dquakeplus/source/ctr/in_ctr.c

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2024-09-09 01:10:06 +00:00
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// in_ctr.c -- for the Nintendo 3DS
#include "../quakedef.h"
#include <GL/picaGL.h>
#include <3ds.h>
extern int bind_grab;
extern bool new3ds_flag;
extern bool croshhairmoving;
extern float crosshair_opacity;
extern cvar_t in_analog_strafe;
extern cvar_t in_x_axis_adjust;
extern cvar_t in_y_axis_adjust;
extern cvar_t in_mlook; //Heffo - mlook cvar
cvar_t in_anub_mode = {"in_anub_mode", "0", true};
void IN_Init (void)
{
Cvar_RegisterVariable (&in_analog_strafe);
Cvar_RegisterVariable (&in_anub_mode);
if (new3ds_flag) {
Cvar_SetValue("in_anub_mode", 1);
}
}
void IN_Shutdown (void)
{
}
void IN_Commands (void)
{
}
float IN_CalcInput(int axis, float speed, float tolerance, float acceleration) {
float value = ((float) axis / 154.0f);
if (value == 0.0f) {
return 0.0f;
}
float abs_value = fabs(value);
if (abs_value < tolerance) {
return 0.0f;
}
abs_value -= tolerance;
abs_value /= (1.0f - tolerance);
abs_value = powf(abs_value, acceleration);
abs_value *= speed;
if (value < 0.0f) {
value = -abs_value;
} else {
value = abs_value;
}
return value;
}
extern cvar_t scr_fov;
extern int original_fov, final_fov;
touchPosition old_touch, cur_touch;
void IN_Move (usercmd_t *cmd)
{
// Touch based viewangles based on Quake2CTR
// This was originally based on ctrQuake, however
// that implementation was less elegant and had
// a weird jerk bug when tapping the screen.
if(hidKeysDown() & KEY_TOUCH)
hidTouchRead(&old_touch);
if((hidKeysHeld() & KEY_TOUCH))
{
hidTouchRead(&cur_touch);
if(cur_touch.px < 268)
{
int tx = cur_touch.px - old_touch.px;
int ty = cur_touch.py - old_touch.py;
if(m_pitch.value < 0)
ty = -ty;
cl.viewangles[YAW] -= abs(tx) > 1 ? tx * sensitivity.value * 0.33f : 0;
cl.viewangles[PITCH] += abs(ty) > 1 ? ty * sensitivity.value * 0.33f : 0;
}
old_touch = cur_touch;
}
// TODO: Detect circle pad pro?
circlePosition left;
circlePosition right;
V_StopPitchDrift();
// Read the pad states
hidCircleRead(&left);
hidCstickRead(&right);
// Convert the inputs to floats in the range [-1, 1].
// Implement the dead zone.
float speed;
float deadZone = in_tolerance.value;
float acceleration = in_acceleration.value;
float look_x, look_y;
//
// Analog look tweaks
//
speed = sensitivity.value;
if (!in_anub_mode.value)
speed -= 2;
else
speed += 8;
// cut look speed in half when facing enemy, unless mag is empty
if ((in_aimassist.value) && (sv_player->v.facingenemy == 1) && cl.stats[STAT_CURRENTMAG] > 0) {
speed *= 0.5;
}
// additionally, slice look speed when ADS/scopes
if (cl.stats[STAT_ZOOM] == 1)
speed *= 0.5;
else if (cl.stats[STAT_ZOOM] == 2)
speed *= 0.25;
// Are we using the left or right stick for looking?
if (!in_anub_mode.value) { // Left
look_x = IN_CalcInput(left.dx, speed, deadZone, acceleration);
look_y = IN_CalcInput(left.dy, speed, deadZone, acceleration);
} else { // Right
look_x = IN_CalcInput(right.dx, speed, deadZone, acceleration);
look_y = IN_CalcInput(right.dy, speed, deadZone, acceleration);
}
const float yawScale = 30.0f;
cl.viewangles[YAW] -= yawScale * look_x * host_frametime;
// Set the pitch.
const bool invertPitch = m_pitch.value < 0;
const float pitchScale = yawScale * (invertPitch ? 1 : -1);
cl.viewangles[PITCH] += pitchScale * look_y * host_frametime;
// Don't look too far up or down.
if (cl.viewangles[PITCH] > 80.0f)
cl.viewangles[PITCH] = 80.0f;
if (cl.viewangles[PITCH] < -70.0f)
cl.viewangles[PITCH] = -70.0f;
// Ability to move with the left nub on NEW model systems
float move_x, move_y;
float input_x, input_y;
if (in_anub_mode.value) {
input_x = left.dx;
input_y = left.dy;
} else {
input_x = right.dx;
input_y = right.dy;
}
cl_backspeed = cl_forwardspeed = cl_sidespeed = sv_player->v.maxspeed;
cl_sidespeed *= 0.8;
cl_backspeed *= 0.7;
move_x = IN_CalcInput(input_x, cl_sidespeed, deadZone, acceleration);
if (input_y > 0)
move_y = IN_CalcInput(input_y, cl_forwardspeed, deadZone, acceleration);
else
move_y = IN_CalcInput(input_y, cl_backspeed, deadZone, acceleration);
// cypress -- explicitly setting instead of adding so we always prioritize
// analog movement over standard bindings if both are at play
if (move_x != 0 || move_y != 0) {
cmd->sidemove = move_x;
cmd->forwardmove = move_y;
}
// crosshair stuff
if (input_x < 50 && input_x > -50 && input_y < 50 && input_y > -50) {
croshhairmoving = false;
crosshair_opacity += 22;
if (crosshair_opacity >= 255)
crosshair_opacity = 255;
} else {
croshhairmoving = true;
crosshair_opacity -= 8;
if (crosshair_opacity <= 128)
crosshair_opacity = 128;
}
}
//
// ctr software keyboard courtesy of libctru samples
//
void IN_SwitchKeyboard(void)
{
static SwkbdState swkbd;
static char console_buffer[64];
SwkbdButton button = SWKBD_BUTTON_NONE;
swkbdInit(&swkbd, SWKBD_TYPE_QWERTY, 2, -1);
swkbdSetInitialText(&swkbd, console_buffer);
swkbdSetHintText(&swkbd, "Enter Quake console command");
swkbdSetButton(&swkbd, SWKBD_BUTTON_RIGHT, "Send", true);
button = swkbdInputText(&swkbd, console_buffer, sizeof(console_buffer));
Cbuf_AddText(va("%s\n", console_buffer));
}