mirror of
https://github.com/nzp-team/dquakeplus.git
synced 2024-11-15 00:31:43 +00:00
363 lines
9.5 KiB
C++
363 lines
9.5 KiB
C++
|
/*
|
||
|
Copyright (C) 2007 Peter Mackay and Chris Swindle.
|
||
|
|
||
|
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.
|
||
|
|
||
|
*/
|
||
|
|
||
|
#include <pspctrl.h>
|
||
|
|
||
|
extern "C"
|
||
|
{
|
||
|
#include "../quakedef.h"
|
||
|
}
|
||
|
|
||
|
namespace quake
|
||
|
{
|
||
|
namespace input
|
||
|
{
|
||
|
// A map from button mask to Quake key.
|
||
|
static const unsigned int buttonCount = sizeof(unsigned int) * 8;
|
||
|
typedef int ButtonToKeyMap[buttonCount];
|
||
|
static ButtonToKeyMap buttonToGameKeyMap;
|
||
|
static ButtonToKeyMap buttonToConsoleKeyMap;
|
||
|
static ButtonToKeyMap buttonToMessageKeyMap;
|
||
|
static ButtonToKeyMap buttonToMenuKeyMap;
|
||
|
|
||
|
// The previous key state (for checking if things changed).
|
||
|
static SceCtrlData lastPad;
|
||
|
static bool readyToBindKeys = false;
|
||
|
|
||
|
static unsigned int buttonMaskToShift(unsigned int mask)
|
||
|
{
|
||
|
// Bad mask?
|
||
|
if (!mask)
|
||
|
return 0;
|
||
|
|
||
|
// Shift right until we hit a 1.
|
||
|
unsigned int shift = 0;
|
||
|
while ((mask & 1) == 0)
|
||
|
{
|
||
|
mask >>= 1;
|
||
|
++shift;
|
||
|
}
|
||
|
return shift;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Quake globals.
|
||
|
extern "C" int bind_grab;
|
||
|
|
||
|
using namespace quake;
|
||
|
using namespace quake::input;
|
||
|
|
||
|
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
|
||
|
|
||
|
void IN_Init (void)
|
||
|
{
|
||
|
// Set up the controller.
|
||
|
sceCtrlSetSamplingCycle(0);
|
||
|
sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
|
||
|
|
||
|
// Japanese users would prefer to have X as cancel and O as OK.
|
||
|
//unsigned int okButton = PSP_CTRL_CIRCLE;
|
||
|
//unsigned int cancelButton = PSP_CTRL_CROSS;
|
||
|
unsigned int okButton = PSP_CTRL_CROSS;
|
||
|
unsigned int cancelButton = PSP_CTRL_CIRCLE;
|
||
|
|
||
|
|
||
|
// Build the button to Quake key maps.
|
||
|
// Common keys:
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_SELECT)] = K_SELECT;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_START)] = K_ESCAPE;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_HOME)] = K_HOME;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_NOTE)] = K_NOTE;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_SCREEN)] = K_SCREEN;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_UP)] = K_UPARROW;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_RIGHT)] = K_RIGHTARROW;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_DOWN)] = K_DOWNARROW;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_LEFT)] = K_LEFTARROW;
|
||
|
memcpy(buttonToConsoleKeyMap, buttonToGameKeyMap, sizeof(ButtonToKeyMap));
|
||
|
memcpy(buttonToMessageKeyMap, buttonToGameKeyMap, sizeof(ButtonToKeyMap));
|
||
|
memcpy(buttonToMenuKeyMap, buttonToGameKeyMap, sizeof(ButtonToKeyMap));
|
||
|
|
||
|
// Game keys:
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_LTRIGGER)] = K_AUX1;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_RTRIGGER)] = K_AUX2;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_TRIANGLE)] = K_JOY1;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_CIRCLE)] = K_JOY2;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_CROSS)] = K_JOY3;
|
||
|
buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_SQUARE)] = K_JOY4;
|
||
|
|
||
|
// Console keys:
|
||
|
buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_LTRIGGER)] = K_PGUP;
|
||
|
buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_RTRIGGER)] = K_PGDN;
|
||
|
buttonToConsoleKeyMap[buttonMaskToShift(okButton)] = K_ENTER;
|
||
|
buttonToConsoleKeyMap[buttonMaskToShift(cancelButton)] = K_ESCAPE;
|
||
|
buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_TRIANGLE)] = K_DEL;
|
||
|
buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_SQUARE)] = K_INS;
|
||
|
|
||
|
// Message keys:
|
||
|
memcpy(buttonToMessageKeyMap, buttonToConsoleKeyMap, sizeof(ButtonToKeyMap));
|
||
|
|
||
|
// Menu keys:
|
||
|
buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_SQUARE)] = K_INS;
|
||
|
buttonToMenuKeyMap[buttonMaskToShift(cancelButton)] = K_ESCAPE;
|
||
|
buttonToMenuKeyMap[buttonMaskToShift(okButton)] = K_ENTER;
|
||
|
buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_TRIANGLE)] = K_DEL;
|
||
|
buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_LTRIGGER)] = K_AUX1;
|
||
|
buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_RTRIGGER)] = K_AUX2;
|
||
|
}
|
||
|
|
||
|
void IN_Shutdown (void)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
void IN_Commands (void)
|
||
|
{
|
||
|
// Changed in or out of key binding mode?
|
||
|
if ((bind_grab != 0) != readyToBindKeys)
|
||
|
{
|
||
|
// Was in key binding mode?
|
||
|
if (readyToBindKeys)
|
||
|
{
|
||
|
// Just left key binding mode.
|
||
|
// Release all keys which are pressed.
|
||
|
for (unsigned int button = 0; button < buttonCount; ++button)
|
||
|
{
|
||
|
// Was the button pressed?
|
||
|
if (lastPad.Buttons & (1 << button))
|
||
|
{
|
||
|
// Is the button in the map?
|
||
|
const int key = buttonToGameKeyMap[button];
|
||
|
if (key)
|
||
|
{
|
||
|
// Send a release event.
|
||
|
Key_Event(key, qfalse);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We're not ready to bind keys any more.
|
||
|
readyToBindKeys = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Entering key binding mode.
|
||
|
// Release all keys which are pressed.
|
||
|
for (unsigned int button = 0; button < buttonCount; ++button)
|
||
|
{
|
||
|
// Was the button pressed?
|
||
|
if (lastPad.Buttons & (1 << button))
|
||
|
{
|
||
|
// Is the button in the map?
|
||
|
const int key = buttonToMenuKeyMap[button];
|
||
|
if (key)
|
||
|
{
|
||
|
// Send a release event.
|
||
|
Key_Event(key, qfalse);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We're now ready to bind keys.
|
||
|
readyToBindKeys = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Use a different key mapping depending on where inputs are going to go.
|
||
|
const ButtonToKeyMap* buttonToKeyMap = 0;
|
||
|
switch (key_dest)
|
||
|
{
|
||
|
case key_game:
|
||
|
buttonToKeyMap = &buttonToGameKeyMap;
|
||
|
break;
|
||
|
|
||
|
case key_console:
|
||
|
buttonToKeyMap = &buttonToConsoleKeyMap;
|
||
|
break;
|
||
|
|
||
|
case key_message:
|
||
|
buttonToKeyMap = &buttonToMessageKeyMap;
|
||
|
break;
|
||
|
|
||
|
case key_menu:
|
||
|
case key_menu_pause:
|
||
|
// Binding keys?
|
||
|
if (readyToBindKeys)
|
||
|
{
|
||
|
buttonToKeyMap = &buttonToGameKeyMap;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
buttonToKeyMap = &buttonToMenuKeyMap;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Sys_Error("Unhandled key destination %d", key_dest);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Read the pad state.
|
||
|
SceCtrlData pad;
|
||
|
sceCtrlPeekBufferPositive(&pad, 1);
|
||
|
|
||
|
// Find out which buttons have changed.
|
||
|
SceCtrlData deltaPad;
|
||
|
deltaPad.Buttons = pad.Buttons ^ lastPad.Buttons;
|
||
|
deltaPad.Lx = pad.Lx - lastPad.Lx;
|
||
|
deltaPad.Ly = pad.Ly - lastPad.Ly;
|
||
|
deltaPad.TimeStamp = pad.TimeStamp - lastPad.TimeStamp;
|
||
|
|
||
|
// Handle buttons which have changed.
|
||
|
for (unsigned int button = 0; button < buttonCount; ++button)
|
||
|
{
|
||
|
// Has the button changed?
|
||
|
const unsigned int buttonMask = 1 << button;
|
||
|
|
||
|
if (deltaPad.Buttons & buttonMask)
|
||
|
{
|
||
|
// Is the button in the map?
|
||
|
const int key = (*buttonToKeyMap)[button];
|
||
|
if (key)
|
||
|
{
|
||
|
// Send an event.
|
||
|
const qboolean state = (pad.Buttons & buttonMask) ? qtrue : qfalse;
|
||
|
Key_Event(key, state);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Remember the pad state for next time.
|
||
|
lastPad = pad;
|
||
|
}
|
||
|
|
||
|
float IN_CalcInput(int axis, float speed, float tolerance, float acceleration) {
|
||
|
|
||
|
float value = ((float) axis / 128.0f) - 1.0f;
|
||
|
|
||
|
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;
|
||
|
void IN_Move (usercmd_t *cmd)
|
||
|
{
|
||
|
unsigned char analog_strafe = 0;
|
||
|
// Don't let the pitch drift back to centre if analog nub look is on.
|
||
|
if (in_mlook.value)
|
||
|
V_StopPitchDrift();
|
||
|
else {
|
||
|
if (in_analog_strafe.value || (in_strafe.state & 1)) {
|
||
|
analog_strafe = 1;
|
||
|
}
|
||
|
}
|
||
|
// Read the pad state.
|
||
|
SceCtrlData pad;
|
||
|
sceCtrlPeekBufferPositive(&pad, 1);
|
||
|
|
||
|
// 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;
|
||
|
int x_adjust = in_x_axis_adjust.value;
|
||
|
int y_adjust = in_y_axis_adjust.value;
|
||
|
|
||
|
//shpuld begin
|
||
|
if (!analog_strafe) {
|
||
|
speed = in_sensitivity.value;
|
||
|
|
||
|
// ==== Aim Assist + ====
|
||
|
// 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;
|
||
|
} else {
|
||
|
speed = sv_player->v.maxspeed/150;
|
||
|
if (cl.stats[STAT_ZOOM] == 1)
|
||
|
speed *= 2;
|
||
|
else if (cl.stats[STAT_ZOOM] == 2)
|
||
|
speed *= 4;
|
||
|
}
|
||
|
//shpuld end
|
||
|
|
||
|
float x = IN_CalcInput(pad.Lx+x_adjust, speed, deadZone, acceleration);
|
||
|
float y = IN_CalcInput(pad.Ly+y_adjust, speed, deadZone, acceleration);
|
||
|
|
||
|
// Set the yaw.
|
||
|
|
||
|
// Analog nub look?
|
||
|
if (!analog_strafe) {
|
||
|
const float yawScale = 30.0f;
|
||
|
cl.viewangles[YAW] -= yawScale * x * host_frametime;
|
||
|
|
||
|
if (in_mlook.value)
|
||
|
{
|
||
|
// Set the pitch.
|
||
|
const bool invertPitch = m_pitch.value < 0;
|
||
|
const float pitchScale = yawScale * (invertPitch ? -1 : 1);
|
||
|
cl.viewangles[PITCH] += pitchScale * 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;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Move using up and down.
|
||
|
cmd->forwardmove -= cl_forwardspeed * y;
|
||
|
}
|
||
|
} else {
|
||
|
cmd->sidemove += cl_sidespeed * x;
|
||
|
cmd->forwardmove -= cl_forwardspeed * y;
|
||
|
}
|
||
|
}
|