Counter Strike : Global Offensive Source Code
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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 );
}