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//========= Copyright 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 "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 "cam_thirdperson.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#else
#include "../common/xbox/xboxstubs.h"
#endif
#ifdef HL2_CLIENT_DLL
// FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so this include should be c_baseplayer.h
#include "c_basehlplayer.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
// Axis mapping
static ConVar joy_name( "joy_name", "joystick", FCVAR_ARCHIVE ); static ConVar joy_advanced( "joy_advanced", "1", FCVAR_ARCHIVE ); static ConVar joy_advaxisx( "joy_advaxisx", "4", FCVAR_ARCHIVE ); static ConVar joy_advaxisy( "joy_advaxisy", "2", FCVAR_ARCHIVE ); static ConVar joy_advaxisz( "joy_advaxisz", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisr( "joy_advaxisr", "1", FCVAR_ARCHIVE ); static ConVar joy_advaxisu( "joy_advaxisu", "3", 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_XBOX ); static ConVar joy_yawsensitivity( "joy_yawsensitivity", "-1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
// Advanced sensitivity and response
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" ); 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_lowend( "joy_lowend", "1", FCVAR_ARCHIVE ); static ConVar joy_lowmap( "joy_lowmap", "1", FCVAR_ARCHIVE ); static ConVar joy_accelscale( "joy_accelscale", "0.6", FCVAR_ARCHIVE); static ConVar joy_accelmax( "joy_accelmax", "1.0", 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." );
static ConVar joy_vehicle_turn_lowend("joy_vehicle_turn_lowend", "0.7"); static ConVar joy_vehicle_turn_lowmap("joy_vehicle_turn_lowmap", "0.4");
// 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_XBOX, "Whether to invert the Y axis of the joystick for looking." );
// XBox Defaults
static ConVar joy_yawsensitivity_default( "joy_yawsensitivity_default", "-1.25", FCVAR_NONE ); static ConVar joy_pitchsensitivity_default( "joy_pitchsensitivity_default", "-1.0", FCVAR_NONE ); static ConVar option_duck_method_default( "option_duck_method_default", "1.0", FCVAR_NONE ); static ConVar joy_inverty_default( "joy_inverty_default", "0", FCVAR_ARCHIVE_XBOX ); // Extracted & saved from profile
static ConVar joy_movement_stick_default( "joy_movement_stick_default", "0", FCVAR_ARCHIVE_XBOX ); // Extracted & saved from profile
static ConVar sv_stickysprint_default( "sv_stickysprint_default", "0", FCVAR_NONE );
void joy_movement_stick_Callback( IConVar *var, const char *pOldString, float flOldValue ) { engine->ClientCmd( "joyadvancedupdate" ); } static ConVar joy_movement_stick("joy_movement_stick", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "Which stick controls movement (0 is left stick)", joy_movement_stick_Callback );
static ConVar joy_xcontroller_cfg_loaded( "joy_xcontroller_cfg_loaded", "0", FCVAR_ARCHIVE, "If 0, the 360controller.cfg file will be executed on startup & option changes." );
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;
extern ConVar cam_idealpitch; extern ConVar cam_idealyaw; extern ConVar thirdperson_platformer; extern ConVar thirdperson_screenspace;
//-----------------------------------------------------------------
// Purpose: Returns true if there's an active joystick connected.
//-----------------------------------------------------------------
bool CInput::EnableJoystickMode() { return IsConsole() || in_joystick.GetBool(); }
//-----------------------------------------------
// 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)
} }
// 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 AutoAimDampening( float x, int axis, float dist ) { // FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so all games can use it.
#ifdef HL2_CLIENT_DLL
// 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 HL2 player
C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if( pLocalPlayer ) { // Get the autoaim target
if( pLocalPlayer->m_HL2Local.m_bAutoAimTarget ) { return joy_autoaimdampen.GetFloat(); } } } #endif
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;
//-----------------------------------------------
// 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"); static float ResponseCurveLookDefault( float x, int axis, float otherAxis, float dist, float frametime ) { float inputX = x;
bool bStickIsPhysicallyPegged = ( dist >= joy_pegged.GetFloat() );
// 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( axis == YAW && joy_virtual_peg.GetBool() ) { if( x >= 0.95f ) { // User has pegged the stick
controlEnvelope.peggedAxis[axis] = true; controlEnvelope.axisPeggedDir[axis] = negative; } if( controlEnvelope.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( bStickIsPhysicallyPegged && negative == controlEnvelope.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 { controlEnvelope.peggedAxis[axis] = false; } } }
// Perform the two-stage mapping.
if( x > joy_lowend.GetFloat() ) { float highmap = 1.0f - joy_lowmap.GetFloat(); float xNormal = x - joy_lowend.GetFloat();
float factor = xNormal / ( 1.0f - joy_lowend.GetFloat() ); x = joy_lowmap.GetFloat() + (highmap * factor);
// Accelerate.
if( controlEnvelope.envelopeScale[axis] < 1.0f ) { controlEnvelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( controlEnvelope.envelopeScale[axis] > 1.0f ) { controlEnvelope.envelopeScale[axis] = 1.0f; } }
float delta = x - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * controlEnvelope.envelopeScale[axis]); } else { // Shut off acceleration
controlEnvelope.envelopeScale[axis] = 0.0f; float factor = x / joy_lowend.GetFloat(); x = joy_lowmap.GetFloat() * factor; }
x *= AutoAimDampening( inputX, axis, dist );
if( axis == YAW && x > 0.0f && joy_display_input.GetBool() ) { Msg("In:%f Out:%f Frametime:%f\n", inputX, 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.
static float ResponseCurveLookAccelerated( float x, int axis, float otherAxis, float dist, float frametime ) { float inputX = x;
float flJoyDist = ( sqrt(x*x + otherAxis * otherAxis) ); bool bIsPegged = ( flJoyDist>= joy_pegged.GetFloat() );
// 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
x = MAX( joy_lowmap.GetFloat(), x ); bDoAcceleration = true; } else { // Joystick is languishing in the low-end, turn off acceleration.
controlEnvelope.envelopeScale[axis] = 0.0f; float factor = x / joy_lowend.GetFloat(); x = joy_lowmap.GetFloat() * factor; }
if( bDoAcceleration ) { float flMax = joy_accelmax.GetFloat(); if( controlEnvelope.envelopeScale[axis] < flMax ) { float delta = x - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * controlEnvelope.envelopeScale[axis]); controlEnvelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() );
if( controlEnvelope.envelopeScale[axis] > flMax ) { controlEnvelope.envelopeScale[axis] = flMax; } } }
x *= AutoAimDampening( inputX, axis, dist );
if( axis == YAW && inputX != 0.0f && joy_display_input.GetBool() ) { Msg("In:%f Out:%f Frametime:%f\n", inputX, x, frametime ); }
if( negative ) { x *= -1; }
return x; }
//-----------------------------------------------
//-----------------------------------------------
static float ResponseCurveLook( int curve, float x, int axis, float otherAxis, float dist, float frametime ) { switch( curve ) { case 1://Promotion of acceleration
return ResponseCurveLookAccelerated( x, axis, otherAxis, dist, frametime ); break;
default: return ResponseCurveLookDefault( x, axis, otherAxis, dist, frametime ); break; } }
//-----------------------------------------------------------------------------
// Purpose: Advanced joystick setup
//-----------------------------------------------------------------------------
void CInput::Joystick_Advanced(void) { // called whenever an update is needed
int i; DWORD dwTemp;
if ( IsX360() ) { // Xbox always uses a joystick
in_joystick.SetValue( 1 ); }
// Initialize all the maps
for ( i = 0; i < MAX_JOYSTICK_AXES; i++ ) { m_rgAxes[i].AxisMap = GAME_AXIS_NONE; m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS; }
if ( !joy_advanced.GetBool() ) { // default joystick initialization
// 2 axes only with joystick control
m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW; m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD; } else { if ( Q_stricmp( joy_name.GetString(), "joystick") != 0 ) { // notify user of advanced controller
Msg( "Using joystick '%s' configuration\n", joy_name.GetString() ); }
// advanced initialization here
// data supplied by user via joy_axisn cvars
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisu.GetInt() : (DWORD)joy_advaxisx.GetInt(); m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_X", &m_rgAxes[JOY_AXIS_X] );
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisr.GetInt() : (DWORD)joy_advaxisy.GetInt(); m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_Y", &m_rgAxes[JOY_AXIS_Y] );
dwTemp = (DWORD)joy_advaxisz.GetInt(); m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_Z", &m_rgAxes[JOY_AXIS_Z] );
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisy.GetInt() : (DWORD)joy_advaxisr.GetInt(); m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_R", &m_rgAxes[JOY_AXIS_R] );
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisx.GetInt() : (DWORD)joy_advaxisu.GetInt(); m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_U", &m_rgAxes[JOY_AXIS_U] );
dwTemp = (DWORD)joy_advaxisv.GetInt(); m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_V", &m_rgAxes[JOY_AXIS_V] );
Msg( "Advanced Joystick settings initialized\n" ); }
// If we have an xcontroller, load the cfg file if it hasn't been loaded.
static ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetInt() < 2 ) { engine->ClientCmd_Unrestricted( "exec 360controller.cfg" ); if ( IsLinux () ) { engine->ClientCmd_Unrestricted( "exec 360controller-linux.cfg" ); } joy_xcontroller_cfg_loaded.SetValue( 2 ); } } else if ( joy_xcontroller_cfg_loaded.GetInt() > 0 ) { engine->ClientCmd_Unrestricted( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : char const
//-----------------------------------------------------------------------------
char const *CInput::DescribeAxis( int index ) { switch ( index ) { case GAME_AXIS_FORWARD: return "Forward"; case GAME_AXIS_PITCH: return "Look"; case GAME_AXIS_SIDE: return "Side"; case GAME_AXIS_YAW: return "Turn"; case GAME_AXIS_NONE: default: return "Unknown"; }
return "Unknown"; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *axis -
// *mapping -
//-----------------------------------------------------------------------------
void CInput::DescribeJoystickAxis( char const *axis, joy_axis_t *mapping ) { if ( !mapping->AxisMap ) { Msg( "%s: unmapped\n", axis ); } else { Msg( "%s: mapped to %s (%s)\n", axis, DescribeAxis( mapping->AxisMap ), mapping->ControlMap != 0 ? "relative" : "absolute" ); } }
//-----------------------------------------------------------------------------
// Purpose: Allow joystick to issue key events
// Not currently used - controller button events are pumped through the windprocs. KWD
//-----------------------------------------------------------------------------
void CInput::ControllerCommands( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Scales the raw analog value to lie withing the axis range (full range - deadzone )
//-----------------------------------------------------------------------------
float CInput::ScaleAxisValue( const float axisValue, const float axisThreshold ) { // Xbox scales the range of all axes in the inputsystem. PC can't do that because each axis mapping
// has a (potentially) unique threshold value. If all axes were restricted to a single threshold
// as they are on the Xbox, this function could move to inputsystem and be slightly more optimal.
float result = 0.f; if ( IsPC() ) { if ( axisValue < -axisThreshold ) { result = ( axisValue + axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ); } else if ( axisValue > axisThreshold ) { result = ( axisValue - axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ); } } else { // IsXbox
result = axisValue * ( 1.f / MAX_BUTTONSAMPLE ); }
return result; }
void CInput::Joystick_SetSampleTime(float frametime) { m_flRemainingJoystickSampleTime = frametime; }
float CInput::Joystick_GetForward( void ) { return m_flPreviousJoystickForward; }
float CInput::Joystick_GetSide( void ) { return m_flPreviousJoystickSide; }
float CInput::Joystick_GetPitch( void ) { return m_flPreviousJoystickPitch; }
float CInput::Joystick_GetYaw( void ) { return m_flPreviousJoystickYaw; }
//-----------------------------------------------------------------------------
// Purpose: Apply joystick to CUserCmd creation
// Input : frametime -
// *cmd -
//-----------------------------------------------------------------------------
void CInput::JoyStickMove( float frametime, CUserCmd *cmd ) { // complete initialization if first time in ( needed as cvars are not available at initialization time )
if ( !m_fJoystickAdvancedInit ) { Joystick_Advanced(); m_fJoystickAdvancedInit = true; }
// Verify that the user wants to use the joystick
if ( !in_joystick.GetInt() ) return;
// Reinitialize the 'advanced joystick' system if hotplugging has caused us toggle between some/none joysticks.
bool haveJoysticks = ( inputsystem->GetJoystickCount() > 0 ); if ( haveJoysticks != m_fHadJoysticks ) { Joystick_Advanced(); m_fHadJoysticks = haveJoysticks; }
// Verify that a joystick is available
if ( !haveJoysticks ) return;
if ( m_flRemainingJoystickSampleTime <= 0 ) return; frametime = MIN(m_flRemainingJoystickSampleTime, frametime); m_flRemainingJoystickSampleTime -= frametime;
QAngle viewangles;
// Get starting angles
engine->GetViewAngles( viewangles );
struct axis_t { float value; int controlType; }; axis_t gameAxes[ MAX_GAME_AXES ]; memset( &gameAxes, 0, sizeof(gameAxes) );
// Get each joystick axis value, and normalize the range
for ( int i = 0; i < MAX_JOYSTICK_AXES; ++i ) { if ( GAME_AXIS_NONE == m_rgAxes[i].AxisMap ) continue;
float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( 0, i ) );
if (joy_wwhack2.GetInt() != 0 ) { // this is a special formula for the Logitech WingMan Warrior
// y=ax^b; where a = 300 and b = 1.3
// also x values are in increments of 800 (so this is factored out)
// then bounds check result to level out excessively high spin rates
float fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3); if (fTemp > 14000.0) fTemp = 14000.0; // restore direction information
fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp; }
unsigned int idx = m_rgAxes[i].AxisMap; gameAxes[idx].value = fAxisValue; gameAxes[idx].controlType = m_rgAxes[i].ControlMap; }
// Re-map the axis values if necessary, based on the joystick configuration
if ( (joy_advanced.GetInt() == 0) && (in_jlook.state & 1) ) { // user wants forward control to become pitch control
gameAxes[GAME_AXIS_PITCH] = gameAxes[GAME_AXIS_FORWARD]; gameAxes[GAME_AXIS_FORWARD].value = 0;
// if mouse invert is on, invert the joystick pitch value
// Note: only absolute control support here - joy_advanced = 0
if ( m_pitch->GetFloat() < 0.0 ) { gameAxes[GAME_AXIS_PITCH].value *= -1; } }
if ( (in_strafe.state & 1) || ( lookstrafe.GetFloat() && (in_jlook.state & 1) ) ) { // user wants yaw control to become side control
gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW]; gameAxes[GAME_AXIS_YAW].value = 0; }
m_flPreviousJoystickForward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); m_flPreviousJoystickSide = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); m_flPreviousJoystickPitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); m_flPreviousJoystickYaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() );
// Skip out if vgui is active
if ( vgui::surface()->IsCursorVisible() ) return;
// If we're inverting our joystick, do so
if ( joy_inverty.GetBool() ) { m_flPreviousJoystickPitch *= -1.0f; }
// drive yaw, pitch and move like a screen relative platformer game
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( m_flPreviousJoystickForward || m_flPreviousJoystickSide ) { // apply turn control [ YAW ]
// factor in the camera offset, so that the move direction is relative to the thirdperson camera
viewangles[ YAW ] = RAD2DEG(atan2(-m_flPreviousJoystickSide, -m_flPreviousJoystickForward)) + g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ]; engine->SetViewAngles( viewangles );
// apply movement
Vector2D moveDir( m_flPreviousJoystickForward, m_flPreviousJoystickSide ); cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat(); }
if ( m_flPreviousJoystickPitch || m_flPreviousJoystickYaw ) { Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles();
// look around with the camera
vTempOffset[ PITCH ] += m_flPreviousJoystickPitch * joy_pitchsensitivity.GetFloat(); vTempOffset[ YAW ] += m_flPreviousJoystickYaw * joy_yawsensitivity.GetFloat();
g_ThirdPersonManager.SetCameraOffsetAngles( vTempOffset ); }
if ( m_flPreviousJoystickForward || m_flPreviousJoystickSide || m_flPreviousJoystickPitch || m_flPreviousJoystickYaw ) { const Vector& vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles();
// update the ideal pitch and yaw
cam_idealpitch.SetValue( vTempOffset[ PITCH ] - viewangles[ PITCH ] ); cam_idealyaw.SetValue( vTempOffset[ YAW ] - viewangles[ YAW ] ); } return; }
float joySideMove = 0.f; float joyForwardMove = 0.f; float aspeed = frametime * gHUD.GetFOVSensitivityAdjust();
// apply forward and side control
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); int iResponseCurve = 0; if ( pLocalPlayer && pLocalPlayer->IsInAVehicle() ) { iResponseCurve = pLocalPlayer->GetVehicle() ? pLocalPlayer->GetVehicle()->GetJoystickResponseCurve() : joy_response_move_vehicle.GetInt(); } else { iResponseCurve = joy_response_move.GetInt(); } float val = ResponseCurve( iResponseCurve, m_flPreviousJoystickForward, PITCH, joy_forwardsensitivity.GetFloat() ); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = ResponseCurve( iResponseCurve, m_flPreviousJoystickSide, YAW, joy_sidesensitivity.GetFloat() ); joySideMove += val * cl_sidespeed.GetFloat();
Vector2D move( m_flPreviousJoystickYaw, m_flPreviousJoystickPitch ); float dist = move.Length();
// apply turn control
float angle = 0.f;
if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), m_flPreviousJoystickYaw, YAW, m_flPreviousJoystickPitch, dist, frametime ); angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat(); } else { angle = m_flPreviousJoystickYaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0; }
angle = JoyStickAdjustYaw( angle ); viewangles[YAW] += angle; cmd->mousedx = angle;
// apply look control
if ( IsX360() || in_jlook.state & 1 ) { angle = 0; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), m_flPreviousJoystickPitch, PITCH, m_flPreviousJoystickYaw, dist, frametime ); angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat(); } else { angle = m_flPreviousJoystickPitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0; } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if( m_flPreviousJoystickPitch == 0.f && lookspring.GetFloat() == 0.f ) { // no pitch movement
// disable pitch return-to-center unless requested by user
// *** this code can be removed when the lookspring bug is fixed
// *** the bug always has the lookspring feature on
view->StopPitchDrift(); } }
// apply player motion relative to screen space
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { float ideal_yaw = cam_idealyaw.GetFloat(); float ideal_sin = sin(DEG2RAD(ideal_yaw)); float ideal_cos = cos(DEG2RAD(ideal_yaw)); float side_movement = ideal_cos*joySideMove - ideal_sin*joyForwardMove; float forward_movement = ideal_cos*joyForwardMove + ideal_sin*joySideMove; cmd->forwardmove += forward_movement; cmd->sidemove += side_movement; } else { cmd->forwardmove += joyForwardMove; cmd->sidemove += joySideMove; }
if ( IsPC() ) { CCommand tmp; if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() ) { KeyDown( &in_joyspeed, NULL ); } else { KeyUp( &in_joyspeed, NULL ); } }
// Bound pitch
viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
engine->SetViewAngles( viewangles ); }
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