mirror of
https://github.com/nzp-team/dquakeplus.git
synced 2024-11-26 05:41:24 +00:00
362 lines
9.5 KiB
C++
362 lines
9.5 KiB
C++
/*
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <pspctrl.h>
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extern "C"
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{
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#include "../quakedef.h"
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}
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namespace quake
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{
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namespace input
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{
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// A map from button mask to Quake key.
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static const unsigned int buttonCount = sizeof(unsigned int) * 8;
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typedef int ButtonToKeyMap[buttonCount];
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static ButtonToKeyMap buttonToGameKeyMap;
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static ButtonToKeyMap buttonToConsoleKeyMap;
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static ButtonToKeyMap buttonToMessageKeyMap;
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static ButtonToKeyMap buttonToMenuKeyMap;
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// The previous key state (for checking if things changed).
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static SceCtrlData lastPad;
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static bool readyToBindKeys = false;
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static unsigned int buttonMaskToShift(unsigned int mask)
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{
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// Bad mask?
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if (!mask)
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return 0;
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// Shift right until we hit a 1.
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unsigned int shift = 0;
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while ((mask & 1) == 0)
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{
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mask >>= 1;
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++shift;
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}
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return shift;
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}
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}
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}
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// Quake globals.
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extern "C" int bind_grab;
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using namespace quake;
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using namespace quake::input;
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extern cvar_t in_analog_strafe;
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extern cvar_t in_x_axis_adjust;
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extern cvar_t in_y_axis_adjust;
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extern cvar_t in_mlook; //Heffo - mlook cvar
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void IN_Init (void)
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{
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// Set up the controller.
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sceCtrlSetSamplingCycle(0);
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sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
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// Japanese users would prefer to have X as cancel and O as OK.
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//unsigned int okButton = PSP_CTRL_CIRCLE;
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//unsigned int cancelButton = PSP_CTRL_CROSS;
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unsigned int okButton = PSP_CTRL_CROSS;
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unsigned int cancelButton = PSP_CTRL_CIRCLE;
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// Build the button to Quake key maps.
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// Common keys:
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_SELECT)] = K_SELECT;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_START)] = K_ESCAPE;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_HOME)] = K_HOME;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_NOTE)] = K_NOTE;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_SCREEN)] = K_SCREEN;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_UP)] = K_UPARROW;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_RIGHT)] = K_RIGHTARROW;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_DOWN)] = K_DOWNARROW;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_LEFT)] = K_LEFTARROW;
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memcpy_vfpu(buttonToConsoleKeyMap, buttonToGameKeyMap, sizeof(ButtonToKeyMap));
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memcpy_vfpu(buttonToMessageKeyMap, buttonToGameKeyMap, sizeof(ButtonToKeyMap));
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memcpy_vfpu(buttonToMenuKeyMap, buttonToGameKeyMap, sizeof(ButtonToKeyMap));
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// Game keys:
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_LTRIGGER)] = K_AUX1;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_RTRIGGER)] = K_AUX2;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_TRIANGLE)] = K_JOY1;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_CIRCLE)] = K_JOY2;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_CROSS)] = K_JOY3;
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buttonToGameKeyMap[buttonMaskToShift(PSP_CTRL_SQUARE)] = K_JOY4;
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// Console keys:
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buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_LTRIGGER)] = K_PGUP;
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buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_RTRIGGER)] = K_PGDN;
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buttonToConsoleKeyMap[buttonMaskToShift(okButton)] = K_ENTER;
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buttonToConsoleKeyMap[buttonMaskToShift(cancelButton)] = K_ESCAPE;
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buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_TRIANGLE)] = K_DEL;
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buttonToConsoleKeyMap[buttonMaskToShift(PSP_CTRL_SQUARE)] = K_INS;
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// Message keys:
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memcpy_vfpu(buttonToMessageKeyMap, buttonToConsoleKeyMap, sizeof(ButtonToKeyMap));
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// Menu keys:
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buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_SQUARE)] = K_INS;
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buttonToMenuKeyMap[buttonMaskToShift(cancelButton)] = K_ESCAPE;
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buttonToMenuKeyMap[buttonMaskToShift(okButton)] = K_ENTER;
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buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_TRIANGLE)] = K_DEL;
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buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_LTRIGGER)] = K_AUX1;
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buttonToMenuKeyMap[buttonMaskToShift(PSP_CTRL_RTRIGGER)] = K_AUX2;
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}
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void IN_Shutdown (void)
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{
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}
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void IN_Commands (void)
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{
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// Changed in or out of key binding mode?
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if ((bind_grab != 0) != readyToBindKeys)
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{
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// Was in key binding mode?
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if (readyToBindKeys)
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{
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// Just left key binding mode.
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// Release all keys which are pressed.
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for (unsigned int button = 0; button < buttonCount; ++button)
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{
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// Was the button pressed?
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if (lastPad.Buttons & (1 << button))
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{
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// Is the button in the map?
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const int key = buttonToGameKeyMap[button];
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if (key)
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{
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// Send a release event.
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Key_Event(key, qfalse);
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}
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}
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}
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// We're not ready to bind keys any more.
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readyToBindKeys = false;
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}
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else
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{
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// Entering key binding mode.
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// Release all keys which are pressed.
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for (unsigned int button = 0; button < buttonCount; ++button)
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{
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// Was the button pressed?
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if (lastPad.Buttons & (1 << button))
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{
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// Is the button in the map?
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const int key = buttonToMenuKeyMap[button];
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if (key)
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{
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// Send a release event.
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Key_Event(key, qfalse);
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}
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}
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}
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// We're now ready to bind keys.
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readyToBindKeys = true;
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}
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}
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// Use a different key mapping depending on where inputs are going to go.
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const ButtonToKeyMap* buttonToKeyMap = 0;
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switch (key_dest)
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{
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case key_game:
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buttonToKeyMap = &buttonToGameKeyMap;
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break;
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case key_console:
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buttonToKeyMap = &buttonToConsoleKeyMap;
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break;
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case key_message:
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buttonToKeyMap = &buttonToMessageKeyMap;
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break;
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case key_menu:
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case key_menu_pause:
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// Binding keys?
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if (readyToBindKeys)
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{
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buttonToKeyMap = &buttonToGameKeyMap;
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}
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else
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{
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buttonToKeyMap = &buttonToMenuKeyMap;
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}
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break;
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default:
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Sys_Error("Unhandled key destination %d", key_dest);
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return;
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}
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// Read the pad state.
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SceCtrlData pad;
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sceCtrlPeekBufferPositive(&pad, 1);
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// Find out which buttons have changed.
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SceCtrlData deltaPad;
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deltaPad.Buttons = pad.Buttons ^ lastPad.Buttons;
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deltaPad.Lx = pad.Lx - lastPad.Lx;
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deltaPad.Ly = pad.Ly - lastPad.Ly;
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deltaPad.TimeStamp = pad.TimeStamp - lastPad.TimeStamp;
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// Handle buttons which have changed.
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for (unsigned int button = 0; button < buttonCount; ++button)
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{
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// Has the button changed?
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const unsigned int buttonMask = 1 << button;
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if (deltaPad.Buttons & buttonMask)
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{
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// Is the button in the map?
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const int key = (*buttonToKeyMap)[button];
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if (key)
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{
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// Send an event.
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const qboolean state = (pad.Buttons & buttonMask) ? qtrue : qfalse;
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Key_Event(key, state);
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}
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}
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}
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// Remember the pad state for next time.
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lastPad = pad;
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}
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float IN_CalcInput(int axis, float speed, float tolerance, float acceleration) {
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float value = ((float) axis / 128.0f) - 1.0f;
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if (value == 0.0f) {
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return 0.0f;
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}
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float abs_value = fabs(value);
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if (abs_value < tolerance) {
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return 0.0f;
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}
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abs_value -= tolerance;
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abs_value /= (1.0f - tolerance);
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abs_value = powf(abs_value, acceleration);
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abs_value *= speed;
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if (value < 0.0f) {
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value = -abs_value;
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} else {
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value = abs_value;
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}
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return value;
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}
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extern cvar_t scr_fov;
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extern int original_fov, final_fov;
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void IN_Move (usercmd_t *cmd)
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{
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unsigned char analog_strafe = 0;
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// Don't let the pitch drift back to centre if analog nub look is on.
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if (in_mlook.value)
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V_StopPitchDrift();
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else {
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if (in_analog_strafe.value || (in_strafe.state & 1)) {
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analog_strafe = 1;
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}
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}
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// Read the pad state.
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SceCtrlData pad;
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sceCtrlPeekBufferPositive(&pad, 1);
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// Convert the inputs to floats in the range [-1, 1].
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// Implement the dead zone.
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float speed;
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float deadZone = in_tolerance.value;
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float acceleration = in_acceleration.value;
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int x_adjust = in_x_axis_adjust.value;
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int y_adjust = in_y_axis_adjust.value;
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//shpuld begin
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if (!analog_strafe) {
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speed = in_sensitivity.value;
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// ==== Aim Assist + ====
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// cut look speed in half when facing enemy, unless
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// mag is empty
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if ((in_aimassist.value) && (sv_player->v.facingenemy == 1) && cl.stats[STAT_CURRENTMAG] > 0) {
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speed *= 0.5;
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}
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// additionally, slice look speed when ADS/scopes
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if (cl.stats[STAT_ZOOM] == 1)
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speed *= 0.5;
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else if (cl.stats[STAT_ZOOM] == 2)
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speed *= 0.25;
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} else {
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speed = sv_player->v.maxspeed/150;
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if (cl.stats[STAT_ZOOM] == 1)
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speed *= 2;
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else if (cl.stats[STAT_ZOOM] == 2)
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speed *= 4;
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}
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//shpuld end
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float x = IN_CalcInput(pad.Lx+x_adjust, speed, deadZone, acceleration);
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float y = IN_CalcInput(pad.Ly+y_adjust, speed, deadZone, acceleration);
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// Set the yaw.
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// Analog nub look?
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if (!analog_strafe) {
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const float yawScale = 30.0f;
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cl.viewangles[YAW] -= yawScale * x * host_frametime;
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if (in_mlook.value)
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{
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// Set the pitch.
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const bool invertPitch = m_pitch.value < 0;
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const float pitchScale = yawScale * (invertPitch ? -1 : 1);
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cl.viewangles[PITCH] += pitchScale * y * host_frametime;
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// Don't look too far up or down.
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if (cl.viewangles[PITCH] > 80.0f)
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cl.viewangles[PITCH] = 80.0f;
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if (cl.viewangles[PITCH] < -70.0f)
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cl.viewangles[PITCH] = -70.0f;
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}
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else
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{
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// Move using up and down.
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cmd->forwardmove -= cl_forwardspeed * y;
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}
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} else {
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cmd->sidemove += cl_sidespeed * x;
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cmd->forwardmove -= cl_forwardspeed * y;
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}
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}
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