( vecPosition.x ) { // use the mouse to orbit the camera around the player, and update the idealAngle
user.m_vecCameraOffset[ YAW ] -= vecPosition.x; cam_idealyaw.SetValue( user.m_vecCameraOffset[ YAW ] - viewangles[ YAW ] ); } } else { // Otherwise, use mouse to spin around vertical axis
viewangles[YAW] -= sc_yaw_sensitivity.GetFloat() * vecPosition.x; }
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( vecPosition.y ) { // use the mouse to orbit the camera around the player, and update the idealAngle
user.m_vecCameraOffset[ PITCH ] += vecPosition.y; cam_idealpitch.SetValue( user.m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] );
// why doesn't this work??? CInput::AdjustYaw is why
//cam_idealpitch.SetValue( cam_idealpitch.GetFloat() + m_pitch->GetFloat() * mouse_y );
} } else { viewangles[PITCH] -= vecPosition.y;
// Check pitch bounds
viewangles[PITCH] = clamp ( viewangles[PITCH], -cl_pitchdown.GetFloat(), cl_pitchup.GetFloat() ); }
// Finally, add mouse state to usercmd.
// NOTE: Does rounding to int cause any issues? ywb 1/17/04
cmd->mousedx = (int)vecPosition.x; cmd->mousedy = (int)vecPosition.y; }
static const char *g_ControllerDigitalGameActions[] = { "+attack", "+attack2", "+reload", "+jump", "+duck", "toggle_duck", "+use", "invnext", "invprev", "lastinv", "buymenu", "+showscores", "drop", "+speed", "slot1", "slot2", "slot3", "slot4", "slot5", "invnextgrenade", "invnextitem", "invnextnongrenade", "+voicerecord", "autobuy", "rebuy", "+lookatweapon", };
struct ControllerDigitalActionState { const char* cmd; ControllerDigitalActionHandle_t handle; bool bState; bool bActive; };
static ControllerDigitalActionState g_ControllerDigitalActionState[ARRAYSIZE(g_ControllerDigitalGameActions)];
static ControllerAnalogActionHandle_t g_ControllerMoveHandle; static ControllerAnalogActionHandle_t g_ControllerCameraHandle;
static bool InitControllerTables() { for ( int i = 0; i < ARRAYSIZE( g_ControllerDigitalGameActions ); ++i ) { const char *action = g_ControllerDigitalGameActions[ i ];
if ( *action == '+' ) { ++action; }
ControllerDigitalActionState& state = g_ControllerDigitalActionState[ i ]; state.handle = steamapicontext->SteamController()->GetDigitalActionHandle( action ); if ( i == 0 && state.handle == 0 ) { return false; }
state.cmd = g_ControllerDigitalGameActions[ i ]; state.bState = false; }
g_ControllerMoveHandle = steamapicontext->SteamController()->GetAnalogActionHandle( "Move" ); g_ControllerCameraHandle = steamapicontext->SteamController()->GetAnalogActionHandle( "Camera" );
return true; }
//-----------------------------------------------------------------------------
// Purpose: SteamControllerMove -- main entry point for applying Steam Controller Movements
// Input : *cmd -
//-----------------------------------------------------------------------------
void CInput::SteamControllerMove( float flFrametime, CUserCmd *cmd ) { g_pInputSystem->SetSteamControllerMode( enginevgui->IsGameUIVisible() ? "MenuControls" : "GameControls" ); if ( !steamapicontext || !steamapicontext->SteamController() ) { return; }
uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT]; int nControllerCount = steamapicontext->SteamController()->GetConnectedControllers(nControllerHandles); if ( nControllerCount <= 0 ) { return; }
static bool bControllerTablesInitialized = false; if ( !bControllerTablesInitialized ) { bControllerTablesInitialized = InitControllerTables(); }
if ( !bControllerTablesInitialized ) { return; }
// Look at all our digital actions
for ( int i = 0; i < ARRAYSIZE( g_ControllerDigitalActionState ); ++i ) { ControllerDigitalActionState& state = g_ControllerDigitalActionState[ i ];
// Since we don't support split screen we just take the union of inputs of all
// connected controllers if there are multiple connected.
bool bState = false, bActive = false; for ( int nSlot = 0; nSlot < nControllerCount; ++nSlot ) { ControllerDigitalActionData_t data = steamapicontext->SteamController()->GetDigitalActionData( nControllerHandles[ nSlot ], state.handle ); bState = bState || data.bState; bActive = bActive || data.bActive; }
if ( state.bActive && bState != state.bState ) {
if ( bState || state.cmd[0] == '+' ) { char cmdbuf[128]; Q_snprintf( cmdbuf, sizeof( cmdbuf ), "%s", state.cmd ); if ( !bState ) { cmdbuf[0] = '-'; }
engine->ClientCmd_Unrestricted( cmdbuf, true );
IClientMode *clientMode = GetClientMode(); if ( clientMode != NULL ) { clientMode->KeyInput( bState ? true : false, STEAMCONTROLLER_SELECT, cmdbuf ); }
} }
state.bState = bState; state.bActive = bActive && ( state.bActive || !state.bState ); }
if ( enginevgui->IsGameUIVisible() ) return;
//Handle movement based on controller data.
for ( int nSlot = 0; nSlot < nControllerCount; ++nSlot ) { ControllerAnalogActionData_t moveData = steamapicontext->SteamController()->GetAnalogActionData( nControllerHandles[ nSlot ], g_ControllerMoveHandle );
if ( moveData.y > 0.0 ) { cmd->forwardmove += cl_forwardspeed.GetFloat() * moveData.y; } else { cmd->forwardmove += cl_backspeed.GetFloat() * moveData.y; }
cmd->sidemove += cl_sidespeed.GetFloat() * moveData.x; }
// Now work out if we should change camera direction
QAngle viewangles; engine->GetViewAngles( viewangles );
view->StopPitchDrift();
for ( int nSlot = 0; nSlot < nControllerCount; ++nSlot ) { ControllerAnalogActionData_t action = steamapicontext->SteamController()->GetAnalogActionData( nControllerHandles[ nSlot ], g_ControllerCameraHandle );
float mouse_x = action.x; float mouse_y = action.y; ScaleMouse(0, &mouse_x, &mouse_y);
Vector2D vecMouseDelta = Vector2D( mouse_x, -mouse_y )*0.015;
::g_pInputSystem->SetCurrentInputDevice( INPUT_DEVICE_STEAM_CONTROLLER ); if ( vecMouseDelta.Length() > 0 ) { m_bControllerMode = true; if ( !GetPerUser().m_fCameraInterceptingMouse && g_pInputStackSystem->IsTopmostEnabledContext( m_hInputContext ) ) { ApplySteamControllerCameraMove( viewangles, cmd, vecMouseDelta ); } } }
engine->SetViewAngles( viewangles ); }
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