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//===== Copyright 1996-2005, 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 "iclientmode.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 "c_baseplayer.h"
#include "ienginevgui.h"
#include "inputsystem/iinputstacksystem.h"
#if defined (CSTRIKE_DLL)
#include "c_cs_player.h"
#endif
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#elif defined( _PS3 )
#include "ps3/ps3_core.h"
#include "ps3/ps3_win32stubs.h"
#else
#include "../common/xbox/xboxstubs.h"
#endif
#ifdef PORTAL2
#include "radialmenu.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
// Set the joystick being force disabled just as we write the config
// This allows us to chose this option in the menu with a controller without accidentally disabling our only mode of input
void JoystickForceDisabled_ChangeCallback( IConVar *pConVar, char const *pOldString, float flOldValue ); static ConVar joystick_force_disabled_set_from_options( "joystick_force_disabled_set_from_options", "1", FCVAR_ARCHIVE, "Sets controllers enabled/disabled just before the config is written.", JoystickForceDisabled_ChangeCallback ); static ConVar joystick_force_disabled( "joystick_force_disabled", "1", FCVAR_ARCHIVE, "Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad signals." ); void JoystickForceDisabled_ChangeCallback( IConVar *pConVar, char const *pOldString, float flOldValue ) { ConVarRef var( pConVar ); if ( var.IsValid() && !var.GetBool() ) { // Enabling joystick happens immediately, rather than being delayed
if ( joystick_force_disabled.GetBool() ) { joystick_force_disabled.SetValue( false ); } } }
static ConVar joy_variable_frametime( "joy_variable_frametime", IsGameConsole() ? "0" : "1", 0 );
// Axis mapping
static ConVar joy_name( "joy_name", "joystick", FCVAR_ARCHIVE ); static ConVar joy_advanced( "joy_advanced", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisx( "joy_advaxisx", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisy( "joy_advaxisy", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisz( "joy_advaxisz", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisr( "joy_advaxisr", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisu( "joy_advaxisu", "0", 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_GAMECONSOLE | FCVAR_SS, "joystick pitch sensitivity", true, -5.0f, true, -0.1f ); static ConVar joy_yawsensitivity( "joy_yawsensitivity", "-1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_GAMECONSOLE | FCVAR_SS, "joystick yaw sensitivity", true, -5.0f, true, -0.1f );
// Advanced sensitivity and response
#ifdef _X360 //tmuaer
static ConVar joy_response_move( "joy_response_move", "9", 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" ); #else
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" ); #endif
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_response_look_pitch( "joy_response_look_pitch", "1", FCVAR_ARCHIVE, "'Look' stick response mode for pitch: 0=Default, 1=Acceleration Promotion" );
static ConVar joy_lowend( "joy_lowend", "1", FCVAR_ARCHIVE ); static ConVar joy_lowend_linear( "joy_lowend_linear", "0.55", FCVAR_ARCHIVE ); static ConVar joy_lowmap( "joy_lowmap", "1", FCVAR_ARCHIVE ); static ConVar joy_gamma( "joy_gamma", "0.2", FCVAR_ARCHIVE ); static ConVar joy_accelscale( "joy_accelscale", "3.5", FCVAR_ARCHIVE); static ConVar joy_accelscalepoly( "joy_accelscalepoly", "0.4", FCVAR_ARCHIVE); static ConVar joy_accelmax( "joy_accelmax", "1.0", FCVAR_ARCHIVE); static ConVar joy_autoAimDampenMethod( "joy_autoAimDampenMethod", "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." ); // smooth out of the auto-aim at this amount per second
static ConVar joy_autoaim_dampen_smoothout_speed( "joy_autoaim_dampen_smoothout_speed", "0.25" ); // percentage per second. 0.5 == 50 percentage points per second
static ConVar joy_curvepoint_1( "joy_curvepoint_1", "0.001", FCVAR_ARCHIVE, "", true, 0.001, true, 5 ); static ConVar joy_curvepoint_2( "joy_curvepoint_2", "0.4", FCVAR_ARCHIVE, "", true, 0.001, true, 5 ); static ConVar joy_curvepoint_3( "joy_curvepoint_3", "0.75", FCVAR_ARCHIVE, "", true, 0.001, true, 5 ); static ConVar joy_curvepoint_4( "joy_curvepoint_4", "1", FCVAR_ARCHIVE, "", true, 0.001, true, 5 ); static ConVar joy_curvepoint_end( "joy_curvepoint_end", "2", FCVAR_ARCHIVE, "", true, 0.001, true, 5 );
static ConVar joy_vehicle_turn_lowend("joy_vehicle_turn_lowend", "0.7"); static ConVar joy_vehicle_turn_lowmap("joy_vehicle_turn_lowmap", "0.4");
static ConVar joy_sensitive_step0( "joy_sensitive_step0", "0.1", FCVAR_ARCHIVE); static ConVar joy_sensitive_step1( "joy_sensitive_step1", "0.4", FCVAR_ARCHIVE); static ConVar joy_sensitive_step2( "joy_sensitive_step2", "0.90", FCVAR_ARCHIVE); static ConVar joy_circle_correct( "joy_circle_correct", "1", FCVAR_ARCHIVE);
// 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_GAMECONSOLE | FCVAR_SS, "Whether to invert the Y axis of the joystick for looking." );
#if !defined ( CSTRIKE15 )
static ConVar joy_inverty_default( "joy_inverty_default", "0", FCVAR_ARCHIVE_GAMECONSOLE ); // Extracted & saved from profile
static ConVar joy_movement_stick_default( "joy_movement_stick_default", "0", FCVAR_ARCHIVE_GAMECONSOLE ); // Extracted & saved from profile
#endif
// XBox Defaults
static ConVar joy_yawsensitivity_default( "joy_yawsensitivity_default", "-1.0", FCVAR_NONE ); static ConVar joy_pitchsensitivity_default( "joy_pitchsensitivity_default", "-1.0", FCVAR_NONE ); static ConVar sv_stickysprint_default( "sv_stickysprint_default", "0", FCVAR_NONE ); static ConVar joy_lookspin_default( "joy_lookspin_default", "0.35", FCVAR_NONE );
static ConVar joy_cfg_preset( "joy_cfg_preset", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_GAMECONSOLE | FCVAR_SS );
void joy_movement_stick_Callback( IConVar *var, const char *pOldString, float flOldValue ) { if ( engine ) { engine->ClientCmd_Unrestricted( "joyadvancedupdate silent\n" ); } }
static ConVar joy_movement_stick("joy_movement_stick", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_GAMECONSOLE | FCVAR_SS, "Which stick controls movement : 0 = left stick, 1 = right stick, 2 = legacy controls", joy_movement_stick_Callback );
static ConVar joy_xcontroller_cfg_loaded( "joy_xcontroller_cfg_loaded", "0", 0, "If 0, the 360controller.cfg file will be executed on startup & option changes." );
ConVar joy_no_accel_jump( "joy_no_accel_jump", "0", FCVAR_ARCHIVE );
// Motion controller
static ConVar mc_dead_zone_radius( "mc_dead_zone_radius", "0.06", FCVAR_ARCHIVE, "0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.", true, 0.0f, true, 0.9f ); static ConVar mc_accel_band_size( "mc_accel_band_size", "0.5", FCVAR_ARCHIVE, "Percentage of half the screen width or height.", true, 0.01f, true, 2.0f ); static ConVar mc_max_yawrate( "mc_max_yawrate", "230.0", FCVAR_ARCHIVE, "(degrees/sec)", true, 10.0,true, 720.0 ); static ConVar mc_max_pitchrate( "mc_max_pitchrate", "100.0", FCVAR_ARCHIVE, "(degrees/sec)", true, 10.0,true, 720.0 ); static ConVar mc_turnPctPegged("mc_turnPctPegged", "1.0", FCVAR_DEVELOPMENTONLY, "pegged at above this amount" ); static ConVar mc_turnPctPeggedMultiplier("mc_turnPctPeggedMultiplier", "1.0", FCVAR_DEVELOPMENTONLY, "speed multiplier when pegged" ); static ConVar mc_turn_curve("mc_turn_curve", "0", FCVAR_DEVELOPMENTONLY, "What type of acceleration curve to use for turning."); static ConVar mc_screen_clamp( "mc_screen_clamp", "0.8f", FCVAR_DEVELOPMENTONLY, "Clamps the cursor to this much of the screen."); static ConVar mc_force_aim_x("mc_force_aim_x", "0", FCVAR_DEVELOPMENTONLY, "debug for testing player's aim"); static ConVar mc_force_aim_y("mc_force_aim_y", "0", FCVAR_DEVELOPMENTONLY, "debug for testing player's aim"); static ConVar mc_always_lock_ret_on_zoom( "mc_always_lock_ret_on_zoom", "1", FCVAR_DEVELOPMENTONLY, "Always lock the reticle when zoomed (even for partial zoom weapons)"); static ConVar mc_max_dampening("mc_max_dampening", "0.9", FCVAR_DEVELOPMENTONLY, "dampening player's aim"); static ConVar mc_dampening_blend_amount("mc_dampening_blend_amount", "0.0", FCVAR_DEVELOPMENTONLY, "dampening player's aim");
static ConVar mc_max_turn_dampening("mc_max_turn_dampening", "0.8", FCVAR_DEVELOPMENTONLY, "dampening player's aim while scoped"); static ConVar mc_turn_dampening_blend_amount("mc_turn_dampening_blend_amount", "0.02", FCVAR_DEVELOPMENTONLY, "dampening player's aim while scoped");
static ConVar mc_zoom_out_cursor_offset_blend("mc_zoom_out_cursor_offset_blend", "0.05", FCVAR_DEVELOPMENTONLY, "0.0 means snap to the new amount.");
static ConVar mc_zoomed_out_dead_zone_radius( "mc_zoomed_out_dead_zone_radius", "0.1", FCVAR_DEVELOPMENTONLY, "0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.", true, 0.0f, true, 0.9f ); static ConVar mc_zoomed_aim_style("mc_zoomed_aim_style", "1", FCVAR_DEVELOPMENTONLY, "0-analog stick style. 1-pointer style.");
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; #ifdef INFESTED_DLL
extern ConVar asw_cam_marine_yaw; #endif
extern ConVar cam_idealpitch; extern ConVar cam_idealyaw; extern ConVar thirdperson_platformer; extern ConVar thirdperson_screenspace;
//-----------------------------------------------
// 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-8f, 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)
} //The idea is to create a max large walk zone surrounded by a max run zone.
case 7: { float xAbs = fabs(x); if(xAbs < joy_sensitive_step0.GetFloat()) { return 0; } else if (xAbs < joy_sensitive_step2.GetFloat()) { return (85.0f/cl_forwardspeed.GetFloat()) * ((x < 0)? -1.0f : 1.0f); } else { return ((x < 0)? -1.0f : 1.0f); } } break; case 8: //same concept as above but with smooth speeds
{ float xAbs = fabs(x); if(xAbs < joy_sensitive_step0.GetFloat()) { return 0; } else if (xAbs < joy_sensitive_step2.GetFloat()) { float maxSpeed = (85.0f/cl_forwardspeed.GetFloat()); float t = (xAbs-joy_sensitive_step0.GetFloat()) / (joy_sensitive_step2.GetFloat()-joy_sensitive_step0.GetFloat()); float speed = t*maxSpeed; return speed * ((x < 0)? -1.0f : 1.0f); } else { float maxSpeed = 1.0f; float minSpeed = (85.0f/cl_forwardspeed.GetFloat()); float t = (xAbs-joy_sensitive_step2.GetFloat()) / (1.0f-joy_sensitive_step2.GetFloat()); float speed = t*(maxSpeed-minSpeed) + minSpeed; return speed * ((x < 0)? -1.0f : 1.0f); } } break; case 9: //same concept as above but with smooth speeds for walking and a hard speed for running
{ float xAbs = fabs(x); if(xAbs < joy_sensitive_step0.GetFloat()) { return 0; } else if (xAbs < joy_sensitive_step1.GetFloat()) { float maxSpeed = (85.0f/cl_forwardspeed.GetFloat()); float t = (xAbs-joy_sensitive_step0.GetFloat()) / (joy_sensitive_step1.GetFloat()-joy_sensitive_step0.GetFloat()); float speed = t*maxSpeed; return speed * ((x < 0)? -1.0f : 1.0f); } else if (xAbs < joy_sensitive_step2.GetFloat()) { return (85.0f/cl_forwardspeed.GetFloat()) * ((x < 0)? -1.0f : 1.0f); } else { return ((x < 0)? -1.0f : 1.0f); } } break; }
// 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 CInput::AutoAimDampening( float x, int axis, float dist ) { if ( joy_autoAimDampenMethod.GetInt() == 1 ) { // disabled 6/29/15 -mtw
/*
// $FIXME(hpe) Split screen
// 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() ) { C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pLocalPlayer && pLocalPlayer->IsCursorOnAutoAimTarget() ) { m_lastAutoAimValue = joy_autoaimdampen.GetFloat(); return m_lastAutoAimValue; } }
if ( m_lastAutoAimValue < 1.0f ) { m_lastAutoAimValue += joy_autoaim_dampen_smoothout_speed.GetFloat() * gpGlobals->frametime; if ( m_lastAutoAimValue >= 1.0f ) { m_lastAutoAimValue = 1.0f; } } */ return m_lastAutoAimValue;// No dampening.
} else { // 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 player
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer ) { // Get the autoaim target
if ( pLocalPlayer->m_Local.m_bAutoAimTarget ) { return joy_autoaimdampen.GetFloat(); } } } }
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[ MAX_SPLITSCREEN_PLAYERS ];
static bool IsJoystickPegged( float input, float otherAxis ) {
#if defined( _X360 )
static float fPower = 1.25f; #elif defined( _PS3 )
static float fPower = 0.9f; #else
static float fPower = 0.9f; // pc
#endif
float fMinimumVal = 0.01f; // accomodate dead zone
float algorythmX = abs(input); float algorythmY = MAX( abs(otherAxis),fMinimumVal );
#if defined( _PS3 )
float fltempAlgorythmSample = MAX( algorythmX, algorythmY ); #else
float fltempAlgorythmSample = pow( pow(algorythmX,fPower)+pow(algorythmY,fPower),fPower); #endif
#if defined( _X360 )
float flJoyAddititiveDistComparison = 0.98f; #elif defined( _PS3 )
float flJoyAddititiveDistComparison = 0.91f; #else
float flJoyAddititiveDistComparison = 0.94f; #endif
bool result = fltempAlgorythmSample >= flJoyAddititiveDistComparison;
return result; }
//-----------------------------------------------
// 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"); float CInput::ResponseCurveLookDefault( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ) { envelope_t &envelope = controlEnvelope[ MAX( nSlot, 0 ) ]; float input = x; // float maxX = 1.0; used in prev algorithm
float flJoyDist = dist;//MAX( dist, MIN( joy_pegged.GetFloat(), sqrt(x*x + otherAxis*otherAxis) ) );
bool bPegged = ( flJoyDist >= joy_pegged.GetFloat() ) || IsJoystickPegged( x, otherAxis );
// 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 ( otherAxis < 0.0f ) { otherAxis *= -1; }
if( axis == YAW && joy_virtual_peg.GetBool() ) { if( x >= 0.95f ) { // User has pegged the stick
envelope.peggedAxis[axis] = true; envelope.axisPeggedDir[axis] = negative; } if( envelope.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( bPegged && negative == envelope.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 { envelope.peggedAxis[axis] = false; } } }
// Perform the two-stage mapping.
float tmpDist = dist; if( tmpDist > joy_lowend.GetFloat() || x > joy_lowend_linear.GetFloat() ) { tmpDist = RemapValClamped( tmpDist, joy_lowend.GetFloat(), 1.0f, joy_lowmap.GetFloat(), 1.0f );
// Accelerate.
if( envelope.envelopeScale[axis] < 1.0f ) { envelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( envelope.envelopeScale[axis] > 1.0f ) { envelope.envelopeScale[axis] = 1.0f; } }
float delta = tmpDist - joy_lowmap.GetFloat(); tmpDist = joy_lowmap.GetFloat() + (delta * envelope.envelopeScale[axis]); } else { // Shut off acceleration
envelope.envelopeScale[axis] = 0.0f;
tmpDist = RemapValClamped( tmpDist, 0.0f, joy_lowend.GetFloat(), 0.0f, joy_lowmap.GetFloat() );
if( tmpDist > 0.0f && joy_display_input.GetBool() ) { Msg("AXIS == %d : 2: x = :%f, otherAxis = %f\n", axis, x, otherAxis ); } }
if ( dist > 0.01f ) { float newX = x; if ( axis == YAW ) { float input = x / dist; input = clamp( input, -1.0f, 1.0f ); float theta = acos( input ); newX = cos( theta ) * tmpDist; //Msg( "input: %f, theta:%f, x: %f\n", input, theta, newX );
} else { float input = x / dist; input = clamp( input, -1.0f, 1.0f ); float theta = asin( input ); newX = sin( theta ) * tmpDist; //Msg( "input: %f, theta:%f, x: %f\n", input, theta, newX );
} x = newX; } /*(
// Perform the two-stage mapping.
if( x > joy_lowend.GetFloat() ) { float highmap = 1.0f - joy_lowmap.GetFloat(); float xNormal = x - joy_lowend.GetFloat(); float xNormalMax = maxX - joy_lowend.GetFloat();
float factor = xNormal / ( 1.0f - joy_lowend.GetFloat() ); float factorMax = xNormalMax / ( 1.0f - joy_lowend.GetFloat() ); x = joy_lowmap.GetFloat() + (highmap * factor); maxX = joy_lowmap.GetFloat() + (highmap * factorMax);
//if( x > 0.0f && joy_display_input.GetBool() )
//{
// Msg("AXIS == %d : 1a: x = :%f\n", axis, x );
//}
// Accelerate.
if( envelope.envelopeScale[axis] < 1.0f ) { envelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( envelope.envelopeScale[axis] > 1.0f ) { envelope.envelopeScale[axis] = 1.0f; } }
float delta = x - joy_lowmap.GetFloat(); float deltaMax = maxX - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * envelope.envelopeScale[axis]); maxX = joy_lowmap.GetFloat() + (deltaMax * envelope.envelopeScale[axis]);
if( x > 0.0f && joy_display_input.GetBool() ) { Msg("AXIS == %d : 1b: x = :%f, otherAxis = %f\n", axis, x, otherAxis ); } } else { // Shut off acceleration
envelope.envelopeScale[axis] = 0.0f; float factor = x / joy_lowend.GetFloat();
x = (joy_lowmap.GetFloat() * factor);
if( x > 0.0f && joy_display_input.GetBool() ) { Msg("AXIS == %d : 2: x = :%f, otherAxis = %f\n", axis, x, otherAxis ); } } */ x *= AutoAimDampening( input, axis, dist );
//float flDiagDiff = abs(x - otherAxis);
//x *= MIN( maxX, 1+(otherAxis) );
if( x > 0.0f && joy_display_input.GetBool() ) { Msg("AXIS == %d : In:%f Out:%f Frametime:%f\n", axis, input, x, frametime ); }
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.
ConVar joy_useNewAcecelMethod("joy_useNewAcecelMethod","1"); ConVar joy_useNewJoystickPegged( "joy_useNewJoystickPeggedTest", "0" ); float CInput::ResponseCurveLookAccelerated( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ) { envelope_t &envelope = controlEnvelope[ MAX( nSlot, 0 ) ];
float input = x;
float flJoyDist = ( sqrt(x*x + otherAxis * otherAxis) ); bool bIsPegged = ( flJoyDist>= joy_pegged.GetFloat() ); if ( joy_useNewAcecelMethod.GetBool() || joy_useNewJoystickPegged.GetBool() ) { bIsPegged = IsJoystickPegged( input, otherAxis ); }
float curvParam = joy_gamma.GetFloat() * 2.0f - 1.0f;
// 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
if( !joy_no_accel_jump.GetBool() ) { x = MAX( joy_lowmap.GetFloat(), x ); }
bDoAcceleration = true; } else { // Joystick is languishing in the low-end, turn off acceleration.
envelope.envelopeScale[axis] = 0.0f; float factor = x / joy_lowend.GetFloat(); if ( joy_useNewAcecelMethod.GetBool() ) { float divisor = factor * curvParam + 1; //ReleaseAssert(divisor);
if (divisor != 0.0f) x = joy_lowmap.GetFloat() * ( factor * ( curvParam + 1 ) / divisor ); } else { x = joy_lowmap.GetFloat() * factor; } }
if( bDoAcceleration ) { float flMax = joy_accelmax.GetFloat(); if( envelope.envelopeScale[axis] < flMax && !joy_useNewAcecelMethod.GetBool() ) { envelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( envelope.envelopeScale[axis] > flMax ) { envelope.envelopeScale[axis] = flMax; } } float delta = x - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * envelope.envelopeScale[axis]);
if ( joy_useNewAcecelMethod.GetBool() ) { float factor = x / joy_lowend.GetFloat(); float divisor = factor * curvParam + 1; //ReleaseAssert(divisor);
float minx = 0.0f; if (divisor != 0.0f) minx = joy_lowmap.GetFloat() * ( factor * ( curvParam + 1 ) / divisor );
x = MAX( x, minx ); } }
x *= AutoAimDampening( input, axis, dist );
if( axis == YAW && input != 0.0f && joy_display_input.GetBool() ) { Msg("In:%f Out:%f Frametime:%f\n", input, x, frametime ); }
if( negative ) { x *= -1; }
return x; }
//-----------------------------------------------
//-----------------------------------------------
float CInput::ResponseCurveLookPolynomial( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ) { // 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 ( otherAxis < 0.0f ) { otherAxis *= -1; }
envelope_t &envelope = controlEnvelope[ MAX( nSlot, 0 ) ]; float input = x; float scale = MIN( 1.0f, sqrt(x*x+otherAxis*otherAxis) ); bool bPegged = ( scale >= joy_pegged.GetFloat() ) || IsJoystickPegged( x, otherAxis );
if( axis == YAW && joy_virtual_peg.GetBool() ) { if( x >= 0.95f ) { // User has pegged the stick
envelope.peggedAxis[axis] = true; envelope.axisPeggedDir[axis] = negative; }
if( envelope.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( bPegged && negative == envelope.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 { envelope.peggedAxis[axis] = false; } } }
//if ( bPegged )
//{
// x = 1.0f;
//}
float flMaxOutput = 1; //float flMaxAccel = joy_accelmax.GetFloat();
if( envelope.envelopeScale[axis] < 1.0f ) { envelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( envelope.envelopeScale[axis] > 1.0f ) { envelope.envelopeScale[axis] = 1.0f; } } //x = joy_curvepoint_3.GetFloat() + (delta * envelope.envelopeScale[axis]);
if ( x > 0 && scale > 0 ) { x = (joy_curvepoint_end.GetFloat()*sqrt(x*x*x*x*x*x) + joy_curvepoint_4.GetFloat()*sqrt(x*x*x*x*x) + joy_curvepoint_3.GetFloat()*sqrt(x*x*x*x) + joy_curvepoint_2.GetFloat()*sqrt(x*x*x) + joy_curvepoint_1.GetFloat()*sqrt(x*x) + 0.00001f*sqrt(x)) * joy_accelscalepoly.GetFloat(); flMaxOutput = (joy_curvepoint_end.GetFloat() + joy_curvepoint_4.GetFloat() + joy_curvepoint_3.GetFloat() + joy_curvepoint_2.GetFloat() + joy_curvepoint_1.GetFloat() + 0.00001f) * joy_accelscalepoly.GetFloat();
if( x > 0.0f && joy_display_input.GetBool() ) { //Msg("scale = %f........\n", scale );
Msg("AXIS == %d : 1b: x = :%f, scale = %f\n", axis, x, scale ); }
x *= 1+((otherAxis+scale)*0.75); } else { envelope.envelopeScale[axis] = 0.0f; }
// account for pushing diagonally
float flDiagonal = 0; /*
if ( x > otherAxis ) flDiagonal = (scale-otherAxis) * (otherAxis/x); else if ( otherAxis > x ) flDiagonal = (scale-x) * (x/otherAxis);
x = MIN( flMaxOutput, x + (flDiagonal*scale) ); */ //if ( bPegged )
// x = flMaxOutput;
x *= envelope.envelopeScale[axis]; x = MIN( flMaxOutput, x );
if( x > 0.0f && joy_display_input.GetBool() ) Msg("flDiagonal == %f : otherAxis = :%f : x = :%f, flMaxOutput = %f\n", flDiagonal, otherAxis, x, flMaxOutput );
x *= AutoAimDampening( input, axis, dist );
if( x > 0.0f && joy_display_input.GetBool() ) { Msg("AXIS == %d : flJoyDist:%f In:%f Out:%f Frametime:%f\n", axis, scale, input, x, frametime ); }
if( negative ) { x *= -1; }
return x; }
//-----------------------------------------------
//-----------------------------------------------
float CInput::ResponseCurveLook( int nSlot, int curve, float x, int axis, float otherAxis, float dist, float frametime ) { switch( curve ) { case 1://Promotion of acceleration
return ResponseCurveLookAccelerated( nSlot, x, axis, otherAxis, dist, frametime ); break;
case 2://Modern
return ResponseCurveLookPolynomial( nSlot, x, axis, otherAxis, dist, frametime ); break;
default: return ResponseCurveLookDefault( nSlot, x, axis, otherAxis, dist, frametime ); break; } }
//-----------------------------------------------------------------------------
// Purpose: Advanced joystick setup
//-----------------------------------------------------------------------------
void CInput::Joystick_Advanced( bool bSilent ) { m_fJoystickAdvancedInit = true;
// called whenever an update is needed
int i; DWORD dwTemp;
if ( IsGameConsole() ) { // Xbox always uses a joystick
in_joystick.SetValue( 1 ); }
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
PerUserInput_t &user = GetPerUser();
// Initialize all the maps
for ( i = 0; i < MAX_JOYSTICK_AXES; i++ ) { user.m_rgAxes[i].AxisMap = GAME_AXIS_NONE; user.m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS; }
if ( !joy_advanced.GetBool() ) { // default joystick initialization
// 2 axes only with joystick control
user.m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW; user.m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD; } else { if ( !bSilent && hh == 0 && Q_stricmp( joy_name.GetString(), "joystick") ) { // notify user of advanced controller
Msg( "Using joystick '%s' configuration\n", joy_name.GetString() ); }
static SplitScreenConVarRef s_joy_movement_stick( "joy_movement_stick" );
bool bJoyMovementStick = s_joy_movement_stick.GetBool( hh );
// advanced initialization here
// data supplied by user via joy_axisn cvars
dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisu.GetInt() : (DWORD)joy_advaxisx.GetInt(); user.m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisr.GetInt() : (DWORD)joy_advaxisy.GetInt(); user.m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD)joy_advaxisz.GetInt(); user.m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisy.GetInt() : (DWORD)joy_advaxisr.GetInt(); user.m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisx.GetInt() : (DWORD)joy_advaxisu.GetInt(); user.m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = (DWORD)joy_advaxisv.GetInt(); user.m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
if ( !bSilent ) { Msg( "Advanced joystick settings initialized for joystick %d\n------------\n", hh + 1 ); DescribeJoystickAxis( hh, "x axis", &user.m_rgAxes[JOY_AXIS_X] ); DescribeJoystickAxis( hh, "y axis", &user.m_rgAxes[JOY_AXIS_Y] ); DescribeJoystickAxis( hh, "z axis", &user.m_rgAxes[JOY_AXIS_Z] ); DescribeJoystickAxis( hh, "r axis", &user.m_rgAxes[JOY_AXIS_R] ); DescribeJoystickAxis( hh, "u axis", &user.m_rgAxes[JOY_AXIS_U] ); DescribeJoystickAxis( hh, "v axis", &user.m_rgAxes[JOY_AXIS_V] ); } } }
#if defined( SWARM_DLL ) || defined( PORTAL )
// Load the xbox controller cfg file if it hasn't been loaded.
if ( in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetBool() == false ) { engine->ClientCmd( "exec joy_configuration" PLATFORM_EXT ".cfg" ); joy_xcontroller_cfg_loaded.SetValue( 1 ); } } else if ( joy_xcontroller_cfg_loaded.GetBool() ) { engine->ClientCmd( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } #else // !SWARM_DLL && !PORTAL
#if !defined( _PS3 )
// [Forrest] For CStrike 1.5 we want to load 360controller.cfg on Xbox as well as PC.
// If we have an xcontroller on the PC, load the cfg file if it hasn't been loaded.
// [Forrest] engine->ClientCmd didn't go through (FCVAR_CLIENTCMD_CAN_EXECUTE prevented running command).
// Changed it to engine->ClientCmd_Unrestricted.
ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetBool() == false ) { for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i ) { engine->ClientCmd_Unrestricted( "exec controller" PLATFORM_EXT ".cfg", false, i, false ); } joy_xcontroller_cfg_loaded.SetValue( 1 ); } } else if ( joy_xcontroller_cfg_loaded.GetBool() ) { for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i ) { engine->ClientCmd_Unrestricted( "exec undo360controller.cfg", false, i, false ); } joy_xcontroller_cfg_loaded.SetValue( 0 ); }
#endif
#endif // SWARM_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : char const
//-----------------------------------------------------------------------------
char const *CInput::DescribeAxis( int index ) { // $FIXME(hpe) the string command syntax differs from xbla; need to verify
switch ( index ) { case GAME_AXIS_FORWARD: return "forward"; case GAME_AXIS_PITCH: return "pitch"; case GAME_AXIS_SIDE: return "strafe"; case GAME_AXIS_YAW: return "yaw"; case GAME_AXIS_NONE: default: return "n/a"; }
return "n/a"; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *axis -
// *mapping -
//-----------------------------------------------------------------------------
void CInput::DescribeJoystickAxis( int nJoystick, char const *axis, joy_axis_t *mapping ) { if ( !mapping->AxisMap ) { Msg( "joy%d %s: unmapped\n", nJoystick + 1, axis ); } else { Msg( "joy%d %s: %s (%s)\n", nJoystick + 1, 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 { result = axisValue * ( 1.f / MAX_BUTTONSAMPLE ); }
return result; }
void CInput::Joystick_SetSampleTime(float frametime) { FOR_EACH_VALID_SPLITSCREEN_PLAYER( i ) { m_PerUser[ i ].m_flRemainingJoystickSampleTime = frametime; } }
float CInput::Joystick_GetPitch( void ) { if ( !ControllerModeActive() ) return 0.0f;
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot );
return user.m_flPreviousJoystickPitch; }
float CInput::Joystick_GetYaw( void ) { if ( !ControllerModeActive() ) return 0.0f;
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot );
return user.m_flPreviousJoystickYaw; }
void CInput::Joystick_Querry( float &forward, float &side, float &pitch, float &yaw ) { bool bAbsoluteYaw, bAbsolutePitch; JoyStickSampleAxes( forward, side, pitch, yaw, bAbsoluteYaw, bAbsolutePitch ); }
void CInput::Joystick_ForceRecentering( int nStick, bool bSet /*= true*/ ) { if ( nStick < 0 || nStick > 1 ) return;
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot );
user.m_bForceJoystickRecentering[ nStick ] = bSet; }
extern void IN_ForceSpeedUp( ); extern void IN_ForceSpeedDown( );
bool CInput::ControllerModeActive( void ) { return ( in_joystick.GetInt() != 0 && m_bControllerMode ); }
//--------------------------------------------------------------------
// See if we want to use the joystick
//--------------------------------------------------------------------
bool CInput::JoyStickActive() { // verify joystick is available and that the user wants to use it
if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() ) return false;
// Skip out if vgui or gameui is active
if ( !g_pInputStackSystem->IsTopmostEnabledContext( m_hInputContext ) ) return false;
return true; }
//--------------------------------------------------------------------
// Reads joystick values
//--------------------------------------------------------------------
void CInput::JoyStickSampleAxes( float &forward, float &side, float &pitch, float &yaw, bool &bAbsoluteYaw, bool &bAbsolutePitch ) { int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot );
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 == user.m_rgAxes[i].AxisMap ) continue;
float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( GET_ACTIVE_SPLITSCREEN_SLOT(), 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 = user.m_rgAxes[i].AxisMap; gameAxes[idx].value = fAxisValue; gameAxes[idx].controlType = user.m_rgAxes[i].ControlMap; }
// Before these axes are allowed to return values must bring them back to mostly centered
if ( user.m_bForceJoystickRecentering[ 0 ] ) { if ( fabsf( gameAxes[GAME_AXIS_FORWARD].value ) < 0.1f && fabsf( gameAxes[GAME_AXIS_SIDE].value ) < 0.1f ) { user.m_bForceJoystickRecentering[ 0 ] = false; }
gameAxes[GAME_AXIS_FORWARD].value = 0.0f; gameAxes[GAME_AXIS_SIDE].value = 0.0f; }
// Before these axes are allowed to return values must bring them back to mostly centered
if ( user.m_bForceJoystickRecentering[ 1 ] ) { if ( fabsf( gameAxes[GAME_AXIS_PITCH].value ) < 0.1f && fabsf( gameAxes[GAME_AXIS_YAW].value ) < 0.1f ) { user.m_bForceJoystickRecentering[ 1 ] = false; }
gameAxes[GAME_AXIS_PITCH].value = 0.0f; gameAxes[GAME_AXIS_YAW].value = 0.0f; }
// Re-map the axis values if necessary, based on the joystick configuration
if ( (joy_advanced.GetInt() == 0) && (in_jlook.GetPerUser( nSlot ).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.GetPerUser( nSlot ).state & 1) || lookstrafe.GetFloat() && (in_jlook.GetPerUser( nSlot ).state & 1) ) { // user wants yaw control to become side control
gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW]; gameAxes[GAME_AXIS_YAW].value = 0; }
static SplitScreenConVarRef joy_movement_stick("joy_movement_stick"); if( joy_movement_stick.IsValid() && joy_movement_stick.GetInt( nSlot ) == 2 ) { axis_t swap = gameAxes[GAME_AXIS_YAW]; gameAxes[GAME_AXIS_YAW] = gameAxes[GAME_AXIS_SIDE]; gameAxes[GAME_AXIS_SIDE] = swap; }
forward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); side = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); pitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); yaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() );
bAbsoluteYaw = ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType ); bAbsolutePitch = ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType );
// If we're inverting our joystick, do so
static SplitScreenConVarRef s_joy_inverty( "joy_inverty" ); bool isInverted = s_joy_inverty.IsValid() && s_joy_inverty.GetBool( nSlot ); if ( !isInverted ) { pitch *= -1.0f; } }
//--------------------------------------------------------------------
// drive yaw, pitch and move like a screen relative platformer game
//--------------------------------------------------------------------
void CInput::JoyStickThirdPersonPlatformer( CUserCmd *cmd, float &forward, float &side, float &pitch, float &yaw ) { // Get starting angles
QAngle viewangles; engine->GetViewAngles( viewangles );
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot );
if ( forward || side ) { // apply turn control [ YAW ]
// factor in the camera offset, so that the move direction is relative to the thirdperson camera
viewangles[ YAW ] = RAD2DEG(atan2(-side, -forward)) + user.m_vecCameraOffset[ YAW ]; engine->SetViewAngles( viewangles );
// apply movement
Vector2D moveDir( forward, side ); cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat(); }
if ( pitch || yaw ) { static SplitScreenConVarRef s_joy_yawsensitivity( "joy_yawsensitivity" ); static SplitScreenConVarRef s_joy_pitchsensitivity( "joy_pitchsensitivity" );
// look around with the camera
user.m_vecCameraOffset[ PITCH ] += pitch * s_joy_pitchsensitivity.GetFloat( nSlot ); user.m_vecCameraOffset[ YAW ] += yaw * s_joy_yawsensitivity.GetFloat( nSlot ); }
if ( forward || side || pitch || yaw ) { // update the ideal pitch and yaw
cam_idealpitch.SetValue( user.m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] ); cam_idealyaw.SetValue( user.m_vecCameraOffset[ YAW ] - viewangles[ YAW ] ); } }
//-----------------------------------------------
// Turns viewangles based on sampled joystick
//-----------------------------------------------
void CInput::JoyStickTurn( CUserCmd *cmd, float &yaw, float &pitch, float frametime, bool bAbsoluteYaw, bool bAbsolutePitch ) { // Get starting angles
QAngle viewangles; engine->GetViewAngles( viewangles );
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); // PerUserInput_t &user = GetPerUser( nSlot );
static SplitScreenConVarRef s_joy_yawsensitivity( "joy_yawsensitivity" ); static SplitScreenConVarRef s_joy_pitchsensitivity( "joy_pitchsensitivity" );
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); bool bSpecThird = pLocalPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_CHASE;
Vector2D move( yaw, pitch ); float dist = move.Length(); bool bVariableFrametime = joy_variable_frametime.GetBool(); float lookFrametime = bVariableFrametime ? frametime : gpGlobals->frametime; float aspeed = lookFrametime * GetHud().GetFOVSensitivityAdjust(); if ( bSpecThird ) aspeed *= 1.5;
// No quick turn so just sample the joystick
float angle = 0.0f;
// Sample the joystick.
if ( bVariableFrametime || frametime != gpGlobals->frametime ) { if ( bAbsoluteYaw ) { float fAxisValue = ResponseCurveLook( nSlot, joy_response_look.GetInt(), yaw, YAW, pitch, dist, lookFrametime ); angle = fAxisValue * s_joy_yawsensitivity.GetFloat( nSlot ) * aspeed * cl_yawspeed.GetFloat(); } else { angle = yaw * s_joy_yawsensitivity.GetFloat( nSlot ) * aspeed * 180.0; } }
// Update and apply turn control. This may produce a new angle if we're doing a quick turn.
angle = UpdateAndGetQuickTurnYaw( nSlot, lookFrametime, angle );
viewangles[YAW] += angle; cmd->mousedx = angle;
// apply look control
if ( in_jlook.GetPerUser( nSlot ).state & 1 ) { float angle = 0; if ( bVariableFrametime || frametime != gpGlobals->frametime ) { if ( bAbsolutePitch ) { float fAxisValue = ResponseCurveLook( nSlot, joy_response_look_pitch.GetInt(), pitch, PITCH, yaw, dist, lookFrametime ); angle = fAxisValue * s_joy_pitchsensitivity.GetFloat( nSlot ) * aspeed * cl_pitchspeed.GetFloat(); } else { angle = pitch * s_joy_pitchsensitivity.GetFloat( nSlot ) * aspeed * 180.0; } } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if ( pitch == 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(); } }
viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() ); engine->SetViewAngles( viewangles ); }
//---------------------------------------------------------------------
// Calculates strafe and forward/back motion based on sampled joystick
//---------------------------------------------------------------------
void CInput::JoyStickForwardSideControl( float forward, float side, float &joyForwardMove, float &joySideMove ) { joyForwardMove = joySideMove = 0.0f;
// apply forward and side control
if ( joy_response_move.GetInt() > 6 && joy_circle_correct.GetBool() ) { // ok the 360 controller is scaled to a circular area. our movement is scaled to the square two axis,
// so diagonal needs to be scaled properly to full speed.
bool bInWalk = true; float scale = MIN(1.0f,sqrt(forward*forward+side*side)); if ( scale > 0.01f ) { float val; if ( scale > joy_sensitive_step2.GetFloat() ) { bInWalk = false; } float scaledVal = ResponseCurve( joy_response_move.GetInt(), scale, PITCH, fabsf( joy_forwardsensitivity.GetFloat() ) ); val = scaledVal * ( ( forward * Sign( joy_forwardsensitivity.GetFloat() ) ) / scale ); joyForwardMove += val * cl_forwardspeed.GetFloat();
scaledVal = ResponseCurve( joy_response_move.GetInt(), scale, PITCH, fabsf( joy_sidesensitivity.GetFloat() ) ); val = scaledVal * ( ( side * Sign( joy_sidesensitivity.GetFloat() ) ) / scale ); joySideMove += val * cl_sidespeed.GetFloat();
// big hack here, if we are not moving past the joy_sensitive_step2 thresh hold then walk.
if ( bInWalk ) { IN_ForceSpeedDown(); } else { IN_ForceSpeedUp(); } } else { IN_ForceSpeedUp(); } } else { // 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, forward, PITCH, joy_forwardsensitivity.GetFloat() ); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = ResponseCurve( iResponseCurve, side, YAW, joy_sidesensitivity.GetFloat() ); joySideMove += val * cl_sidespeed.GetFloat(); } }
// expects a -1.0 - 1.0 value
// returns a 0.0 - 1.2 value, signed to match the input
float CInput::HandleMotionControllerInputSmoothing( float flDeadZonePct, float val ) { bool isPositive = val > 0.0f; float absVal = abs(val); if ( absVal <= flDeadZonePct ) return 0.0f;
// Allow player to point off the screen if they've made the dead zone the size of the screen.
float flBandSize = mc_accel_band_size.GetFloat(); float normalizedAfterDeadzone = (absVal - flDeadZonePct) / flBandSize; float result = 0.0f; if ( normalizedAfterDeadzone > mc_turnPctPegged.GetFloat() ) { // in our high acceleration zone, bump up the value
result = mc_turnPctPeggedMultiplier.GetFloat(); } else { // low acceleration
// X*X method
switch (mc_turn_curve.GetInt() ) { case 0: result = normalizedAfterDeadzone; break; case 1: result = normalizedAfterDeadzone * normalizedAfterDeadzone; break; case 2: result = normalizedAfterDeadzone * normalizedAfterDeadzone * normalizedAfterDeadzone; break;
} }
result = isPositive ? result : result * -1.0f; return result; }
//-----------------------------------------------------------------------------
// Purpose: Apply motion controller to CUserCmd creation
// Input : frametime -
// *cmd -
//-----------------------------------------------------------------------------
void CInput::MotionControllerMove( float frametime, CUserCmd *cmd ) { int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
C_CSPlayer* pPlayer = C_CSPlayer::GetLocalCSPlayer(); Assert( pPlayer );
// [dkorus] make sure our max turn rate is based on our zoom level sensitivity
float flDeadZonePct = mc_dead_zone_radius.GetFloat(); float flScreenClamp = mc_screen_clamp.GetFloat();
int width=0, height=0; materials->GetBackBufferDimensions( width, height );
float fX = inputsystem->GetMotionControllerPosX(); float fY = inputsystem->GetMotionControllerPosY();
static float s_lastCursorValueX = fX; static float s_lastCursorValueY = fY;
static QAngle s_referenceDirection; static float s_FOVSensitivityAdjust = 1.0f; static float s_FOVOffsetX = 0.0f; static float s_FOVOffsetY = 0.0f; static float s_TargetFOVOffsetX = 0.0f; static float s_TargetFOVOffsetY = 0.0f;
// Don't consider pointer input unless we're actively in the game. Otherwise our view will change outside of when we want it to.
int iObserverMode = pPlayer->GetObserverMode(); bool ignorePointerInput = ( iObserverMode == OBS_MODE_DEATHCAM || iObserverMode == OBS_MODE_FREEZECAM );
#if defined( INCLUDE_SCALEFORM )
// If we're in the pause menu, then lock the cursor to the screen.
if ( g_pScaleformUI->SlotDeniesInputToGame( SF_SS_SLOT( nSlot ) ) ) { ignorePointerInput = true; }
#endif
// If we're in the pause menu, then lock the cursor to the screen.
if ( ignorePointerInput ) { // Move this to center screen.
fX = s_lastCursorValueX * 0.85f; fY = s_lastCursorValueY * 0.85f; }
bool bLookingAtTarget = pPlayer->IsCursorOnAutoAimTarget();
// Free moving cursor dampening code.
static float s_fDampeningValue = 0.0f; // s_fDampeningValue: 0.0 don't dampen, 1.0 fully locked in place.
float fTargetDampening = 0.0f; if ( bLookingAtTarget ) { fTargetDampening = mc_max_dampening.GetFloat(); } // This little bit of code gives us a frame rate independent blend value.
float blend_t = 1.0f - pow( mc_dampening_blend_amount.GetFloat(), frametime ); s_fDampeningValue += ( fTargetDampening - s_fDampeningValue )*blend_t;
// Turn Dampening code.
static float s_fTurnDampeningValue = 0.0f; float fTargetTurnDampening = 0.0f; if ( bLookingAtTarget ) { fTargetTurnDampening = mc_max_turn_dampening.GetFloat(); } // This little bit of code gives us a frame rate independent blend value.
blend_t = 1.0f - pow( mc_turn_dampening_blend_amount.GetFloat(), frametime ); s_fTurnDampeningValue += ( fTargetTurnDampening - s_fTurnDampeningValue )*blend_t;
// handle turning the view with the motion controller
QAngle currentViewAngles; engine->GetViewAngles( currentViewAngles );
if ( mc_zoomed_aim_style.GetInt() == 1 ) { if ( !pPlayer->m_bIsScoped ) { // Only set the reference direction to the current view when we are not zoomed in.
s_referenceDirection = currentViewAngles; } } else { s_referenceDirection = currentViewAngles; }
CWeaponCSBase *pWeapon = ( CWeaponCSBase* )pPlayer->GetActiveWeapon();
float fTurnDampeningMultiplier = 1.0f; if ( pWeapon ) { if ( mc_zoomed_aim_style.GetInt() == 1 ) { // For non scoped weapons like the bomb and knife, only do clamping if we're not scoped.
if ( !pWeapon->WantReticleShown() && !pPlayer->m_bIsScoped ) { flScreenClamp = 0.0f; flDeadZonePct = mc_zoomed_out_dead_zone_radius.GetFloat(); } } else { // Lock reticle if we're using a scoped weapon with our motion controller.
// We do this by setting the screen clamp to zero so that we move like with an analog stick.
// We also want to lock when we have a sniper rifle because the reticule will not show up.
if ( !pWeapon->WantReticleShown() || ( mc_always_lock_ret_on_zoom.GetBool() && pPlayer->m_bIsScoped ) ) { flScreenClamp = 0.0f;
// If in addition to not showing the reticule we are also zoomed in, apply dampening to turning.
if ( pPlayer->m_bIsScoped ) { // If we're zoomed in, we want to apply the dampening to turning to help lock onto the enemies.
fTurnDampeningMultiplier = (1.0f - s_fTurnDampeningValue); // Zoomed in weapons get a zero dead zone to make aiming smoother.
flDeadZonePct = 0.0f; } else { // We add a bit of deadzone when zoomed out so that world navigation is easier.
// It also helps to keep your aim on your target after firing if the weapon pops back to zoomed out.
flDeadZonePct = mc_zoomed_out_dead_zone_radius.GetFloat(); } }
}
}
// We increase the deadzone size for pitch by 1.5
const float flPitchDeadZoneScale = 1.5f; float pitchDeadZone = clamp( flDeadZonePct * flPitchDeadZoneScale, 0.0f, 0.9f );
// Calculate the pitch and yaw deltas.
const float flCurrFOVScale = GetHud().GetFOVSensitivityAdjust();
if ( s_FOVSensitivityAdjust != flCurrFOVScale ) { if ( flCurrFOVScale == 1.0f ) { // Set the offset to put the cursor in the middle of the screen.
s_FOVOffsetX = -s_lastCursorValueX * flCurrFOVScale; s_FOVOffsetY = -s_lastCursorValueY * flCurrFOVScale;
// Now we want to zero the offset over time.
s_TargetFOVOffsetX = 0.0f; s_TargetFOVOffsetY = 0.0f; } else { // We're zooming in on an offset position, so we need to an offset compensation here.
// save off the offsets from the last cursor value.
// The last cursor position on the screen was
float lastAdjustedX = s_lastCursorValueX * s_FOVSensitivityAdjust + s_FOVOffsetX; float lastAdjustedY = s_lastCursorValueY * s_FOVSensitivityAdjust + s_FOVOffsetY;
// With the new FOV scale, the offsets to give us the same position is:
s_TargetFOVOffsetX = lastAdjustedX - s_lastCursorValueX * flCurrFOVScale; s_TargetFOVOffsetY = lastAdjustedY - s_lastCursorValueY * flCurrFOVScale;
// Set the offset immediately since we don't need or want to blend to this.
// The blending is for zooming out when the cursor will not be pointing where we were looking.
s_FOVOffsetX = s_TargetFOVOffsetX; s_FOVOffsetY = s_TargetFOVOffsetY; } s_FOVSensitivityAdjust = flCurrFOVScale; }
blend_t = 1.0f - pow( mc_zoom_out_cursor_offset_blend.GetFloat(), frametime ); s_FOVOffsetX += ( s_TargetFOVOffsetX - s_FOVOffsetX ) * blend_t; s_FOVOffsetY += ( s_TargetFOVOffsetY - s_FOVOffsetY ) * blend_t;
float flMaxTurnRate = mc_max_yawrate.GetFloat() * s_FOVSensitivityAdjust; float flMaxPitchRate = mc_max_pitchrate.GetFloat() * s_FOVSensitivityAdjust; float smoothedX = HandleMotionControllerInputSmoothing( flDeadZonePct, fX ); float smoothedY = HandleMotionControllerInputSmoothing( pitchDeadZone, fY ); float deltaYaw = -smoothedX * flMaxTurnRate * frametime * fTurnDampeningMultiplier; float deltaPitch = -smoothedY * flMaxPitchRate * frametime * fTurnDampeningMultiplier;
// Update and apply turn control. This may produce a new angle if we're doing a quick turn.
deltaYaw = UpdateAndGetQuickTurnYaw( nSlot, frametime, deltaYaw );
s_referenceDirection[YAW] += deltaYaw; s_referenceDirection[PITCH] += deltaPitch;
if ( joy_autoAimDampenMethod.GetInt() == 1 ) { // If we are dampening, we reduce the amount we update towards our target vector.
fX = s_lastCursorValueX + (fX - s_lastCursorValueX) * (1.0f - s_fDampeningValue); fY = s_lastCursorValueY + (fY - s_lastCursorValueY) * (1.0f - s_fDampeningValue); }
fX = clamp( fX, -flScreenClamp, flScreenClamp ); fY = clamp( fY, -flScreenClamp, flScreenClamp );
float adjustedX = fX * s_FOVSensitivityAdjust + s_FOVOffsetX; float adjustedY = fY * s_FOVSensitivityAdjust + s_FOVOffsetY;
Vector forward, right, up; // Get the orientation matrix for the camera.
AngleVectors (s_referenceDirection, &forward, &right, &up );
// Forward project the cursor position into the world.
// dist is the distance from the camera to the screen.
// NOTE! GAME_FOV_YAW needs to be the same value returned from CCSGameRules::DefaultFOV().
const float GAME_FOV_YAW = 90.0f; float dist = ( width * 0.5f ) / tanf( GAME_FOV_YAW*0.5f ); Vector aimDirection = forward*dist + up*height*0.5f*adjustedY + right*width*0.5f*adjustedX; aimDirection.NormalizeInPlace(); pPlayer->SetAimDirection( aimDirection );
Vector PureForward( 1.0f, 0.0f, 0.0f ); Vector PureUp( 0.0f, 0.0f, 1.0f); Vector PureRight( 0.0f, -1.0f, 0.0f ); QAngle viewOffset;
Vector pureOffset = PureForward*dist + PureUp*height*0.5f*adjustedY + PureRight*width*0.5f*adjustedX; VectorAngles( pureOffset, viewOffset ); if ( mc_force_aim_x.GetFloat() != 0.0f ) { Vector eyePos = pPlayer->EyePosition(); Vector forcedAimPoint = forward*dist + up*height*0.5f*mc_force_aim_y.GetFloat() + right*width*0.5f*mc_force_aim_x.GetFloat();
const float DURATION = 0.15f; DebugDrawLine( eyePos + forcedAimPoint, eyePos + forcedAimPoint + up*height*0.05f, 0,255,0, true, DURATION ); DebugDrawLine( eyePos + forcedAimPoint, eyePos + forcedAimPoint + right*width*0.05f, 255, 0, 0, true, DURATION ); DebugDrawLine( eyePos + forcedAimPoint, eyePos + forcedAimPoint - up*height*0.05f, 255, 255, 0, true, DURATION ); DebugDrawLine( eyePos + forcedAimPoint, eyePos + forcedAimPoint - right*width*0.05f, 255,0,255, true, DURATION );
forcedAimPoint.NormalizeInPlace(); pPlayer->SetAimDirection( forcedAimPoint ); Vector pureOffset2 = PureForward*dist + PureUp*height*0.5f*mc_force_aim_y.GetFloat() + PureRight*width*0.5f*mc_force_aim_x.GetFloat(); VectorAngles( pureOffset2, viewOffset ); }
pPlayer->SetEyeAngleOffset( viewOffset );
// Update the camera's angle.
if ( mc_zoomed_aim_style.GetInt() == 1 && pPlayer->m_bIsScoped ) { QAngle aimDirectionAngles; VectorAngles(aimDirection, aimDirectionAngles); engine->SetViewAngles( aimDirectionAngles ); } else { engine->SetViewAngles( s_referenceDirection ); }
s_lastCursorValueX = fX; s_lastCursorValueY = fY;
cmd->aimdirection = pPlayer->GetAimDirection(); cmd->mousedx = deltaYaw; cmd->mousedy = deltaPitch; }
//-----------------------------------------------------------------------------
// 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( false ); }
// verify joystick is available and that the user wants to use it
if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() ) return;
// Skip out if vgui is active
if ( vgui::surface()->IsCursorVisible() ) return;
// Don't move if GameUI is visible
if ( enginevgui->IsGameUIVisible() ) return;
#ifdef PORTAL2
if ( IsRadialMenuOpen() ) return; #endif
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI->SlotDeniesInputToGame( SF_SS_SLOT( nSlot ) ) ) return; #endif
PerUserInput_t &user = GetPerUser( nSlot );
// Sample the axes, apply the input, and consume sample time.
if ( user.m_flRemainingJoystickSampleTime > 0 ) { frametime = MIN(user.m_flRemainingJoystickSampleTime, frametime); user.m_flRemainingJoystickSampleTime -= frametime;
float forward, side, pitch, yaw; bool bAbsoluteYaw, bAbsolutePitch;
JoyStickSampleAxes( forward, side, pitch, yaw, bAbsoluteYaw, bAbsolutePitch ); if ( !m_bControllerMode ) { if ( fabsf(forward) > 0.1f || fabsf(side) > 0.1f || fabsf(pitch) > 0.1f || fabsf(yaw) > 0.1f ) { m_bControllerMode = true; } } if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { JoyStickThirdPersonPlatformer( cmd, forward, side, pitch, yaw ); return; }
float joyForwardMove, joySideMove; JoyStickForwardSideControl( forward, side, joyForwardMove, joySideMove );
// Cache off the input sample values in case we run out of sample time.
user.m_flPreviousJoystickForwardMove = joyForwardMove; user.m_flPreviousJoystickSideMove = joySideMove; user.m_flPreviousJoystickYaw = yaw; user.m_flPreviousJoystickPitch = pitch; user.m_bPreviousJoystickUseAbsoluteYaw = bAbsoluteYaw; user.m_bPreviousJoystickUseAbsolutePitch = bAbsolutePitch; }
if ( JoyStickActive() ) { // If we are using a motion controller, then we use the pointing device for updating the look direction.
if( inputsystem->MotionControllerActive()) { MotionControllerMove( frametime, cmd ); } else { JoyStickTurn( cmd, user.m_flPreviousJoystickYaw, user.m_flPreviousJoystickPitch, frametime, user.m_bPreviousJoystickUseAbsoluteYaw, user.m_bPreviousJoystickUseAbsolutePitch ); }
JoyStickApplyMovement( cmd, user.m_flPreviousJoystickForwardMove, user.m_flPreviousJoystickSideMove ); } }
//--------------------------------------------------------------
// Applies the calculated forward/side movement to the UserCmd
//--------------------------------------------------------------
void CInput::JoyStickApplyMovement( CUserCmd *cmd, float joyForwardMove, float joySideMove ) { // apply player motion relative to screen space
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { #ifdef INFESTED_DLL
float ideal_yaw = asw_cam_marine_yaw.GetFloat(); #else
float ideal_yaw = cam_idealyaw.GetFloat(); #endif
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 ); } } }
float CInput::UpdateAndGetQuickTurnYaw( int nSlot, float frametime, float angle ) { PerUserInput_t &user = GetPerUser( nSlot );
if ( user.m_flSpinFrameTime ) { // apply specified yaw velocity until duration expires
float delta = frametime; if ( user.m_flSpinFrameTime - delta <= 0 ) { // effect expired, avoid floating point creep
delta = user.m_flSpinFrameTime; user.m_flSpinFrameTime = 0; } else { user.m_flSpinFrameTime -= delta; }
// Modify the angle if we're doing a quick turn.
angle = user.m_flSpinRate * delta; }
// Update the spin rate
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer( nSlot ); if ( ( in_lookspin.GetPerUser( nSlot ).state & 2 ) && !user.m_flSpinFrameTime && pLocalPlayer && !pLocalPlayer->IsObserver() ) { // user has actuated a new spin boost
float spinFrameTime = joy_lookspin_default.GetFloat(); user.m_flSpinFrameTime = spinFrameTime; // yaw velocity is in last known direction
if ( user.m_flLastYawAngle >= 0 ) { user.m_flSpinRate = 180.0f/spinFrameTime; } else { user.m_flSpinRate = -180.0f/spinFrameTime; } }
// Save off the last angle if non zero.
if ( angle != 0.0f ) { // track angular direction
user.m_flLastYawAngle = angle; }
return angle; }
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