diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/client/sixense/in_sixense_gesture_bindings.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/client/sixense/in_sixense_gesture_bindings.cpp')
| -rw-r--r-- | sp/src/game/client/sixense/in_sixense_gesture_bindings.cpp | 1798 |
1 files changed, 899 insertions, 899 deletions
diff --git a/sp/src/game/client/sixense/in_sixense_gesture_bindings.cpp b/sp/src/game/client/sixense/in_sixense_gesture_bindings.cpp index 213d8409..7ede9ba5 100644 --- a/sp/src/game/client/sixense/in_sixense_gesture_bindings.cpp +++ b/sp/src/game/client/sixense/in_sixense_gesture_bindings.cpp @@ -1,899 +1,899 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-#include "cbase.h"
-
-#ifdef SIXENSE
-
-#include "in_sixense_gesture_bindings.h"
-#include "filesystem.h"
-#ifdef TF_CLIENT_DLL
-#include "tf_gamerules.h"
-#endif
-
-#include <isixense.h>
-#include <sixense_math.hpp>
-#include <sixense_utils/interfaces.hpp>
-
-
-SixenseGestureBindings::SixenseGestureBindings()
-{
-
-}
-
-// Help deallocate a binding
-void SixenseGestureBindings::FreeStrings( GestureBinding binding )
-{
- if( binding.m_pActivateCommand )
- {
- free( binding.m_pActivateCommand );
- }
-
- if( binding.m_pDeactivateCommand )
- {
- free( binding.m_pDeactivateCommand );
- }
-}
-
-// add a binding to the list. Calls should be in the form:
-// AddBinding( "left", "button_press", "start", "+dota_camera_follow", "" );
-//
-// args:
-// hand_str = "left" or "right"
-// action_str = 'button_press' 'trigger_press' 'tilt_gesture' 'point_gesture' 'velocity_gesture' or 'joystick_move'
-// argument_str depends on action_str, see below for details
-// press_command_str is the concommand executed on start of the action (ie button press) and release_command_str on stop (ie button release)
-// release_command_str can be the empty string if no stop action is desired
-// if the press_command_str begins with "+", an equivalent "-" is set to the release_command automatically
-void SixenseGestureBindings::AddBinding( CUtlString hand_str, CUtlString action_str, CUtlString argument_str, CUtlString press_command_str, CUtlString release_command_str )
-{
- GestureBinding binding;
-
- // Convert from strings to enums
- sixenseUtils::IButtonStates::ActionType action;
- if( !ActionFromString( action_str, &action ) )
- {
- return;
- }
-
- binding.m_Action = action;
-
- int hand;
- if( !HandFromString( hand_str, &hand ) ) {
- return;
- }
-
- binding.m_iHand = hand;
-
-
- // handle argument_str per-action type
- if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS )
- {
-
- // button_press takes a button argument
- unsigned short button_token;
- if( !ButtonMaskFromString( argument_str, &button_token ) )
- {
- return;
- }
-
- binding.m_iArgument = button_token;
- }
- else if( action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
- {
- // trigger press has no argument
- binding.m_iArgument = 0;
- }
- else
- {
- // all other actions take a direction
- sixenseUtils::IButtonStates::Direction dir;
- if( !DirectionFromString( argument_str, &dir ) )
- {
- return;
- }
-
- binding.m_iArgument = dir;
-
- }
-
-
- // copy the activate command
- binding.m_pActivateCommand = strdup( press_command_str.String() );
-
- binding.m_bAutoMirrored = false;
-
- // if there is an explicit release_command, use it
- if ( !release_command_str.IsEmpty() )
- {
- binding.m_pDeactivateCommand = strdup( release_command_str.String() );
- }
- else
- {
- // otherwise try to generate a release command
-
- // see if it starts with a +, if so, add an off command
- if( press_command_str[0] == '+' )
- {
- binding.m_pDeactivateCommand = strdup( press_command_str.String() );
- binding.m_pDeactivateCommand[0] = '-';
- binding.m_bAutoMirrored = true;
- }
- else
- {
- // Just leave release command null
- binding.m_pDeactivateCommand = NULL;
- }
- }
-
- // Try to keep a single binding per 'action' 'hand' 'arg' pair, ie one per button.
- // We may want to allow multiple if people think it would be useful...
- FOR_EACH_LL( m_GestureBindingList, it )
- {
- GestureBinding existing_binding = m_GestureBindingList[it];
-
- if( binding.m_Action == existing_binding.m_Action &&
- binding.m_iArgument == existing_binding.m_iArgument &&
- binding.m_iHand == existing_binding.m_iHand )
- {
- // Already the same binding active, delete it
- FreeStrings( existing_binding );
- m_GestureBindingList.Remove( it );
- break;
- }
- }
-
- // add to the list of bindings
- m_GestureBindingList.AddToTail( binding );
-
-}
-
-// just return the binding count
-int SixenseGestureBindings::GetNumBindings()
-{
- return m_GestureBindingList.Count();
-}
-
-// pretty print all the bindings to the console
-void SixenseGestureBindings::ListBindings()
-{
-
- const int strbuflen=256;
- char strbuf[strbuflen];
-
- // Just go through all the bindings, use helpers to convert from tokens to strings, and print.
- int i=0;
- FOR_EACH_LL( m_GestureBindingList, it )
- {
- GestureBinding binding = m_GestureBindingList[it];
-
- if( HandTokenToStr( binding.m_iHand, strbuf, strbuflen ) )
- {
- Msg("%d)\t%s", i, strbuf);
- }
-
- if( ActionTokenToStr( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, strbuf, strbuflen ) )
- {
- Msg("\t%s", strbuf);
- }
-
- if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS )
- {
-
- if( ButtonTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
- {
- Msg("\t%s", strbuf);
- }
-
- }
-
- // these all have the same arguments (left, right, up...)
- else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE ||
- binding.m_Action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE ||
- binding.m_Action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE ||
- binding.m_Action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE )
- {
-
- if( DirectionTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
- {
- Msg("\t%s", strbuf);
- }
-
- } else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
- {
- Msg("\t"); // no argument
- }
-
- Msg("\t\"%s\"", binding.m_pActivateCommand);
- if( binding.m_pDeactivateCommand && !binding.m_bAutoMirrored ) // only print deactivated command if we didn't generate it.
- {
- Msg("\t\"%s\"", binding.m_pDeactivateCommand);
- }
-
- Msg("\n");
- i++;
- }
-}
-
-// Write the current set of bindings to a file, formatted so that the file can be 'exec'ed.
-void SixenseGestureBindings::WriteBindings( CUtlString filename_str )
-{
-
- FileHandle_t hFile;
-
- const int filenamelen = 1024;
- char filename[filenamelen];
-
- // If no filename was provided, use "cfg/sixense_bindings.cfg"
- if( !filename_str.IsEmpty() )
- {
- Q_snprintf( filename, filenamelen, "%s\\cfg\\%s", engine->GetGameDirectory(), filename_str.String() );
- }
- else
- {
- Q_snprintf( filename, filenamelen, "%s\\cfg\\sixense_bindings.cfg", engine->GetGameDirectory() );
- }
-
- Msg("writing bindings to %s\n", filename );
- hFile = filesystem->Open( filename, "wt" );
-
- if( !hFile )
- {
- return;
- }
-
- const int strbuflen=256;
- char strbuf[strbuflen];
- char writebuf[strbuflen];
-
- // Go through all the bindings, convert from tokens to strings, build up the command string and write it to the file
- FOR_EACH_LL( m_GestureBindingList, it )
- {
- GestureBinding binding = m_GestureBindingList[it];
-
- if( HandTokenToStr( binding.m_iHand, strbuf, strbuflen ) )
- {
- Q_snprintf( writebuf, strbuflen, "sixense_bind \"%s\"", strbuf);
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- }
-
- if( ActionTokenToStr( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, strbuf, strbuflen ) )
- {
- Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf);
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- }
-
- if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS ) {
-
- if( ButtonTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
- {
- Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf);
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- }
-
- }
-
- // these all have the same arguments (left, right, up...)
- else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE ||
- binding.m_Action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE ||
- binding.m_Action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE ||
- binding.m_Action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE )
- {
-
- if( DirectionTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
- {
- Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf);
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- }
-
- } else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
- {
- Q_snprintf( writebuf, strbuflen, " \"\""); // no argument
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- }
-
- Q_snprintf( writebuf, strbuflen, " \"%s\"", binding.m_pActivateCommand);
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- if( binding.m_pDeactivateCommand && !binding.m_bAutoMirrored ) // only print deactivated command if we didn't generate it.
- {
- Q_snprintf( writebuf, strbuflen, " \"%s\"", binding.m_pDeactivateCommand);
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- }
-
- Q_snprintf( writebuf, strbuflen, "\n");
- filesystem->Write( writebuf, strlen(writebuf), hFile );
- }
-
- filesystem->Close( hFile );
-}
-
-// Erase all the bindings. Right now this will cause code in in_sixense.cpp to detect the lack of bindings and immediately
-// create defaults. I think that's good.
-void SixenseGestureBindings::ClearBindings()
-{
- FOR_EACH_LL( m_GestureBindingList, it )
- {
- FreeStrings( m_GestureBindingList[it] );
- }
- m_GestureBindingList.RemoveAll();
-}
-
-// Delete a specific binding by index. 'sixense_list_bindings' prints the indicies that can be passed to delete.
-void SixenseGestureBindings::DeleteBinding( int num )
-{
- if( num < 0 || num > m_GestureBindingList.Count()-1 ) return;
-
- int count=0;
- FOR_EACH_LL( m_GestureBindingList, it )
- {
- if( count == num )
- {
- FreeStrings( m_GestureBindingList[it] );
- m_GestureBindingList.Remove(it);
- Msg("Removed %d\n", count );
- break;
- }
- count++;
- }
-
-}
-
-void SixenseGestureBindings::CreateDefaultBindings()
-{
- ClearBindings();
-
-#if defined ( CSTRIKE_DLL ) && !defined( TERROR )
-
- AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
- AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
- AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
- AddBinding( "left", "trigger_press", "", "+attack2", "" );
- AddBinding( "left", "button_press", "start", "cancelselect", "" );
- AddBinding( "left", "button_press", "bumper", "+duck", "" );
- AddBinding( "left", "button_press", "joystick", "drop", "" );
- AddBinding( "left", "button_press", "1", "autobuy", "" );
- AddBinding( "left", "button_press", "2", "rebuy", "" );
- AddBinding( "left", "button_press", "3", "impulse 201", "" );
- AddBinding( "left", "button_press", "4", "chooseteam", "" );
- AddBinding( "left", "point_gesture", "up", "slot3", "" );
- AddBinding( "left", "point_gesture", "down", "slot4", "" );
- AddBinding( "right", "joystick_move", "up", "buymenu", "buymenu 0" );
- AddBinding( "right", "joystick_move", "left", "invprev", "" );
- AddBinding( "right", "joystick_move", "right", "invnext", "" );
- AddBinding( "right", "joystick_move", "down", "nightvision", "" );
- AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
- AddBinding( "right", "button_press", "2", "+use", "" );
- AddBinding( "right", "button_press", "3", "+speed", "" );
- AddBinding( "right", "button_press", "4", "+voicerecord", "" );
- AddBinding( "right", "button_press", "joystick", "impulse 100", "" );
- AddBinding( "right", "button_press", "bumper", "+jump", "" );
- AddBinding( "right", "trigger_press", "", "+attack", "" );
- AddBinding( "right", "button_press", "start", "+showscores", "" );
-
-#elif defined( TERROR )
-
- AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
- AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
- AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
- AddBinding( "left", "trigger_press", "", "+attack2", "" );
- AddBinding( "left", "button_press", "start", "cancelselect", "" );
- AddBinding( "left", "button_press", "bumper", "+sixense_left_point_gesture", "" );
- AddBinding( "left", "button_press", "joystick", "+use", "" );
- AddBinding( "left", "point_gesture", "left", "invprev", "" );
- AddBinding( "left", "point_gesture", "right", "invnext", "" );
- AddBinding( "left", "point_gesture", "up", "slot3", "" );
- AddBinding( "left", "point_gesture", "down", "slot4", "" );
- AddBinding( "left", "button_press", "2", "phys_swap", "" );
- AddBinding( "left", "button_press", "1", "+sixense_ratchet", "" );
- AddBinding( "left", "button_press", "3", "+speed", "" );
- AddBinding( "left", "button_press", "4", "+voicerecord", "" );
- AddBinding( "right", "joystick_move", "up", "+zoom", "" );
- AddBinding( "right", "joystick_move", "left", "invprev", "" );
- AddBinding( "right", "joystick_move", "right", "invnext", "" );
- AddBinding( "right", "joystick_move", "down", "lastinv", "" );
- AddBinding( "right", "button_press", "2", "Vote no", "" );
- AddBinding( "right", "button_press", "1", "Vote yes", "" );
- AddBinding( "right", "button_press", "3", "askconnect_accept", "" );
- AddBinding( "right", "button_press", "4", "jpeg", "" );
- AddBinding( "right", "button_press", "joystick", "impulse 100", "" );
- AddBinding( "right", "button_press", "bumper", "+duck", "" );
- AddBinding( "right", "trigger_press", "", "+attack", "" );
- AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
-
-#elif defined( DOTA_DLL )
-
- AddBinding( "left", "button_press", "start", "+dota_camera_follow", "" );
- AddBinding( "left", "button_press", "3", "dota_ability_execute 0", "" );
- AddBinding( "left", "button_press", "1", "dota_ability_execute 1", "" );
- AddBinding( "left", "button_press", "2", "dota_ability_execute 2", "" );
- AddBinding( "left", "button_press", "4", "dota_ability_execute 5", "" );
- AddBinding( "left", "joystick_move", "left", "dota_ability_execute 3", "" );
- AddBinding( "left", "joystick_move", "right", "dota_ability_execute 4", "" );
- AddBinding( "left", "joystick_move", "up", "mc_attack", "" );
- AddBinding( "left", "joystick_move", "down", "+sixense_left_alt", "" ); // ping
- AddBinding( "left", "trigger_press", "", "+sixense_camera_pan", "" );
- AddBinding( "left", "button_press", "bumper", "+sixense_camera_drag", "" );
-
- AddBinding( "right", "button_press", "bumper", "+sixense_left_shift", "" ); // queue
- AddBinding( "right", "button_press", "joystick", "sixense_mouse_set_origin", "" );
- AddBinding( "right", "button_press", "start", "toggleshoppanel", "" );
- AddBinding( "right", "joystick_move", "down", "+sixense_left_ctrl", "" ); // ??
- AddBinding( "right", "joystick_move", "up", "+showscores", "" );
- AddBinding( "right", "button_press", "3", "+attack", "" );
- AddBinding( "right", "button_press", "1", "+attack2", "" );
- AddBinding( "right", "button_press", "4", "+voicerecord", "" );
- AddBinding( "right", "button_press", "3", "+sixense_left_click", "" );
- AddBinding( "right", "button_press", "1", "+sixense_right_click", "" );
- AddBinding( "right", "trigger_press", "", "+sixense_grid 0", "" );
- AddBinding( "right", "button_press", "2", "+sixense_grid 1", "" );
-
-#elif defined( TF_CLIENT_DLL )
-
- AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
- AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
- AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
- AddBinding( "left", "tilt_gesture", "right", "impulse 201", "" );
- AddBinding( "left", "trigger_press", "", "+attack2", "" );
- AddBinding( "left", "button_press", "start", "cancelselect", "" );
- AddBinding( "left", "button_press", "bumper", "+duck", "" );
- AddBinding( "left", "point_gesture", "up", "slot3", "" );
- AddBinding( "left", "point_gesture", "down", "slot4", "" );
- AddBinding( "left", "button_press", "3", "open_charinfo_direct", "" );
- AddBinding( "left", "button_press", "1", "changeclass", "" );
- AddBinding( "left", "button_press", "2", "changeteam", "" );
- AddBinding( "left", "button_press", "4", "lastdisguise", "" );
- AddBinding( "left", "button_press", "joystick", "voicemenu 0 0", "" );
- AddBinding( "right", "joystick_move", "up", "+context_action", "" );
- AddBinding( "right", "joystick_move", "left", "invprev", "" );
- AddBinding( "right", "joystick_move", "right", "invnext", "" );
- AddBinding( "right", "joystick_move", "down", "lastinv", "" );
- AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
- AddBinding( "right", "button_press", "2", "cl_decline_first_notification", "" );
- AddBinding( "right", "button_press", "3", "+voicerecord", "" );
- AddBinding( "right", "button_press", "4", "cl_trigger_first_notification", "" );
- AddBinding( "right", "button_press", "joystick", "dropitem", "" );
- AddBinding( "right", "button_press", "bumper", "taunt", "" );
- AddBinding( "right", "trigger_press", "", "+attack", "" );
- AddBinding( "right", "button_press", "start", "+showscores", "" );
-
-#else
-
- AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
- AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
- AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
- AddBinding( "left", "trigger_press", "", "+attack2", "" );
- AddBinding( "left", "button_press", "start", "cancelselect", "" );
- AddBinding( "left", "button_press", "bumper", "+sixense_left_point_gesture", "" );
- AddBinding( "left", "button_press", "joystick", "+use", "" );
- AddBinding( "left", "point_gesture", "left", "invprev", "" );
- AddBinding( "left", "point_gesture", "right", "invnext", "" );
- AddBinding( "left", "point_gesture", "up", "slot3", "" );
- AddBinding( "left", "point_gesture", "down", "slot4", "" );
- AddBinding( "right", "joystick_move", "up", "+zoom", "" );
- AddBinding( "right", "joystick_move", "left", "invprev", "" );
- AddBinding( "right", "joystick_move", "right", "invnext", "" );
- AddBinding( "right", "joystick_move", "down", "lastinv", "" );
- AddBinding( "right", "button_press", "2", "phys_swap", "" );
- AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
- AddBinding( "right", "button_press", "3", "+speed", "" );
- AddBinding( "right", "button_press", "4", "+voicerecord", "" );
- AddBinding( "right", "button_press", "joystick", "impulse 100", "" );
- AddBinding( "right", "button_press", "bumper", "+duck", "" );
- AddBinding( "right", "trigger_press", "", "+attack", "" );
-
-#endif
-
-}
-
-// Called each frame with the latest controller info. sixenseUtils::IButtonStates are sixenseUtils classes that look for various transitions of
-// controller state, whether it's 'buttonJustPressed', or analog joysticks 'joystickJustPushed(up)'. It now has support for motion triggers like
-// 'controllerJustTilted(left)'
-void SixenseGestureBindings::UpdateBindings( sixenseUtils::IButtonStates *pLeftButtonStates, sixenseUtils::IButtonStates *pRightButtonStates, bool bIsMenuVisible )
-{
- // go through all the bindings and see if any of the desired actions just transitioned on or off
- FOR_EACH_LL( m_GestureBindingList, it )
- {
- GestureBinding binding = m_GestureBindingList[it];
-
- if( binding.m_iHand == 0 )
- {
-
- // left hand
-
- // just started?
- if( pLeftButtonStates->justStarted( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
- {
- if( binding.m_pActivateCommand )
- {
-
- // Allow per-game authorization of commmands when the menu is up
- if( bIsMenuVisible && !AllowMenuCommand( binding.m_pActivateCommand ) )
- {
- continue;
- }
-
- // Allow per-game authorization of commmands
- if( !AllowCommand( binding.m_pActivateCommand ) )
- {
- continue;
- }
-
- engine->ClientCmd_Unrestricted( binding.m_pActivateCommand );
- //Msg("activate: %s\n", binding.m_pActivateCommand );
- }
- }
-
- // just stopped?
- if( pLeftButtonStates->justStopped( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
- {
- if( binding.m_pDeactivateCommand )
- {
- engine->ClientCmd_Unrestricted( binding.m_pDeactivateCommand );
- //Msg("deactivate: %s\n", binding.m_pDeactivateCommand );
- }
- }
- }
- else
- {
- // right hand
-
- // just started?
- if( pRightButtonStates->justStarted( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
- {
- if( binding.m_pActivateCommand )
- {
-
- // Allow per-game authorization of commmands when the menu is up
- if( bIsMenuVisible && !AllowMenuCommand( binding.m_pActivateCommand ) )
- {
- continue;
- }
-
- // Allow per-game authorization of commmands
- if( !AllowCommand( binding.m_pActivateCommand ) )
- {
- continue;
- }
-
- engine->ClientCmd_Unrestricted( binding.m_pActivateCommand );
- //Msg("activate: %s\n", binding.m_pActivateCommand );
- }
- }
-
- // just stopped?
- if( pRightButtonStates->justStopped( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
- {
- if( binding.m_pDeactivateCommand )
- {
- engine->ClientCmd_Unrestricted( binding.m_pDeactivateCommand );
- //Msg("deactivate: %s\n", binding.m_pDeactivateCommand );
- }
- }
- }
- }
-}
-
-
-// Give games an opportunity to block commands
-bool SixenseGestureBindings::AllowCommand( char *pActivateCommand )
-{
-#ifdef TF_CLIENT_DLL
- if ( TFGameRules() && TFGameRules()->IsInTraining() && TFGameRules()->IsWaitingForTrainingContinue() )
- {
- if( Q_strcmp( pActivateCommand, "+jump" ) == 0 )
- {
- return false;
- }
- }
-#endif
-
- return true;
-}
-
-// If the menu is up, most bindings are blocked. Allow some of them to be activated...
-bool SixenseGestureBindings::AllowMenuCommand( char *pActivateCommand )
-{
-
-#ifdef TF_CLIENT_DLL
- if( Q_strcmp( pActivateCommand, "+showscores" ) == 0 )
- {
- // Allow for showscores when in-menu
- return true;
- }
-#endif
-
- return false;
-
-}
-
-// from here down are just helper funcs to convert between enums and strings and back
-
-bool SixenseGestureBindings::DirectionFromString( CUtlString dir_str, sixenseUtils::IButtonStates::Direction *dir )
-{
-
- if( dir_str == "up" )
- {
- *dir = sixenseUtils::IButtonStates::DIR_UP;
- }
- else if( dir_str == "down" )
- {
- *dir = sixenseUtils::IButtonStates::DIR_DOWN;
- }
- else if( dir_str == "left" )
- {
- *dir = sixenseUtils::IButtonStates::DIR_LEFT;
- }
- else if( dir_str == "right" )
- {
- *dir = sixenseUtils::IButtonStates::DIR_RIGHT;
- }
- else if( dir_str == "cw" )
- {
- *dir = sixenseUtils::IButtonStates::DIR_CW;
- }
- else if( dir_str == "ccw" )
- {
- *dir = sixenseUtils::IButtonStates::DIR_CCW;
- }
- else
- {
- Msg( "Unknown direction %s, shoud be 'up' 'down' 'left' 'right' 'cw' or 'ccw'\n", dir_str.String() );
- return false;
- }
-
- return true;
-}
-
-
-bool SixenseGestureBindings::ButtonMaskFromString( CUtlString button, unsigned short *button_token )
-{
-
- if ( button == "1" )
- {
- *button_token = SIXENSE_BUTTON_1;
- }
- else if ( button == "2" )
- {
- *button_token = SIXENSE_BUTTON_2;
- }
- else if ( button == "3" )
- {
- *button_token = SIXENSE_BUTTON_3;
- }
- else if ( button == "4" )
- {
- *button_token = SIXENSE_BUTTON_4;
- }
- else if ( button == "start" )
- {
- *button_token = SIXENSE_BUTTON_START;
- }
- else if ( button == "bumper" )
- {
- *button_token = SIXENSE_BUTTON_BUMPER;
- }
- else if ( button == "joystick" )
- {
- *button_token = SIXENSE_BUTTON_JOYSTICK;
- }
- else
- {
- Msg( "Unknown button %s, shoud be '1' '2' '3' '4' 'start' 'trigger' or 'joystick'\n", button.String() );
- return false;
- }
-
- return true;
-}
-
-bool SixenseGestureBindings::ActionFromString( CUtlString action_str, sixenseUtils::IButtonStates::ActionType *action )
-{
- if( action_str == "button_press" )
- {
- *action = sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS;
- return true;
-
- }
- else if( action_str == "trigger_press" )
- {
- *action = sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS;
- return true;
-
- }
- else if( action_str == "tilt_gesture" )
- {
- *action = sixenseUtils::IButtonStates::ACTION_TILT_GESTURE;
- return true;
-
- }
- else if( action_str == "point_gesture" )
- {
- *action = sixenseUtils::IButtonStates::ACTION_POINT_GESTURE;
- return true;
-
- }
- else if( action_str == "velocity_gesture" )
- {
- *action = sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE;
- return true;
-
- }
- else if( action_str == "joystick_move" )
- {
- *action = sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE;
- return true;
-
- }
- else
- {
- Msg( "Unknown action %s, shoud be 'button_press' 'trigger_press' 'tilt_gesture' 'point_gesture' 'velocity_gesture' or 'joystick_move'\n", action_str.String() );
- *action = sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS;
- return false;
- }
-}
-
-bool SixenseGestureBindings::HandFromString( CUtlString hand_str, int *hand )
-{
-
- if( hand_str == "left" )
- {
- *hand = 0;
-
- }
- else if( hand_str == "right" )
- {
- *hand = 1;
-
- }
- else
- {
- Msg( "Unknown controller %s, should be 'left' or 'right'\n", hand_str.String() );
- return false;
- }
-
- return true;
-}
-
-
-bool SixenseGestureBindings::HandTokenToStr( int hand, char *buf, int buflen )
-{
- if( buflen < 10 ) return false;
-
- if( hand == 0 ) {
- Q_snprintf( buf, buflen, "left" );
- }
- else if( hand == 1 )
- {
- Q_snprintf( buf, buflen, "right" );
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool SixenseGestureBindings::ButtonTokenToStr( int arg, char *buf, int buflen )
-{
- if( buflen < 10 ) return false;
-
- if( arg == SIXENSE_BUTTON_1 )
- {
- Q_snprintf( buf, buflen, "1" );
- }
- else if( arg == SIXENSE_BUTTON_2 )
- {
- Q_snprintf( buf, buflen, "2" );
- }
- else if( arg == SIXENSE_BUTTON_3 )
- {
- Q_snprintf( buf, buflen, "3" );
- }
- else if( arg == SIXENSE_BUTTON_4 )
- {
- Q_snprintf( buf, buflen, "4" );
- }
- else if( arg == SIXENSE_BUTTON_START )
- {
- Q_snprintf( buf, buflen, "start" );
- }
- else if( arg == SIXENSE_BUTTON_BUMPER )
- {
- Q_snprintf( buf, buflen, "bumper" );
- }
- else if( arg == SIXENSE_BUTTON_JOYSTICK )
- {
- Q_snprintf( buf, buflen, "joystick" );
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool SixenseGestureBindings::DirectionTokenToStr( int arg, char *buf, int buflen )
-{
- if( buflen < 10 ) return false;
-
- if( arg == sixenseUtils::IButtonStates::DIR_LEFT )
- {
- Q_snprintf( buf, buflen, "left" );
- }
- else if( arg == sixenseUtils::IButtonStates::DIR_RIGHT )
- {
- Q_snprintf( buf, buflen, "right" );
- }
- else if( arg == sixenseUtils::IButtonStates::DIR_UP )
- {
- Q_snprintf( buf, buflen, "up" );
- }
- else if( arg == sixenseUtils::IButtonStates::DIR_DOWN )
- {
- Q_snprintf( buf, buflen, "down" );
- }
- else if( arg == sixenseUtils::IButtonStates::DIR_CW )
- {
- Q_snprintf( buf, buflen, "cw" );
- }
- else if( arg == sixenseUtils::IButtonStates::DIR_CCW )
- {
- Q_snprintf( buf, buflen, "ccw" );
- }
- else if( arg == sixenseUtils::IButtonStates::DIR_FORWARD )
- {
- Q_snprintf( buf, buflen, "forward" );
- }
- else if( arg == sixenseUtils::IButtonStates::DIR_BACKWARD )
- {
- Q_snprintf( buf, buflen, "backward" );
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool SixenseGestureBindings::ActionTokenToStr( sixenseUtils::IButtonStates::ActionType action, char *buf, int buflen )
-{
- if( buflen < 20 ) return false;
-
- if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS )
- {
- Q_snprintf( buf, buflen, "button_press" );
- }
- else if( action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE )
- {
- Q_snprintf( buf, buflen, "joystick_move" );
- }
- else if( action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE )
- {
- Q_snprintf( buf, buflen, "point_gesture" );
- }
- else if( action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE )
- {
- Q_snprintf( buf, buflen, "velocity_gesture" );
- }
- else if( action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE )
- {
- Q_snprintf( buf, buflen, "tilt_gesture" );
- }
- else if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS )
- {
- Q_snprintf( buf, buflen, "button_press" );
- }
- else if( action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
- {
- Q_snprintf( buf, buflen, "trigger_press" );
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +#include "cbase.h" + +#ifdef SIXENSE + +#include "in_sixense_gesture_bindings.h" +#include "filesystem.h" +#ifdef TF_CLIENT_DLL +#include "tf_gamerules.h" +#endif + +#include <isixense.h> +#include <sixense_math.hpp> +#include <sixense_utils/interfaces.hpp> + + +SixenseGestureBindings::SixenseGestureBindings() +{ + +} + +// Help deallocate a binding +void SixenseGestureBindings::FreeStrings( GestureBinding binding ) +{ + if( binding.m_pActivateCommand ) + { + free( binding.m_pActivateCommand ); + } + + if( binding.m_pDeactivateCommand ) + { + free( binding.m_pDeactivateCommand ); + } +} + +// add a binding to the list. Calls should be in the form: +// AddBinding( "left", "button_press", "start", "+dota_camera_follow", "" ); +// +// args: +// hand_str = "left" or "right" +// action_str = 'button_press' 'trigger_press' 'tilt_gesture' 'point_gesture' 'velocity_gesture' or 'joystick_move' +// argument_str depends on action_str, see below for details +// press_command_str is the concommand executed on start of the action (ie button press) and release_command_str on stop (ie button release) +// release_command_str can be the empty string if no stop action is desired +// if the press_command_str begins with "+", an equivalent "-" is set to the release_command automatically +void SixenseGestureBindings::AddBinding( CUtlString hand_str, CUtlString action_str, CUtlString argument_str, CUtlString press_command_str, CUtlString release_command_str ) +{ + GestureBinding binding; + + // Convert from strings to enums + sixenseUtils::IButtonStates::ActionType action; + if( !ActionFromString( action_str, &action ) ) + { + return; + } + + binding.m_Action = action; + + int hand; + if( !HandFromString( hand_str, &hand ) ) { + return; + } + + binding.m_iHand = hand; + + + // handle argument_str per-action type + if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS ) + { + + // button_press takes a button argument + unsigned short button_token; + if( !ButtonMaskFromString( argument_str, &button_token ) ) + { + return; + } + + binding.m_iArgument = button_token; + } + else if( action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS ) + { + // trigger press has no argument + binding.m_iArgument = 0; + } + else + { + // all other actions take a direction + sixenseUtils::IButtonStates::Direction dir; + if( !DirectionFromString( argument_str, &dir ) ) + { + return; + } + + binding.m_iArgument = dir; + + } + + + // copy the activate command + binding.m_pActivateCommand = strdup( press_command_str.String() ); + + binding.m_bAutoMirrored = false; + + // if there is an explicit release_command, use it + if ( !release_command_str.IsEmpty() ) + { + binding.m_pDeactivateCommand = strdup( release_command_str.String() ); + } + else + { + // otherwise try to generate a release command + + // see if it starts with a +, if so, add an off command + if( press_command_str[0] == '+' ) + { + binding.m_pDeactivateCommand = strdup( press_command_str.String() ); + binding.m_pDeactivateCommand[0] = '-'; + binding.m_bAutoMirrored = true; + } + else + { + // Just leave release command null + binding.m_pDeactivateCommand = NULL; + } + } + + // Try to keep a single binding per 'action' 'hand' 'arg' pair, ie one per button. + // We may want to allow multiple if people think it would be useful... + FOR_EACH_LL( m_GestureBindingList, it ) + { + GestureBinding existing_binding = m_GestureBindingList[it]; + + if( binding.m_Action == existing_binding.m_Action && + binding.m_iArgument == existing_binding.m_iArgument && + binding.m_iHand == existing_binding.m_iHand ) + { + // Already the same binding active, delete it + FreeStrings( existing_binding ); + m_GestureBindingList.Remove( it ); + break; + } + } + + // add to the list of bindings + m_GestureBindingList.AddToTail( binding ); + +} + +// just return the binding count +int SixenseGestureBindings::GetNumBindings() +{ + return m_GestureBindingList.Count(); +} + +// pretty print all the bindings to the console +void SixenseGestureBindings::ListBindings() +{ + + const int strbuflen=256; + char strbuf[strbuflen]; + + // Just go through all the bindings, use helpers to convert from tokens to strings, and print. + int i=0; + FOR_EACH_LL( m_GestureBindingList, it ) + { + GestureBinding binding = m_GestureBindingList[it]; + + if( HandTokenToStr( binding.m_iHand, strbuf, strbuflen ) ) + { + Msg("%d)\t%s", i, strbuf); + } + + if( ActionTokenToStr( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, strbuf, strbuflen ) ) + { + Msg("\t%s", strbuf); + } + + if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS ) + { + + if( ButtonTokenToStr( binding.m_iArgument, strbuf, strbuflen ) ) + { + Msg("\t%s", strbuf); + } + + } + + // these all have the same arguments (left, right, up...) + else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE || + binding.m_Action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE || + binding.m_Action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE || + binding.m_Action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE ) + { + + if( DirectionTokenToStr( binding.m_iArgument, strbuf, strbuflen ) ) + { + Msg("\t%s", strbuf); + } + + } else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS ) + { + Msg("\t"); // no argument + } + + Msg("\t\"%s\"", binding.m_pActivateCommand); + if( binding.m_pDeactivateCommand && !binding.m_bAutoMirrored ) // only print deactivated command if we didn't generate it. + { + Msg("\t\"%s\"", binding.m_pDeactivateCommand); + } + + Msg("\n"); + i++; + } +} + +// Write the current set of bindings to a file, formatted so that the file can be 'exec'ed. +void SixenseGestureBindings::WriteBindings( CUtlString filename_str ) +{ + + FileHandle_t hFile; + + const int filenamelen = 1024; + char filename[filenamelen]; + + // If no filename was provided, use "cfg/sixense_bindings.cfg" + if( !filename_str.IsEmpty() ) + { + Q_snprintf( filename, filenamelen, "%s\\cfg\\%s", engine->GetGameDirectory(), filename_str.String() ); + } + else + { + Q_snprintf( filename, filenamelen, "%s\\cfg\\sixense_bindings.cfg", engine->GetGameDirectory() ); + } + + Msg("writing bindings to %s\n", filename ); + hFile = filesystem->Open( filename, "wt" ); + + if( !hFile ) + { + return; + } + + const int strbuflen=256; + char strbuf[strbuflen]; + char writebuf[strbuflen]; + + // Go through all the bindings, convert from tokens to strings, build up the command string and write it to the file + FOR_EACH_LL( m_GestureBindingList, it ) + { + GestureBinding binding = m_GestureBindingList[it]; + + if( HandTokenToStr( binding.m_iHand, strbuf, strbuflen ) ) + { + Q_snprintf( writebuf, strbuflen, "sixense_bind \"%s\"", strbuf); + filesystem->Write( writebuf, strlen(writebuf), hFile ); + } + + if( ActionTokenToStr( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, strbuf, strbuflen ) ) + { + Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf); + filesystem->Write( writebuf, strlen(writebuf), hFile ); + } + + if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS ) { + + if( ButtonTokenToStr( binding.m_iArgument, strbuf, strbuflen ) ) + { + Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf); + filesystem->Write( writebuf, strlen(writebuf), hFile ); + } + + } + + // these all have the same arguments (left, right, up...) + else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE || + binding.m_Action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE || + binding.m_Action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE || + binding.m_Action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE ) + { + + if( DirectionTokenToStr( binding.m_iArgument, strbuf, strbuflen ) ) + { + Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf); + filesystem->Write( writebuf, strlen(writebuf), hFile ); + } + + } else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS ) + { + Q_snprintf( writebuf, strbuflen, " \"\""); // no argument + filesystem->Write( writebuf, strlen(writebuf), hFile ); + } + + Q_snprintf( writebuf, strbuflen, " \"%s\"", binding.m_pActivateCommand); + filesystem->Write( writebuf, strlen(writebuf), hFile ); + if( binding.m_pDeactivateCommand && !binding.m_bAutoMirrored ) // only print deactivated command if we didn't generate it. + { + Q_snprintf( writebuf, strbuflen, " \"%s\"", binding.m_pDeactivateCommand); + filesystem->Write( writebuf, strlen(writebuf), hFile ); + } + + Q_snprintf( writebuf, strbuflen, "\n"); + filesystem->Write( writebuf, strlen(writebuf), hFile ); + } + + filesystem->Close( hFile ); +} + +// Erase all the bindings. Right now this will cause code in in_sixense.cpp to detect the lack of bindings and immediately +// create defaults. I think that's good. +void SixenseGestureBindings::ClearBindings() +{ + FOR_EACH_LL( m_GestureBindingList, it ) + { + FreeStrings( m_GestureBindingList[it] ); + } + m_GestureBindingList.RemoveAll(); +} + +// Delete a specific binding by index. 'sixense_list_bindings' prints the indicies that can be passed to delete. +void SixenseGestureBindings::DeleteBinding( int num ) +{ + if( num < 0 || num > m_GestureBindingList.Count()-1 ) return; + + int count=0; + FOR_EACH_LL( m_GestureBindingList, it ) + { + if( count == num ) + { + FreeStrings( m_GestureBindingList[it] ); + m_GestureBindingList.Remove(it); + Msg("Removed %d\n", count ); + break; + } + count++; + } + +} + +void SixenseGestureBindings::CreateDefaultBindings() +{ + ClearBindings(); + +#if defined ( CSTRIKE_DLL ) && !defined( TERROR ) + + AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" ); + AddBinding( "left", "tilt_gesture", "down", "+duck", "" ); + AddBinding( "left", "tilt_gesture", "up", "+jump", "" ); + AddBinding( "left", "trigger_press", "", "+attack2", "" ); + AddBinding( "left", "button_press", "start", "cancelselect", "" ); + AddBinding( "left", "button_press", "bumper", "+duck", "" ); + AddBinding( "left", "button_press", "joystick", "drop", "" ); + AddBinding( "left", "button_press", "1", "autobuy", "" ); + AddBinding( "left", "button_press", "2", "rebuy", "" ); + AddBinding( "left", "button_press", "3", "impulse 201", "" ); + AddBinding( "left", "button_press", "4", "chooseteam", "" ); + AddBinding( "left", "point_gesture", "up", "slot3", "" ); + AddBinding( "left", "point_gesture", "down", "slot4", "" ); + AddBinding( "right", "joystick_move", "up", "buymenu", "buymenu 0" ); + AddBinding( "right", "joystick_move", "left", "invprev", "" ); + AddBinding( "right", "joystick_move", "right", "invnext", "" ); + AddBinding( "right", "joystick_move", "down", "nightvision", "" ); + AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" ); + AddBinding( "right", "button_press", "2", "+use", "" ); + AddBinding( "right", "button_press", "3", "+speed", "" ); + AddBinding( "right", "button_press", "4", "+voicerecord", "" ); + AddBinding( "right", "button_press", "joystick", "impulse 100", "" ); + AddBinding( "right", "button_press", "bumper", "+jump", "" ); + AddBinding( "right", "trigger_press", "", "+attack", "" ); + AddBinding( "right", "button_press", "start", "+showscores", "" ); + +#elif defined( TERROR ) + + AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" ); + AddBinding( "left", "tilt_gesture", "down", "+duck", "" ); + AddBinding( "left", "tilt_gesture", "up", "+jump", "" ); + AddBinding( "left", "trigger_press", "", "+attack2", "" ); + AddBinding( "left", "button_press", "start", "cancelselect", "" ); + AddBinding( "left", "button_press", "bumper", "+sixense_left_point_gesture", "" ); + AddBinding( "left", "button_press", "joystick", "+use", "" ); + AddBinding( "left", "point_gesture", "left", "invprev", "" ); + AddBinding( "left", "point_gesture", "right", "invnext", "" ); + AddBinding( "left", "point_gesture", "up", "slot3", "" ); + AddBinding( "left", "point_gesture", "down", "slot4", "" ); + AddBinding( "left", "button_press", "2", "phys_swap", "" ); + AddBinding( "left", "button_press", "1", "+sixense_ratchet", "" ); + AddBinding( "left", "button_press", "3", "+speed", "" ); + AddBinding( "left", "button_press", "4", "+voicerecord", "" ); + AddBinding( "right", "joystick_move", "up", "+zoom", "" ); + AddBinding( "right", "joystick_move", "left", "invprev", "" ); + AddBinding( "right", "joystick_move", "right", "invnext", "" ); + AddBinding( "right", "joystick_move", "down", "lastinv", "" ); + AddBinding( "right", "button_press", "2", "Vote no", "" ); + AddBinding( "right", "button_press", "1", "Vote yes", "" ); + AddBinding( "right", "button_press", "3", "askconnect_accept", "" ); + AddBinding( "right", "button_press", "4", "jpeg", "" ); + AddBinding( "right", "button_press", "joystick", "impulse 100", "" ); + AddBinding( "right", "button_press", "bumper", "+duck", "" ); + AddBinding( "right", "trigger_press", "", "+attack", "" ); + AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" ); + +#elif defined( DOTA_DLL ) + + AddBinding( "left", "button_press", "start", "+dota_camera_follow", "" ); + AddBinding( "left", "button_press", "3", "dota_ability_execute 0", "" ); + AddBinding( "left", "button_press", "1", "dota_ability_execute 1", "" ); + AddBinding( "left", "button_press", "2", "dota_ability_execute 2", "" ); + AddBinding( "left", "button_press", "4", "dota_ability_execute 5", "" ); + AddBinding( "left", "joystick_move", "left", "dota_ability_execute 3", "" ); + AddBinding( "left", "joystick_move", "right", "dota_ability_execute 4", "" ); + AddBinding( "left", "joystick_move", "up", "mc_attack", "" ); + AddBinding( "left", "joystick_move", "down", "+sixense_left_alt", "" ); // ping + AddBinding( "left", "trigger_press", "", "+sixense_camera_pan", "" ); + AddBinding( "left", "button_press", "bumper", "+sixense_camera_drag", "" ); + + AddBinding( "right", "button_press", "bumper", "+sixense_left_shift", "" ); // queue + AddBinding( "right", "button_press", "joystick", "sixense_mouse_set_origin", "" ); + AddBinding( "right", "button_press", "start", "toggleshoppanel", "" ); + AddBinding( "right", "joystick_move", "down", "+sixense_left_ctrl", "" ); // ?? + AddBinding( "right", "joystick_move", "up", "+showscores", "" ); + AddBinding( "right", "button_press", "3", "+attack", "" ); + AddBinding( "right", "button_press", "1", "+attack2", "" ); + AddBinding( "right", "button_press", "4", "+voicerecord", "" ); + AddBinding( "right", "button_press", "3", "+sixense_left_click", "" ); + AddBinding( "right", "button_press", "1", "+sixense_right_click", "" ); + AddBinding( "right", "trigger_press", "", "+sixense_grid 0", "" ); + AddBinding( "right", "button_press", "2", "+sixense_grid 1", "" ); + +#elif defined( TF_CLIENT_DLL ) + + AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" ); + AddBinding( "left", "tilt_gesture", "down", "+duck", "" ); + AddBinding( "left", "tilt_gesture", "up", "+jump", "" ); + AddBinding( "left", "tilt_gesture", "right", "impulse 201", "" ); + AddBinding( "left", "trigger_press", "", "+attack2", "" ); + AddBinding( "left", "button_press", "start", "cancelselect", "" ); + AddBinding( "left", "button_press", "bumper", "+duck", "" ); + AddBinding( "left", "point_gesture", "up", "slot3", "" ); + AddBinding( "left", "point_gesture", "down", "slot4", "" ); + AddBinding( "left", "button_press", "3", "open_charinfo_direct", "" ); + AddBinding( "left", "button_press", "1", "changeclass", "" ); + AddBinding( "left", "button_press", "2", "changeteam", "" ); + AddBinding( "left", "button_press", "4", "lastdisguise", "" ); + AddBinding( "left", "button_press", "joystick", "voicemenu 0 0", "" ); + AddBinding( "right", "joystick_move", "up", "+context_action", "" ); + AddBinding( "right", "joystick_move", "left", "invprev", "" ); + AddBinding( "right", "joystick_move", "right", "invnext", "" ); + AddBinding( "right", "joystick_move", "down", "lastinv", "" ); + AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" ); + AddBinding( "right", "button_press", "2", "cl_decline_first_notification", "" ); + AddBinding( "right", "button_press", "3", "+voicerecord", "" ); + AddBinding( "right", "button_press", "4", "cl_trigger_first_notification", "" ); + AddBinding( "right", "button_press", "joystick", "dropitem", "" ); + AddBinding( "right", "button_press", "bumper", "taunt", "" ); + AddBinding( "right", "trigger_press", "", "+attack", "" ); + AddBinding( "right", "button_press", "start", "+showscores", "" ); + +#else + + AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" ); + AddBinding( "left", "tilt_gesture", "down", "+duck", "" ); + AddBinding( "left", "tilt_gesture", "up", "+jump", "" ); + AddBinding( "left", "trigger_press", "", "+attack2", "" ); + AddBinding( "left", "button_press", "start", "cancelselect", "" ); + AddBinding( "left", "button_press", "bumper", "+sixense_left_point_gesture", "" ); + AddBinding( "left", "button_press", "joystick", "+use", "" ); + AddBinding( "left", "point_gesture", "left", "invprev", "" ); + AddBinding( "left", "point_gesture", "right", "invnext", "" ); + AddBinding( "left", "point_gesture", "up", "slot3", "" ); + AddBinding( "left", "point_gesture", "down", "slot4", "" ); + AddBinding( "right", "joystick_move", "up", "+zoom", "" ); + AddBinding( "right", "joystick_move", "left", "invprev", "" ); + AddBinding( "right", "joystick_move", "right", "invnext", "" ); + AddBinding( "right", "joystick_move", "down", "lastinv", "" ); + AddBinding( "right", "button_press", "2", "phys_swap", "" ); + AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" ); + AddBinding( "right", "button_press", "3", "+speed", "" ); + AddBinding( "right", "button_press", "4", "+voicerecord", "" ); + AddBinding( "right", "button_press", "joystick", "impulse 100", "" ); + AddBinding( "right", "button_press", "bumper", "+duck", "" ); + AddBinding( "right", "trigger_press", "", "+attack", "" ); + +#endif + +} + +// Called each frame with the latest controller info. sixenseUtils::IButtonStates are sixenseUtils classes that look for various transitions of +// controller state, whether it's 'buttonJustPressed', or analog joysticks 'joystickJustPushed(up)'. It now has support for motion triggers like +// 'controllerJustTilted(left)' +void SixenseGestureBindings::UpdateBindings( sixenseUtils::IButtonStates *pLeftButtonStates, sixenseUtils::IButtonStates *pRightButtonStates, bool bIsMenuVisible ) +{ + // go through all the bindings and see if any of the desired actions just transitioned on or off + FOR_EACH_LL( m_GestureBindingList, it ) + { + GestureBinding binding = m_GestureBindingList[it]; + + if( binding.m_iHand == 0 ) + { + + // left hand + + // just started? + if( pLeftButtonStates->justStarted( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) ) + { + if( binding.m_pActivateCommand ) + { + + // Allow per-game authorization of commmands when the menu is up + if( bIsMenuVisible && !AllowMenuCommand( binding.m_pActivateCommand ) ) + { + continue; + } + + // Allow per-game authorization of commmands + if( !AllowCommand( binding.m_pActivateCommand ) ) + { + continue; + } + + engine->ClientCmd_Unrestricted( binding.m_pActivateCommand ); + //Msg("activate: %s\n", binding.m_pActivateCommand ); + } + } + + // just stopped? + if( pLeftButtonStates->justStopped( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) ) + { + if( binding.m_pDeactivateCommand ) + { + engine->ClientCmd_Unrestricted( binding.m_pDeactivateCommand ); + //Msg("deactivate: %s\n", binding.m_pDeactivateCommand ); + } + } + } + else + { + // right hand + + // just started? + if( pRightButtonStates->justStarted( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) ) + { + if( binding.m_pActivateCommand ) + { + + // Allow per-game authorization of commmands when the menu is up + if( bIsMenuVisible && !AllowMenuCommand( binding.m_pActivateCommand ) ) + { + continue; + } + + // Allow per-game authorization of commmands + if( !AllowCommand( binding.m_pActivateCommand ) ) + { + continue; + } + + engine->ClientCmd_Unrestricted( binding.m_pActivateCommand ); + //Msg("activate: %s\n", binding.m_pActivateCommand ); + } + } + + // just stopped? + if( pRightButtonStates->justStopped( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) ) + { + if( binding.m_pDeactivateCommand ) + { + engine->ClientCmd_Unrestricted( binding.m_pDeactivateCommand ); + //Msg("deactivate: %s\n", binding.m_pDeactivateCommand ); + } + } + } + } +} + + +// Give games an opportunity to block commands +bool SixenseGestureBindings::AllowCommand( char *pActivateCommand ) +{ +#ifdef TF_CLIENT_DLL + if ( TFGameRules() && TFGameRules()->IsInTraining() && TFGameRules()->IsWaitingForTrainingContinue() ) + { + if( Q_strcmp( pActivateCommand, "+jump" ) == 0 ) + { + return false; + } + } +#endif + + return true; +} + +// If the menu is up, most bindings are blocked. Allow some of them to be activated... +bool SixenseGestureBindings::AllowMenuCommand( char *pActivateCommand ) +{ + +#ifdef TF_CLIENT_DLL + if( Q_strcmp( pActivateCommand, "+showscores" ) == 0 ) + { + // Allow for showscores when in-menu + return true; + } +#endif + + return false; + +} + +// from here down are just helper funcs to convert between enums and strings and back + +bool SixenseGestureBindings::DirectionFromString( CUtlString dir_str, sixenseUtils::IButtonStates::Direction *dir ) +{ + + if( dir_str == "up" ) + { + *dir = sixenseUtils::IButtonStates::DIR_UP; + } + else if( dir_str == "down" ) + { + *dir = sixenseUtils::IButtonStates::DIR_DOWN; + } + else if( dir_str == "left" ) + { + *dir = sixenseUtils::IButtonStates::DIR_LEFT; + } + else if( dir_str == "right" ) + { + *dir = sixenseUtils::IButtonStates::DIR_RIGHT; + } + else if( dir_str == "cw" ) + { + *dir = sixenseUtils::IButtonStates::DIR_CW; + } + else if( dir_str == "ccw" ) + { + *dir = sixenseUtils::IButtonStates::DIR_CCW; + } + else + { + Msg( "Unknown direction %s, shoud be 'up' 'down' 'left' 'right' 'cw' or 'ccw'\n", dir_str.String() ); + return false; + } + + return true; +} + + +bool SixenseGestureBindings::ButtonMaskFromString( CUtlString button, unsigned short *button_token ) +{ + + if ( button == "1" ) + { + *button_token = SIXENSE_BUTTON_1; + } + else if ( button == "2" ) + { + *button_token = SIXENSE_BUTTON_2; + } + else if ( button == "3" ) + { + *button_token = SIXENSE_BUTTON_3; + } + else if ( button == "4" ) + { + *button_token = SIXENSE_BUTTON_4; + } + else if ( button == "start" ) + { + *button_token = SIXENSE_BUTTON_START; + } + else if ( button == "bumper" ) + { + *button_token = SIXENSE_BUTTON_BUMPER; + } + else if ( button == "joystick" ) + { + *button_token = SIXENSE_BUTTON_JOYSTICK; + } + else + { + Msg( "Unknown button %s, shoud be '1' '2' '3' '4' 'start' 'trigger' or 'joystick'\n", button.String() ); + return false; + } + + return true; +} + +bool SixenseGestureBindings::ActionFromString( CUtlString action_str, sixenseUtils::IButtonStates::ActionType *action ) +{ + if( action_str == "button_press" ) + { + *action = sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS; + return true; + + } + else if( action_str == "trigger_press" ) + { + *action = sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS; + return true; + + } + else if( action_str == "tilt_gesture" ) + { + *action = sixenseUtils::IButtonStates::ACTION_TILT_GESTURE; + return true; + + } + else if( action_str == "point_gesture" ) + { + *action = sixenseUtils::IButtonStates::ACTION_POINT_GESTURE; + return true; + + } + else if( action_str == "velocity_gesture" ) + { + *action = sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE; + return true; + + } + else if( action_str == "joystick_move" ) + { + *action = sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE; + return true; + + } + else + { + Msg( "Unknown action %s, shoud be 'button_press' 'trigger_press' 'tilt_gesture' 'point_gesture' 'velocity_gesture' or 'joystick_move'\n", action_str.String() ); + *action = sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS; + return false; + } +} + +bool SixenseGestureBindings::HandFromString( CUtlString hand_str, int *hand ) +{ + + if( hand_str == "left" ) + { + *hand = 0; + + } + else if( hand_str == "right" ) + { + *hand = 1; + + } + else + { + Msg( "Unknown controller %s, should be 'left' or 'right'\n", hand_str.String() ); + return false; + } + + return true; +} + + +bool SixenseGestureBindings::HandTokenToStr( int hand, char *buf, int buflen ) +{ + if( buflen < 10 ) return false; + + if( hand == 0 ) { + Q_snprintf( buf, buflen, "left" ); + } + else if( hand == 1 ) + { + Q_snprintf( buf, buflen, "right" ); + } + else + { + return false; + } + + return true; +} + +bool SixenseGestureBindings::ButtonTokenToStr( int arg, char *buf, int buflen ) +{ + if( buflen < 10 ) return false; + + if( arg == SIXENSE_BUTTON_1 ) + { + Q_snprintf( buf, buflen, "1" ); + } + else if( arg == SIXENSE_BUTTON_2 ) + { + Q_snprintf( buf, buflen, "2" ); + } + else if( arg == SIXENSE_BUTTON_3 ) + { + Q_snprintf( buf, buflen, "3" ); + } + else if( arg == SIXENSE_BUTTON_4 ) + { + Q_snprintf( buf, buflen, "4" ); + } + else if( arg == SIXENSE_BUTTON_START ) + { + Q_snprintf( buf, buflen, "start" ); + } + else if( arg == SIXENSE_BUTTON_BUMPER ) + { + Q_snprintf( buf, buflen, "bumper" ); + } + else if( arg == SIXENSE_BUTTON_JOYSTICK ) + { + Q_snprintf( buf, buflen, "joystick" ); + } + else + { + return false; + } + + return true; +} + +bool SixenseGestureBindings::DirectionTokenToStr( int arg, char *buf, int buflen ) +{ + if( buflen < 10 ) return false; + + if( arg == sixenseUtils::IButtonStates::DIR_LEFT ) + { + Q_snprintf( buf, buflen, "left" ); + } + else if( arg == sixenseUtils::IButtonStates::DIR_RIGHT ) + { + Q_snprintf( buf, buflen, "right" ); + } + else if( arg == sixenseUtils::IButtonStates::DIR_UP ) + { + Q_snprintf( buf, buflen, "up" ); + } + else if( arg == sixenseUtils::IButtonStates::DIR_DOWN ) + { + Q_snprintf( buf, buflen, "down" ); + } + else if( arg == sixenseUtils::IButtonStates::DIR_CW ) + { + Q_snprintf( buf, buflen, "cw" ); + } + else if( arg == sixenseUtils::IButtonStates::DIR_CCW ) + { + Q_snprintf( buf, buflen, "ccw" ); + } + else if( arg == sixenseUtils::IButtonStates::DIR_FORWARD ) + { + Q_snprintf( buf, buflen, "forward" ); + } + else if( arg == sixenseUtils::IButtonStates::DIR_BACKWARD ) + { + Q_snprintf( buf, buflen, "backward" ); + } + else + { + return false; + } + + return true; +} + +bool SixenseGestureBindings::ActionTokenToStr( sixenseUtils::IButtonStates::ActionType action, char *buf, int buflen ) +{ + if( buflen < 20 ) return false; + + if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS ) + { + Q_snprintf( buf, buflen, "button_press" ); + } + else if( action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE ) + { + Q_snprintf( buf, buflen, "joystick_move" ); + } + else if( action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE ) + { + Q_snprintf( buf, buflen, "point_gesture" ); + } + else if( action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE ) + { + Q_snprintf( buf, buflen, "velocity_gesture" ); + } + else if( action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE ) + { + Q_snprintf( buf, buflen, "tilt_gesture" ); + } + else if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS ) + { + Q_snprintf( buf, buflen, "button_press" ); + } + else if( action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS ) + { + Q_snprintf( buf, buflen, "trigger_press" ); + } + else + { + return false; + } + + return true; +} + + +#endif |