//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Joystick handling function // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "entityhandle.h" #include "utlvector.h" #include "cdll_client_int.h" #include "cdll_util.h" #include "kbutton.h" #include "usercmd.h" #include "iclientvehicle.h" #include "input.h" #include "iviewrender.h" #include "iclientmode.h" #include "convar.h" #include "hud.h" #include "vgui/isurface.h" #include "vgui_controls/controls.h" #include "vgui/cursor.h" #include "tier0/icommandline.h" #include "inputsystem/iinputsystem.h" #include "inputsystem/ButtonCode.h" #include "math.h" #include "tier1/convar_serverbounded.h" #include "c_baseplayer.h" #include "inputsystem/iinputstacksystem.h" #if defined( _X360 ) #include "xbox/xbox_win32stubs.h" #else #include "../common/xbox/xboxstubs.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 static ConVar joy_variable_frametime( "joy_variable_frametime", IsX360() ? "0" : "1", 0 ); // Axis mapping static ConVar joy_name( "joy_name", "joystick", FCVAR_ARCHIVE ); static ConVar joy_advanced( "joy_advanced", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisx( "joy_advaxisx", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisy( "joy_advaxisy", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisz( "joy_advaxisz", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisr( "joy_advaxisr", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisu( "joy_advaxisu", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisv( "joy_advaxisv", "0", FCVAR_ARCHIVE ); // Basic "dead zone" and sensitivity static ConVar joy_forwardthreshold( "joy_forwardthreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_sidethreshold( "joy_sidethreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_pitchthreshold( "joy_pitchthreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_yawthreshold( "joy_yawthreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_forwardsensitivity( "joy_forwardsensitivity", "-1", FCVAR_ARCHIVE ); static ConVar joy_sidesensitivity( "joy_sidesensitivity", "1", FCVAR_ARCHIVE ); static ConVar joy_pitchsensitivity( "joy_pitchsensitivity", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_SS ); static ConVar joy_yawsensitivity( "joy_yawsensitivity", "-1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_SS ); // Advanced sensitivity and response #ifdef _X360 //tmuaer static ConVar joy_response_move( "joy_response_move", "9", FCVAR_ARCHIVE, "'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity)), 5=two-stage" ); #else static ConVar joy_response_move( "joy_response_move", "1", FCVAR_ARCHIVE, "'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity)), 5=two-stage" ); #endif ConVar joy_response_move_vehicle("joy_response_move_vehicle", "6"); static ConVar joy_response_look( "joy_response_look", "0", FCVAR_ARCHIVE, "'Look' stick response mode: 0=Default, 1=Acceleration Promotion" ); static ConVar joy_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" ); ConVar joy_autoaimdampen( "joy_autoaimdampen", "0", FCVAR_ARCHIVE | FCVAR_USERINFO, "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"); static ConVar joy_sensitive_step0( "joy_sensitive_step0", "0.1", FCVAR_ARCHIVE); static ConVar joy_sensitive_step1( "joy_sensitive_step1", "0.4", FCVAR_ARCHIVE); static ConVar joy_sensitive_step2( "joy_sensitive_step2", "0.90", FCVAR_ARCHIVE); static ConVar joy_circle_correct( "joy_circle_correct", "1", FCVAR_ARCHIVE); // Misc static ConVar joy_diagonalpov( "joy_diagonalpov", "0", FCVAR_ARCHIVE, "POV manipulator operates on diagonal axes, too." ); static ConVar joy_display_input("joy_display_input", "0", FCVAR_ARCHIVE); static ConVar joy_wwhack2( "joy_wingmanwarrior_turnhack", "0", FCVAR_ARCHIVE, "Wingman warrior hack related to turn axes." ); ConVar joy_autosprint("joy_autosprint", "0", 0, "Automatically sprint when moving with an analog joystick" ); static ConVar joy_inverty("joy_inverty", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_SS, "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 sv_stickysprint_default( "sv_stickysprint_default", "0", FCVAR_NONE ); static ConVar joy_lookspin_default( "joy_lookspin_default", "0.35", FCVAR_NONE ); static ConVar joy_cfg_preset( "joy_cfg_preset", "0", FCVAR_ARCHIVE_XBOX | FCVAR_SS ); void joy_movement_stick_Callback( IConVar *var, const char *pOldString, float flOldValue ) { engine->ClientCmd( "joyadvancedupdate silent\n" ); } static ConVar joy_movement_stick("joy_movement_stick", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_SS, "Which stick controls movement (0 is left stick)", joy_movement_stick_Callback ); static ConVar joy_xcontroller_cfg_loaded( "joy_xcontroller_cfg_loaded", "0", 0, "If 0, the 360controller.cfg file will be executed on startup & option changes." ); extern ConVar lookspring; extern ConVar cl_forwardspeed; extern ConVar lookstrafe; extern ConVar in_joystick; extern ConVar_ServerBounded *m_pitch; extern ConVar l_pitchspeed; extern ConVar cl_sidespeed; extern ConVar cl_yawspeed; extern ConVar cl_pitchdown; extern ConVar cl_pitchup; extern ConVar cl_pitchspeed; #ifdef INFESTED_DLL extern ConVar asw_cam_marine_yaw; #endif extern ConVar cam_idealpitch; extern ConVar cam_idealyaw; extern ConVar thirdperson_platformer; extern ConVar thirdperson_screenspace; //----------------------------------------------- // Response curve function for the move axes //----------------------------------------------- static float ResponseCurve( int curve, float x, int axis, float sensitivity ) { switch ( curve ) { case 1: // quadratic if ( x < 0 ) return -(x*x) * sensitivity; return x*x * sensitivity; case 2: // cubic return x*x*x*sensitivity; case 3: { // quadratic extreme float extreme = 1.0f; if ( fabs( x ) >= 0.95f ) { extreme = 1.5f; } if ( x < 0 ) return -extreme * x*x*sensitivity; return extreme * x*x*sensitivity; } case 4: { float flScale = sensitivity < 0.0f ? -1.0f : 1.0f; sensitivity = clamp( fabs( sensitivity ), 1.0e-8f, 1000.0f ); float oneOverSens = 1.0f / sensitivity; if ( x < 0.0f ) { flScale = -flScale; } float retval = clamp( powf( fabs( x ), oneOverSens ), 0.0f, 1.0f ); return retval * flScale; } break; case 5: { float out = x; if( fabs(out) <= 0.6f ) { out *= 0.5f; } out = out * sensitivity; return out; } break; case 6: // Custom for driving a vehicle! { if( axis == YAW ) { // This code only wants to affect YAW axis (the left and right axis), which // is used for turning in the car. We fall-through and use a linear curve on // the PITCH axis, which is the vehicle's throttle. REALLY, these are the 'forward' // and 'side' axes, but we don't have constants for those, so we re-use the same // axis convention as the look stick. (sjb) float sign = 1; if( x < 0.0 ) sign = -1; x = fabs(x); if( x <= joy_vehicle_turn_lowend.GetFloat() ) x = RemapVal( x, 0.0f, joy_vehicle_turn_lowend.GetFloat(), 0.0f, joy_vehicle_turn_lowmap.GetFloat() ); else x = RemapVal( x, joy_vehicle_turn_lowend.GetFloat(), 1.0f, joy_vehicle_turn_lowmap.GetFloat(), 1.0f ); return x * sensitivity * sign; } //else // fall through and just return x*sensitivity below (as if using default curve) } //The idea is to create a max large walk zone surrounded by a max run zone. case 7: { float xAbs = fabs(x); if(xAbs < joy_sensitive_step0.GetFloat()) { return 0; } else if (xAbs < joy_sensitive_step2.GetFloat()) { return (85.0f/cl_forwardspeed.GetFloat()) * ((x < 0)? -1.0f : 1.0f); } else { return ((x < 0)? -1.0f : 1.0f); } } break; case 8: //same concept as above but with smooth speeds { float xAbs = fabs(x); if(xAbs < joy_sensitive_step0.GetFloat()) { return 0; } else if (xAbs < joy_sensitive_step2.GetFloat()) { float maxSpeed = (85.0f/cl_forwardspeed.GetFloat()); float t = (xAbs-joy_sensitive_step0.GetFloat()) / (joy_sensitive_step2.GetFloat()-joy_sensitive_step0.GetFloat()); float speed = t*maxSpeed; return speed * ((x < 0)? -1.0f : 1.0f); } else { float maxSpeed = 1.0f; float minSpeed = (85.0f/cl_forwardspeed.GetFloat()); float t = (xAbs-joy_sensitive_step2.GetFloat()) / (1.0f-joy_sensitive_step2.GetFloat()); float speed = t*(maxSpeed-minSpeed) + minSpeed; return speed * ((x < 0)? -1.0f : 1.0f); } } break; case 9: //same concept as above but with smooth speeds for walking and a hard speed for running { float xAbs = fabs(x); if(xAbs < joy_sensitive_step0.GetFloat()) { return 0; } else if (xAbs < joy_sensitive_step1.GetFloat()) { float maxSpeed = (85.0f/cl_forwardspeed.GetFloat()); float t = (xAbs-joy_sensitive_step0.GetFloat()) / (joy_sensitive_step1.GetFloat()-joy_sensitive_step0.GetFloat()); float speed = t*maxSpeed; return speed * ((x < 0)? -1.0f : 1.0f); } else if (xAbs < joy_sensitive_step2.GetFloat()) { return (85.0f/cl_forwardspeed.GetFloat()) * ((x < 0)? -1.0f : 1.0f); } else { return ((x < 0)? -1.0f : 1.0f); } } break; } // linear return x*sensitivity; } //----------------------------------------------- // If we have a valid autoaim target, dampen the // player's stick input if it is moving away from // the target. // // This assists the player staying on target. //----------------------------------------------- float AutoAimDampening( float x, int axis, float dist ) { // Help the user stay on target if the feature is enabled and the user // is not making a gross stick movement. if ( joy_autoaimdampen.GetFloat() > 0.0f && fabs(x) < joy_autoaimdampenrange.GetFloat() ) { // Get the player C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer ) { // Get the autoaim target if ( pLocalPlayer->m_Local.m_bAutoAimTarget ) { return joy_autoaimdampen.GetFloat(); } } } return 1.0f;// No dampening. } //----------------------------------------------- // This structure holds persistent information used // to make decisions about how to modulate analog // stick input. //----------------------------------------------- typedef struct { float envelopeScale[2]; bool peggedAxis[2]; bool axisPeggedDir[2]; } envelope_t; envelope_t controlEnvelope[ MAX_SPLITSCREEN_PLAYERS ]; //----------------------------------------------- // 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( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ) { envelope_t &envelope = controlEnvelope[ MAX( nSlot, 0 ) ]; 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 envelope.peggedAxis[axis] = true; envelope.axisPeggedDir[axis] = negative; } if( envelope.peggedAxis[axis] == true ) { // User doesn't have the stick pegged on this axis, but they used to. // If the stick is physically pegged, pretend this axis is still pegged. if( bStickIsPhysicallyPegged && negative == envelope.axisPeggedDir[axis] ) { // If the user still has the stick physically pegged and hasn't changed direction on // this axis, keep pretending they have the stick pegged on this axis. x = 1.0f; } else { envelope.peggedAxis[axis] = false; } } } // Perform the two-stage mapping. 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( envelope.envelopeScale[axis] < 1.0f ) { envelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( envelope.envelopeScale[axis] > 1.0f ) { envelope.envelopeScale[axis] = 1.0f; } } float delta = x - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * envelope.envelopeScale[axis]); } else { // Shut off acceleration envelope.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( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ) { envelope_t &envelope = controlEnvelope[ MAX( nSlot, 0 ) ]; float input = x; float flJoyDist = ( sqrt(x*x + otherAxis * otherAxis) ); bool bIsPegged = ( flJoyDist>= joy_pegged.GetFloat() ); // 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. envelope.envelopeScale[axis] = 0.0f; float factor = x / joy_lowend.GetFloat(); x = joy_lowmap.GetFloat() * factor; } if( bDoAcceleration ) { float flMax = joy_accelmax.GetFloat(); if( envelope.envelopeScale[axis] < flMax ) { envelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( envelope.envelopeScale[axis] > flMax ) { envelope.envelopeScale[axis] = flMax; } } float delta = x - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * envelope.envelopeScale[axis]); } 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 nSlot, int curve, float x, int axis, float otherAxis, float dist, float frametime ) { switch( curve ) { case 1://Promotion of acceleration return ResponseCurveLookAccelerated( nSlot, x, axis, otherAxis, dist, frametime ); break; default: return ResponseCurveLookDefault( nSlot, x, axis, otherAxis, dist, frametime ); break; } } //----------------------------------------------------------------------------- // Purpose: Advanced joystick setup //----------------------------------------------------------------------------- void CInput::Joystick_Advanced( bool bSilent ) { m_fJoystickAdvancedInit = true; // called whenever an update is needed int i; DWORD dwTemp; if ( IsX360() ) { // Xbox always uses a joystick in_joystick.SetValue( 1 ); } for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh ); PerUserInput_t &user = GetPerUser(); // Initialize all the maps for ( i = 0; i < MAX_JOYSTICK_AXES; i++ ) { user.m_rgAxes[i].AxisMap = GAME_AXIS_NONE; user.m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS; } if ( !joy_advanced.GetBool() ) { // default joystick initialization // 2 axes only with joystick control user.m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW; user.m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD; } else { if ( !bSilent && hh == 0 && Q_stricmp( joy_name.GetString(), "joystick") ) { // notify user of advanced controller Msg( "Using joystick '%s' configuration\n", joy_name.GetString() ); } static SplitScreenConVarRef s_joy_movement_stick( "joy_movement_stick" ); bool bJoyMovementStick = s_joy_movement_stick.GetBool( hh ); // advanced initialization here // data supplied by user via joy_axisn cvars dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisu.GetInt() : (DWORD)joy_advaxisx.GetInt(); user.m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisr.GetInt() : (DWORD)joy_advaxisy.GetInt(); user.m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = (DWORD)joy_advaxisz.GetInt(); user.m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisy.GetInt() : (DWORD)joy_advaxisr.GetInt(); user.m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisx.GetInt() : (DWORD)joy_advaxisu.GetInt(); user.m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = (DWORD)joy_advaxisv.GetInt(); user.m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS; if ( !bSilent ) { Msg( "Advanced joystick settings initialized for joystick %d\n------------\n", hh + 1 ); DescribeJoystickAxis( hh, "x axis", &user.m_rgAxes[JOY_AXIS_X] ); DescribeJoystickAxis( hh, "y axis", &user.m_rgAxes[JOY_AXIS_Y] ); DescribeJoystickAxis( hh, "z axis", &user.m_rgAxes[JOY_AXIS_Z] ); DescribeJoystickAxis( hh, "r axis", &user.m_rgAxes[JOY_AXIS_R] ); DescribeJoystickAxis( hh, "u axis", &user.m_rgAxes[JOY_AXIS_U] ); DescribeJoystickAxis( hh, "v axis", &user.m_rgAxes[JOY_AXIS_V] ); } } } #if defined( SWARM_DLL ) // If we have an xbox controller, load the cfg file if it hasn't been loaded. ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetBool() == false ) { if ( IsPC() ) { engine->ClientCmd( "exec 360controller_pc.cfg" ); } else if ( IsX360() ) { engine->ClientCmd( "exec 360controller_xbox.cfg" ); } joy_xcontroller_cfg_loaded.SetValue( 1 ); } } else if ( joy_xcontroller_cfg_loaded.GetBool() ) { engine->ClientCmd( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } #else // SWARM_DLL if ( IsPC() ) { // If we have an xcontroller on the PC, load the cfg file if it hasn't been loaded. ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetBool() == false ) { engine->ClientCmd( "exec 360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 1 ); } } else if ( joy_xcontroller_cfg_loaded.GetBool() ) { engine->ClientCmd( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } } #endif // SWARM_DLL } //----------------------------------------------------------------------------- // 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 "pitch"; case GAME_AXIS_SIDE: return "strafe"; case GAME_AXIS_YAW: return "yaw"; case GAME_AXIS_NONE: default: return "n/a"; } return "n/a"; } //----------------------------------------------------------------------------- // Purpose: // Input : *axis - // *mapping - //----------------------------------------------------------------------------- void CInput::DescribeJoystickAxis( int nJoystick, char const *axis, joy_axis_t *mapping ) { if ( !mapping->AxisMap ) { Msg( "joy%d %s: unmapped\n", nJoystick + 1, axis ); } else { Msg( "joy%d %s: %s (%s)\n", nJoystick + 1, axis, DescribeAxis( mapping->AxisMap ), mapping->ControlMap != 0 ? "relative" : "absolute" ); } } //----------------------------------------------------------------------------- // Purpose: Allow joystick to issue key events // Not currently used - controller button events are pumped through the windprocs. KWD //----------------------------------------------------------------------------- void CInput::ControllerCommands( void ) { } //----------------------------------------------------------------------------- // Purpose: Scales the raw analog value to lie withing the axis range (full range - deadzone ) //----------------------------------------------------------------------------- float CInput::ScaleAxisValue( const float axisValue, const float axisThreshold ) { // Xbox scales the range of all axes in the inputsystem. PC can't do that because each axis mapping // has a (potentially) unique threshold value. If all axes were restricted to a single threshold // as they are on the Xbox, this function could move to inputsystem and be slightly more optimal. float result = 0.f; if ( IsPC() ) { if ( axisValue < -axisThreshold ) { result = ( axisValue + axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ); } else if ( axisValue > axisThreshold ) { result = ( axisValue - axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ); } } else { // IsXbox result = axisValue * ( 1.f / MAX_BUTTONSAMPLE ); } return result; } void CInput::Joystick_SetSampleTime(float frametime) { FOR_EACH_VALID_SPLITSCREEN_PLAYER( i ) { m_PerUser[ i ].m_flRemainingJoystickSampleTime = frametime; } } extern void IN_ForceSpeedUp( ); extern void IN_ForceSpeedDown( ); bool CInput::ControllerModeActive( void ) { return ( in_joystick.GetInt() != 0 ); } //-------------------------------------------------------------------- // See if we want to use the joystick //-------------------------------------------------------------------- bool CInput::JoyStickActive() { // verify joystick is available and that the user wants to use it if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() ) return false; // Skip out if vgui or gameui is active if ( !g_pInputStackSystem->IsTopmostEnabledContext( m_hInputContext ) ) return false; return true; } //-------------------------------------------------------------------- // Reads joystick values //-------------------------------------------------------------------- void CInput::JoyStickSampleAxes( float &forward, float &side, float &pitch, float &yaw, bool &bAbsoluteYaw, bool &bAbsolutePitch ) { int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot ); struct axis_t { float value; int controlType; }; axis_t gameAxes[ MAX_GAME_AXES ]; memset( &gameAxes, 0, sizeof(gameAxes) ); // Get each joystick axis value, and normalize the range for ( int i = 0; i < MAX_JOYSTICK_AXES; ++i ) { if ( GAME_AXIS_NONE == user.m_rgAxes[i].AxisMap ) continue; float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( GET_ACTIVE_SPLITSCREEN_SLOT(), i ) ); if ( joy_wwhack2.GetInt() != 0 ) { // this is a special formula for the Logitech WingMan Warrior // y=ax^b; where a = 300 and b = 1.3 // also x values are in increments of 800 (so this is factored out) // then bounds check result to level out excessively high spin rates float fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3); if (fTemp > 14000.0) fTemp = 14000.0; // restore direction information fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp; } unsigned int idx = user.m_rgAxes[i].AxisMap; gameAxes[idx].value = fAxisValue; gameAxes[idx].controlType = user.m_rgAxes[i].ControlMap; } // Re-map the axis values if necessary, based on the joystick configuration if ( (joy_advanced.GetInt() == 0) && (in_jlook.GetPerUser( nSlot ).state & 1) ) { // user wants forward control to become pitch control gameAxes[GAME_AXIS_PITCH] = gameAxes[GAME_AXIS_FORWARD]; gameAxes[GAME_AXIS_FORWARD].value = 0; // if mouse invert is on, invert the joystick pitch value // Note: only absolute control support here - joy_advanced = 0 if ( m_pitch->GetFloat() < 0.0 ) { gameAxes[GAME_AXIS_PITCH].value *= -1; } } if ( (in_strafe.GetPerUser( nSlot ).state & 1) || lookstrafe.GetFloat() && (in_jlook.GetPerUser( nSlot ).state & 1) ) { // user wants yaw control to become side control gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW]; gameAxes[GAME_AXIS_YAW].value = 0; } forward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); side = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); pitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); yaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() ); bAbsoluteYaw = ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType ); bAbsolutePitch = ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType ); // If we're inverting our joystick, do so static SplitScreenConVarRef s_joy_inverty( "joy_inverty" ); if ( s_joy_inverty.IsValid() && s_joy_inverty.GetBool( nSlot ) ) { pitch *= -1.0f; } } //-------------------------------------------------------------------- // drive yaw, pitch and move like a screen relative platformer game //-------------------------------------------------------------------- void CInput::JoyStickThirdPersonPlatformer( CUserCmd *cmd, float &forward, float &side, float &pitch, float &yaw ) { // Get starting angles QAngle viewangles; engine->GetViewAngles( viewangles ); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot ); if ( forward || side ) { // apply turn control [ YAW ] // factor in the camera offset, so that the move direction is relative to the thirdperson camera viewangles[ YAW ] = RAD2DEG(atan2(-side, -forward)) + user.m_vecCameraOffset[ YAW ]; engine->SetViewAngles( viewangles ); // apply movement Vector2D moveDir( forward, side ); cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat(); } if ( pitch || yaw ) { static SplitScreenConVarRef s_joy_yawsensitivity( "joy_yawsensitivity" ); static SplitScreenConVarRef s_joy_pitchsensitivity( "joy_pitchsensitivity" ); // look around with the camera user.m_vecCameraOffset[ PITCH ] += pitch * s_joy_pitchsensitivity.GetFloat( nSlot ); user.m_vecCameraOffset[ YAW ] += yaw * s_joy_yawsensitivity.GetFloat( nSlot ); } if ( forward || side || pitch || yaw ) { // update the ideal pitch and yaw cam_idealpitch.SetValue( user.m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] ); cam_idealyaw.SetValue( user.m_vecCameraOffset[ YAW ] - viewangles[ YAW ] ); } } //----------------------------------------------- // Turns viewangles based on sampled joystick //----------------------------------------------- void CInput::JoyStickTurn( CUserCmd *cmd, float &yaw, float &pitch, float frametime, bool bAbsoluteYaw, bool bAbsolutePitch ) { // Get starting angles QAngle viewangles; engine->GetViewAngles( viewangles ); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot ); static SplitScreenConVarRef s_joy_yawsensitivity( "joy_yawsensitivity" ); static SplitScreenConVarRef s_joy_pitchsensitivity( "joy_pitchsensitivity" ); Vector2D move( yaw, pitch ); float dist = move.Length(); bool bVariableFrametime = joy_variable_frametime.GetBool(); float lookFrametime = bVariableFrametime ? frametime : gpGlobals->frametime; float aspeed = lookFrametime * GetHud().GetFOVSensitivityAdjust(); // apply turn control float angle = 0.f; if ( user.m_flSpinFrameTime ) { // apply specified yaw velocity until duration expires float delta = lookFrametime; if ( user.m_flSpinFrameTime - delta <= 0 ) { // effect expired, avoid floating point creep delta = user.m_flSpinFrameTime; user.m_flSpinFrameTime = 0; } else { user.m_flSpinFrameTime -= delta; } angle = user.m_flSpinRate * delta; } else if ( bVariableFrametime || frametime != gpGlobals->frametime ) { if ( bAbsoluteYaw ) { float fAxisValue = ResponseCurveLook( nSlot, joy_response_look.GetInt(), yaw, YAW, pitch, dist, lookFrametime ); angle = fAxisValue * s_joy_yawsensitivity.GetFloat( nSlot ) * aspeed * cl_yawspeed.GetFloat(); } else { angle = yaw * s_joy_yawsensitivity.GetFloat( nSlot ) * aspeed * 180.0; } } if ( angle ) { // track angular direction user.m_flLastYawAngle = angle; } C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer( nSlot ); if ( ( in_lookspin.GetPerUser( nSlot ).state & 2 ) && !user.m_flSpinFrameTime && pLocalPlayer && !pLocalPlayer->IsObserver() ) { // user has actuated a new spin boost float spinFrameTime = joy_lookspin_default.GetFloat(); user.m_flSpinFrameTime = spinFrameTime; // yaw velocity is in last known direction if ( user.m_flLastYawAngle >= 0 ) { user.m_flSpinRate = 180.0f/spinFrameTime; } else { user.m_flSpinRate = -180.0f/spinFrameTime; } } viewangles[YAW] += angle; cmd->mousedx = angle; // apply look control if ( in_jlook.GetPerUser( nSlot ).state & 1 ) { float angle = 0; if ( bVariableFrametime || frametime != gpGlobals->frametime ) { if ( bAbsolutePitch ) { float fAxisValue = ResponseCurveLook( nSlot, joy_response_look.GetInt(), pitch, PITCH, yaw, dist, lookFrametime ); angle = fAxisValue * s_joy_pitchsensitivity.GetFloat( nSlot ) * aspeed * cl_pitchspeed.GetFloat(); } else { angle = pitch * s_joy_pitchsensitivity.GetFloat( nSlot ) * aspeed * 180.0; } } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if ( pitch == 0.f && lookspring.GetFloat() == 0.f ) { // no pitch movement // disable pitch return-to-center unless requested by user // *** this code can be removed when the lookspring bug is fixed // *** the bug always has the lookspring feature on view->StopPitchDrift(); } } viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() ); engine->SetViewAngles( viewangles ); } //--------------------------------------------------------------------- // Calculates strafe and forward/back motion based on sampled joystick //--------------------------------------------------------------------- void CInput::JoyStickForwardSideControl( float forward, float side, float &joyForwardMove, float &joySideMove ) { joyForwardMove = joySideMove = 0.0f; // apply forward and side control if ( joy_response_move.GetInt() > 6 && joy_circle_correct.GetBool() ) { // ok the 360 controller is scaled to a circular area. our movement is scaled to the square two axis, // so diagonal needs to be scaled properly to full speed. bool bInWalk = true; float scale = MIN(1.0f,sqrt(forward*forward+side*side)); if ( scale > 0.01f ) { float val; if ( scale > joy_sensitive_step2.GetFloat() ) { bInWalk = false; } float scaledVal = ResponseCurve( joy_response_move.GetInt(), scale, PITCH, joy_forwardsensitivity.GetFloat() ); val = scaledVal*(forward/scale); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = scaledVal*(side/scale); joySideMove += val * cl_sidespeed.GetFloat(); } // big hack here, if we are not moving past the joy_sensitive_step2 thresh hold then walk. if ( bInWalk ) { IN_ForceSpeedDown(); } else { IN_ForceSpeedUp(); } } else { // apply forward and side control C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); int iResponseCurve = 0; if ( pLocalPlayer && pLocalPlayer->IsInAVehicle() ) { iResponseCurve = pLocalPlayer->GetVehicle() ? pLocalPlayer->GetVehicle()->GetJoystickResponseCurve() : joy_response_move_vehicle.GetInt(); } else { iResponseCurve = joy_response_move.GetInt(); } float val = ResponseCurve( iResponseCurve, forward, PITCH, joy_forwardsensitivity.GetFloat() ); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = ResponseCurve( iResponseCurve, side, YAW, joy_sidesensitivity.GetFloat() ); joySideMove += val * cl_sidespeed.GetFloat(); } } //----------------------------------------------------------------------------- // Purpose: Apply joystick to CUserCmd creation // Input : frametime - // *cmd - //----------------------------------------------------------------------------- void CInput::JoyStickMove( float frametime, CUserCmd *cmd ) { // complete initialization if first time in ( needed as cvars are not available at initialization time ) if ( !m_fJoystickAdvancedInit ) { Joystick_Advanced( false ); } if ( !JoyStickActive() ) return; int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); PerUserInput_t &user = GetPerUser( nSlot ); if ( user.m_flRemainingJoystickSampleTime <= 0 ) return; frametime = MIN(user.m_flRemainingJoystickSampleTime, frametime); user.m_flRemainingJoystickSampleTime -= frametime; float forward, side, pitch, yaw; bool bAbsoluteYaw, bAbsolutePitch; JoyStickSampleAxes( forward, side, pitch, yaw, bAbsoluteYaw, bAbsolutePitch ); if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { JoyStickThirdPersonPlatformer( cmd, forward, side, pitch, yaw ); return; } float joyForwardMove, joySideMove; JoyStickForwardSideControl( forward, side, joyForwardMove, joySideMove ); JoyStickTurn( cmd, yaw, pitch, frametime, bAbsoluteYaw, bAbsolutePitch ); JoyStickApplyMovement( cmd, joyForwardMove, joySideMove ); } //-------------------------------------------------------------- // Applies the calculated forward/side movement to the UserCmd //-------------------------------------------------------------- void CInput::JoyStickApplyMovement( CUserCmd *cmd, float joyForwardMove, float joySideMove ) { // apply player motion relative to screen space if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { #ifdef INFESTED_DLL float ideal_yaw = asw_cam_marine_yaw.GetFloat(); #else float ideal_yaw = cam_idealyaw.GetFloat(); #endif float ideal_sin = sin(DEG2RAD(ideal_yaw)); float ideal_cos = cos(DEG2RAD(ideal_yaw)); float side_movement = ideal_cos*joySideMove - ideal_sin*joyForwardMove; float forward_movement = ideal_cos*joyForwardMove + ideal_sin*joySideMove; cmd->forwardmove += forward_movement; cmd->sidemove += side_movement; } else { cmd->forwardmove += joyForwardMove; cmd->sidemove += joySideMove; } if ( IsPC() ) { CCommand tmp; if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() ) { KeyDown( &in_joyspeed, NULL ); } else { KeyUp( &in_joyspeed, NULL ); } } }