Counter Strike : Global Offensive Source Code
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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;
}