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462 lines
16 KiB
462 lines
16 KiB
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Mouse input routines
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "basehandle.h"
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#include "utlvector.h"
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#include "cdll_client_int.h"
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#include "cdll_util.h"
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#include "kbutton.h"
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#include "usercmd.h"
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#include "input.h"
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#include "iviewrender.h"
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#include "convar.h"
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#include "hud.h"
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#include "vgui/ISurface.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/Cursor.h"
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#include "tier0/icommandline.h"
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#include "inputsystem/iinputsystem.h"
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#include "inputsystem/ButtonCode.h"
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#include "math.h"
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#include "tier1/convar_serverbounded.h"
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#include "cam_thirdperson.h"
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#include "ienginevgui.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifndef UINT64_MAX
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const uint64 UINT64_MAX = 0xffffffffffffffff;
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#endif
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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extern const ConVar *sv_cheats;
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extern ConVar cam_idealyaw;
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extern ConVar cam_idealpitch;
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extern ConVar thirdperson_platformer;
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extern ConVar cl_forwardspeed;
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extern ConVar cl_backspeed;
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extern ConVar cl_sidespeed;
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static ConVar sc_yaw_sensitivity( "sc_yaw_sensitivity","1.0", FCVAR_ARCHIVE , "SteamController yaw factor." );
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static ConVar sc_yaw_sensitivity_default( "sc_yaw_sensitivity_default","1.0", FCVAR_NONE );
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static ConVar sc_pitch_sensitivity( "sc_pitch_sensitivity","0.75", FCVAR_ARCHIVE , "SteamController pitch factor." );
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static ConVar sc_pitch_sensitivity_default( "sc_pitch_sensitivity_default","0.75", FCVAR_NONE );
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ConVar sc_look_sensitivity_scale( "sc_look_sensitivity_scale", "0.125", FCVAR_NONE, "Steam Controller look sensitivity global scale factor." );
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void CInput::ApplySteamControllerCameraMove( QAngle& viewangles, CUserCmd *cmd, Vector2D vecPosition )
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{
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//roll the view angles so roll is 0 (the HL2 assumed state) and mouse adjustments are relative to the screen.
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//Assuming roll is unchanging, we want mouse left to translate to screen left at all times (same for right, up, and down)
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ConVarRef cl_pitchdown ( "cl_pitchdown" );
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ConVarRef cl_pitchup ( "cl_pitchup" );
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// Scale yaw and pitch inputs by sensitivity, and make sure they are within acceptable limits (important to avoid exploits, e.g. during Demoman charge we must restrict allowed yaw).
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float yaw = CAM_CapYaw( sc_yaw_sensitivity.GetFloat() * vecPosition.x );
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float pitch = CAM_CapPitch( sc_pitch_sensitivity.GetFloat() * vecPosition.y );
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if ( CAM_IsThirdPerson() )
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{
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if ( vecPosition.x )
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{
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auto vecCameraOffset = g_ThirdPersonManager.GetCameraOffsetAngles();
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// use the mouse to orbit the camera around the player, and update the idealAngle
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vecCameraOffset[YAW] -= yaw;
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cam_idealyaw.SetValue( vecCameraOffset[ YAW ] - viewangles[ YAW ] );
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viewangles[YAW] -= yaw;
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}
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}
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else
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{
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// Otherwize, use mouse to spin around vertical axis
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viewangles[YAW] -= yaw;
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}
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if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
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{
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if ( vecPosition.y )
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{
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// use the mouse to orbit the camera around the player, and update the idealAngle
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auto vecCameraOffset = g_ThirdPersonManager.GetCameraOffsetAngles();
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vecCameraOffset[PITCH] += pitch;
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cam_idealpitch.SetValue( vecCameraOffset[ PITCH ] - viewangles[ PITCH ] );
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}
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}
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else
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{
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viewangles[PITCH] -= pitch;
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// Check pitch bounds
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viewangles[PITCH] = clamp ( viewangles[PITCH], -cl_pitchdown.GetFloat(), cl_pitchup.GetFloat() );
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}
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// Finally, add mouse state to usercmd.
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// NOTE: Does rounding to int cause any issues? ywb 1/17/04
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cmd->mousedx = (int)vecPosition.x;
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cmd->mousedy = (int)vecPosition.y;
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}
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#define CONTROLLER_ACTION_FLAGS_NONE 0
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#define CONTROLLER_ACTION_FLAGS_STOPS_TAUNT ( 1 << 0 )
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#define CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE ( 1 << 1 )
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struct ControllerDigitalActionToCommand
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{
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const char* action;
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const char* cmd;
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int flags;
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};
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// Map action names to commands. Mostly these are identity mappings, but we need to handle the case of mapping to a command
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// string that contains spaces (e.g. for "vote option1"), which are not allowed in action names.
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static ControllerDigitalActionToCommand g_ControllerDigitalGameActions[] =
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{
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{ "duck", "+duck", CONTROLLER_ACTION_FLAGS_NONE },
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{ "attack", "+attack", CONTROLLER_ACTION_FLAGS_NONE },
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{ "attack2", "+attack2", CONTROLLER_ACTION_FLAGS_NONE },
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{ "attack3", "+attack3", CONTROLLER_ACTION_FLAGS_NONE },
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{ "jump", "+jump", CONTROLLER_ACTION_FLAGS_STOPS_TAUNT },
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{ "use_action_slot_item", "+use_action_slot_item", CONTROLLER_ACTION_FLAGS_NONE },
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{ "invprev", "invprev", CONTROLLER_ACTION_FLAGS_STOPS_TAUNT|CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "invnext", "invnext", CONTROLLER_ACTION_FLAGS_STOPS_TAUNT|CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "reload", "+reload", CONTROLLER_ACTION_FLAGS_NONE },
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{ "dropitem", "dropitem", CONTROLLER_ACTION_FLAGS_STOPS_TAUNT|CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "changeclass", "changeclass", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "changeteam", "changeteam", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "open_charinfo_direct", "open_charinfo_direct", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "open_charinfo_backpack", "open_charinfo_backpack", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "inspect", "+inspect", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "taunt", "+taunt", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "voicerecord", "+voicerecord", CONTROLLER_ACTION_FLAGS_NONE },
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{ "show_quest_log", "show_quest_log", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "showscores", "+showscores", CONTROLLER_ACTION_FLAGS_NONE },
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{ "callvote", "callvote", CONTROLLER_ACTION_FLAGS_NONE },
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{ "cl_trigger_first_notification", "cl_trigger_first_notification", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "cl_decline_first_notification", "cl_decline_first_notification", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "cl_trigger_first_notification", "vote option1", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE }, // In here twice, because we overload this action to issue both commands
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{ "cl_decline_first_notification", "vote option2", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE }, // In here twice, because we overload this action to issue both commands
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{ "vote_option3", "vote option3", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "vote_option4", "vote option4", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "vote_option5", "vote option5", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE },
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{ "next_target", "spec_next", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE }, // In the spectator action set only
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{ "prev_target", "spec_prev", CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE }, // In the spectator action set only
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};
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struct ControllerDigitalActionState {
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const char* cmd;
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ControllerDigitalActionHandle_t handle;
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bool bState;
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bool bAwaitingDebounce;
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};
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static ControllerDigitalActionState g_ControllerDigitalActionState[ARRAYSIZE(g_ControllerDigitalGameActions)];
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static ControllerAnalogActionHandle_t g_ControllerMoveHandle;
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static ControllerAnalogActionHandle_t g_ControllerCameraHandle;
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bool CInput::InitializeSteamControllerGameActionSets()
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{
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auto steamcontroller = g_pInputSystem->SteamControllerInterface();
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if ( !steamcontroller )
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{
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return false;
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}
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bool bGotHandle = true;
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for ( int i = 0; i < ARRAYSIZE( g_ControllerDigitalGameActions ); ++i )
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{
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const char* action = g_ControllerDigitalGameActions[i].action;
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const char* cmd = g_ControllerDigitalGameActions[i].cmd;
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ControllerDigitalActionState& state = g_ControllerDigitalActionState[i];
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state.handle = steamcontroller->GetDigitalActionHandle( action );
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bGotHandle = bGotHandle && ( state.handle != 0 ); // We're only successful if we get *all* the handles.
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state.cmd = cmd;
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state.bState = false;
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state.bAwaitingDebounce = false;
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}
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g_ControllerMoveHandle = steamcontroller->GetAnalogActionHandle( "Move" );
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g_ControllerCameraHandle = steamcontroller->GetAnalogActionHandle( "Camera" );
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if ( bGotHandle )
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{
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m_PreferredGameActionSet = GAME_ACTION_SET_MENUCONTROLS;
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}
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return bGotHandle;
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}
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//-----------------------------------------------------------------------------
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// Purpose: SteamControllerMove -- main entry point for applying Steam Controller Movements
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// Input : *cmd -
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//-----------------------------------------------------------------------------
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void CInput::SteamControllerMove( float flFrametime, CUserCmd *cmd )
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{
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// Make sure we have an interface
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auto steamcontroller = g_pInputSystem->SteamControllerInterface();
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if ( !steamcontroller )
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{
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return;
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}
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// Check there is a controller connected. Do this check before we ask about handles to avoid thrashing the
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// handle query interface in the case where no controller is connected.
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uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT];
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int nControllerCount = steamcontroller->GetConnectedControllers( nControllerHandles );
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if ( nControllerCount <= 0 )
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{
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return;
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}
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// Initialize action handles if we haven't successfully done so already.
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if ( !m_bSteamControllerGameActionsInitialized )
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{
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m_bSteamControllerGameActionsInitialized = InitializeSteamControllerGameActionSets();
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if ( !m_bSteamControllerGameActionsInitialized )
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{
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return;
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}
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}
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g_pInputSystem->ActivateSteamControllerActionSet( m_PreferredGameActionSet );
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QAngle viewangles;
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engine->GetViewAngles( viewangles );
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view->StopPitchDrift();
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bool bTaunting = m_GameActionSetFlags & GAME_ACTION_SET_FLAGS_TAUNTING;
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uint64 controller = nControllerHandles[0];
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bool bReceivedInput = false;
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for ( int i = 0; i < ARRAYSIZE( g_ControllerDigitalActionState ); ++i )
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{
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ControllerDigitalActionToCommand& cmdmap = g_ControllerDigitalGameActions[ i ];
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ControllerDigitalActionState& state = g_ControllerDigitalActionState[ i ];
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ControllerDigitalActionData_t data = steamcontroller->GetDigitalActionData( controller, state.handle );
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if ( data.bActive )
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{
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state.bAwaitingDebounce = state.bAwaitingDebounce && data.bState;
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if ( data.bState != state.bState )
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{
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bReceivedInput = true;
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if ( ( data.bState && !state.bAwaitingDebounce ) || state.cmd[0] == '+' )
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{
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char cmdbuf[128];
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Q_snprintf( cmdbuf, sizeof( cmdbuf ), "%s", state.cmd );
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if ( !data.bState )
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{
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cmdbuf[0] = '-';
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}
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engine->ClientCmd_Unrestricted( cmdbuf );
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// Hack - if we're taunting, we manufacture a stop taunt command for certain inputs (keyboard equivalent of this goes through another codepath).
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if ( bTaunting && data.bState && ( cmdmap.flags & CONTROLLER_ACTION_FLAGS_STOPS_TAUNT ) )
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{
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engine->ClientCmd_Unrestricted( "stop_taunt" );
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}
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}
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state.bState = data.bState;
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}
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}
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}
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ControllerAnalogActionData_t moveData = steamcontroller->GetAnalogActionData( controller, g_ControllerMoveHandle );
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// Clamp input to a vector no longer than 1 unit. This shouldn't happen with the physical circular constraint on the joystick, but if somehow somebody did hack their input
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// to produce longer vectors in the corners (for example), we catch that here.
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Vector2D moveDir( moveData.x, moveData.y );
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if ( moveDir.LengthSqr() > 1.0 )
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{
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moveDir.NormalizeInPlace();
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}
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// Apply forward/back movement
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if ( moveDir.y > 0.0 )
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{
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cmd->forwardmove += cl_forwardspeed.GetFloat() * moveDir.y;
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}
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else
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{
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cmd->forwardmove += cl_backspeed.GetFloat() * moveDir.y;
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}
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// Apply sidestep movement
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cmd->sidemove += cl_sidespeed.GetFloat() * moveDir.x;
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ControllerAnalogActionData_t action = steamcontroller->GetAnalogActionData( controller, g_ControllerCameraHandle );
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const float fSensitivityFactor = sc_look_sensitivity_scale.GetFloat();
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Vector2D vecMouseDelta = Vector2D( action.x, -action.y ) * fSensitivityFactor;
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if ( vecMouseDelta.Length() > 0 )
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{
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if ( !m_fCameraInterceptingMouse )
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{
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ApplySteamControllerCameraMove( viewangles, cmd, vecMouseDelta );
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}
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}
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engine->SetViewAngles( viewangles );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the preferred game action set, and "debounces" controls where
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// appropriate if the set has changed.
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//-----------------------------------------------------------------------------
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void CInput::SetPreferredGameActionSet( GameActionSet_t action_set )
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{
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if ( m_PreferredGameActionSet != action_set )
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{
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// Debounce. Flag some actions as needing debounce (i.e. must see a "released" state before we'll register another "pressed" input).
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for ( int i = 0; i < ARRAYSIZE( g_ControllerDigitalActionState ); i++ )
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{
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if ( g_ControllerDigitalGameActions[i].flags & CONTROLLER_ACTION_FLAGS_NEEDS_DEBOUNCE )
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{
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g_ControllerDigitalActionState[i].bAwaitingDebounce = true;
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}
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}
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m_PreferredGameActionSet = action_set;
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}
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}
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GameActionSet_t CInput::GetPreferredGameActionSet()
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{
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return m_PreferredGameActionSet;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets flags for special-case action handling
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//-----------------------------------------------------------------------------
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void CInput::SetGameActionSetFlags( GameActionSetFlags_t action_set_flags )
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{
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m_GameActionSetFlags = action_set_flags;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Client should call this to determine if Steam Controllers are "active"
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//-----------------------------------------------------------------------------
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bool CInput::IsSteamControllerActive()
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{
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// We're only active if the input system thinks we are AND game action sets were also initialized completely
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return m_bSteamControllerGameActionsInitialized && g_pInputSystem->IsSteamControllerActive();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Console command for launching the Steam Controller binding panel
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//-----------------------------------------------------------------------------
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CON_COMMAND( sc_show_binding_panel, "Launches the Steam Controller binding panel UI" )
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{
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if ( g_pInputSystem )
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{
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auto steamcontroller = g_pInputSystem->SteamControllerInterface();
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if ( steamcontroller )
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{
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ControllerHandle_t controllers[STEAM_CONTROLLER_MAX_COUNT];
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int nConnected = steamcontroller->GetConnectedControllers( controllers );
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if ( nConnected > 0 )
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{
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Msg( "%d controller(s) connected. Launching binding panel for first connected controller.\n", nConnected );
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if ( !steamcontroller->ShowBindingPanel( controllers[0] ) )
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{
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Warning( "Unable to show binding panel. Steam overlay disabled, or Steam not in Big Picture mode.\n" );
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}
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}
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else
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{
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Warning( "No Steam Controllers connected.\n" );
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}
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}
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else
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{
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Warning( "Steam Controller interface not initialized.\n" );
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}
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}
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else
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{
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Warning( "Input system not initialized.\n" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Console command for dumping out some Steam Controller status information
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//-----------------------------------------------------------------------------
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CON_COMMAND( sc_status, "Show Steam Controller status information" )
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{
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if ( g_pInputSystem )
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{
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auto steamcontroller = g_pInputSystem->SteamControllerInterface();
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if ( steamcontroller )
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{
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ControllerHandle_t controllers[STEAM_CONTROLLER_MAX_COUNT];
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int nConnected = steamcontroller->GetConnectedControllers( controllers );
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if ( nConnected )
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{
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Msg( "%d Steam Controller(s) connected.\n", nConnected );
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}
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else
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{
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Warning( "No Steam Controllers(s) connected.\n" );
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}
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if ( ::input->IsSteamControllerActive() )
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{
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Msg( "Steam Controller considered active (controller connected and all action handles initialized).\n" );
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}
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else
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{
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Warning( "Steam Controller considered inactive (no controller connected, or not all action handles initialized).\n" );
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}
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auto action_set = ::input->GetPreferredGameActionSet();
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Msg( "Current action set = %d\n", action_set );
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for ( int i = 0; i < ARRAYSIZE( g_ControllerDigitalActionState ); ++i )
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{
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ControllerDigitalActionToCommand& cmdmap = g_ControllerDigitalGameActions[i];
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ControllerDigitalActionState& state = g_ControllerDigitalActionState[i];
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Msg( "Action: '%s' handle = %d\n", cmdmap.action, (int)state.handle );
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}
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}
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else
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{
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Warning( "Steam Controller interface not initialized.\n" );
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}
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}
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else
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{
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Warning( "Input system not initialized.\n" );
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}
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}
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