diff options
| author | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
|---|---|---|
| committer | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
| commit | 8737f191f3b59f001a77bf6c08091109211c1c9f (patch) | |
| tree | dbbf05c004d9b026f2c1f23f06600fe0add82c36 /mp/src/game/client/in_joystick.cpp | |
| parent | Update .gitignore. (diff) | |
| parent | Make .xcconfigs text files too. (diff) | |
| download | source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.tar.xz source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.zip | |
Merge remote-tracking branch 'upstream/master'
Diffstat (limited to 'mp/src/game/client/in_joystick.cpp')
| -rw-r--r-- | mp/src/game/client/in_joystick.cpp | 1824 |
1 files changed, 912 insertions, 912 deletions
diff --git a/mp/src/game/client/in_joystick.cpp b/mp/src/game/client/in_joystick.cpp index 8703bca8..2f0e3dad 100644 --- a/mp/src/game/client/in_joystick.cpp +++ b/mp/src/game/client/in_joystick.cpp @@ -1,912 +1,912 @@ -//========= 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 input = 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( input, axis, dist );
-
- if( axis == YAW && x > 0.0f && joy_display_input.GetBool() )
- {
- Msg("In:%f Out:%f Frametime:%f\n", 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.
-static float ResponseCurveLookAccelerated( float x, int axis, float otherAxis, float dist, float frametime )
-{
- float input = 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( 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;
-}
-
-//-----------------------------------------------
-//-----------------------------------------------
-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 )
- {
- 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;
- }
- viewangles[YAW] += angle;
- cmd->mousedx = angle;
-
- // apply look control
- if ( IsX360() || in_jlook.state & 1 )
- {
- float 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 );
-}
+//========= 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 input = 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( input, axis, dist ); + + if( axis == YAW && x > 0.0f && joy_display_input.GetBool() ) + { + Msg("In:%f Out:%f Frametime:%f\n", 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. +static float ResponseCurveLookAccelerated( float x, int axis, float otherAxis, float dist, float frametime ) +{ + float input = 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( 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; +} + +//----------------------------------------------- +//----------------------------------------------- +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 ) + { + 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; + } + viewangles[YAW] += angle; + cmd->mousedx = angle; + + // apply look control + if ( IsX360() || in_jlook.state & 1 ) + { + float 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 ); +} |