mirror of
https://github.com/nzp-team/glquake.git
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240 lines
No EOL
5.8 KiB
C
240 lines
No EOL
5.8 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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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// in_ctr.c -- for the Nintendo 3DS
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#include "quakedef.h"
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#include <GL/picaGL.h>
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#include <3ds.h>
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extern int bind_grab;
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extern bool new3ds_flag;
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extern bool croshhairmoving;
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extern float crosshair_opacity;
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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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cvar_t in_anub_mode = {"in_anub_mode", "0", true};
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void IN_Init (void)
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{
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Cvar_RegisterVariable (&in_analog_strafe);
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Cvar_RegisterVariable (&in_anub_mode);
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if (new3ds_flag) {
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Cvar_SetValue("in_anub_mode", 1);
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}
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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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}
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float IN_CalcInput(int axis, float speed, float tolerance, float acceleration) {
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float value = ((float) axis / 154.0f);
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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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touchPosition old_touch, cur_touch;
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void IN_Move (usercmd_t *cmd)
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{
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// Touch based viewangles based on Quake2CTR
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// This was originally based on ctrQuake, however
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// that implementation was less elegant and had
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// a weird jerk bug when tapping the screen.
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if(hidKeysDown() & KEY_TOUCH)
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hidTouchRead(&old_touch);
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if((hidKeysHeld() & KEY_TOUCH))
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{
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hidTouchRead(&cur_touch);
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if(cur_touch.px < 268)
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{
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int tx = cur_touch.px - old_touch.px;
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int ty = cur_touch.py - old_touch.py;
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if(m_pitch.value < 0)
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ty = -ty;
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cl.viewangles[YAW] -= abs(tx) > 1 ? tx * sensitivity.value * 0.33f : 0;
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cl.viewangles[PITCH] += abs(ty) > 1 ? ty * sensitivity.value * 0.33f : 0;
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}
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old_touch = cur_touch;
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}
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// TODO: Detect circle pad pro?
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circlePosition left;
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circlePosition right;
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V_StopPitchDrift();
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// Read the pad states
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hidCircleRead(&left);
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hidCstickRead(&right);
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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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float look_x, look_y;
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//
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// Analog look tweaks
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//
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speed = sensitivity.value;
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if (!in_anub_mode.value)
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speed -= 2;
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else
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speed += 8;
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// cut look speed in half when facing enemy, unless 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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// Are we using the left or right stick for looking?
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if (!in_anub_mode.value) { // Left
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look_x = IN_CalcInput(left.dx, speed, deadZone, acceleration);
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look_y = IN_CalcInput(left.dy, speed, deadZone, acceleration);
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} else { // Right
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look_x = IN_CalcInput(right.dx, speed, deadZone, acceleration);
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look_y = IN_CalcInput(right.dy, speed, deadZone, acceleration);
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}
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const float yawScale = 30.0f;
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cl.viewangles[YAW] -= yawScale * look_x * host_frametime;
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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 * look_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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// Ability to move with the left nub on NEW model systems
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float move_x, move_y;
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float input_x, input_y;
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if (in_anub_mode.value) {
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input_x = left.dx;
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input_y = left.dy;
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} else {
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input_x = right.dx;
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input_y = right.dy;
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}
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cl_backspeed = cl_forwardspeed = cl_sidespeed = sv_player->v.maxspeed;
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cl_sidespeed *= 0.8;
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cl_backspeed *= 0.7;
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move_x = IN_CalcInput(input_x, cl_sidespeed, deadZone, acceleration);
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if (input_y > 0)
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move_y = IN_CalcInput(input_y, cl_forwardspeed, deadZone, acceleration);
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else
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move_y = IN_CalcInput(input_y, cl_backspeed, deadZone, acceleration);
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// cypress -- explicitly setting instead of adding so we always prioritize
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// analog movement over standard bindings if both are at play
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if (move_x != 0 || move_y != 0) {
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cmd->sidemove = move_x;
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cmd->forwardmove = move_y;
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}
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// crosshair stuff
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if (input_x < 50 && input_x > -50 && input_y < 50 && input_y > -50) {
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croshhairmoving = false;
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crosshair_opacity += 22;
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if (crosshair_opacity >= 255)
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crosshair_opacity = 255;
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} else {
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croshhairmoving = true;
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crosshair_opacity -= 8;
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if (crosshair_opacity <= 128)
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crosshair_opacity = 128;
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}
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}
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//
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// ctr software keyboard courtesy of libctru samples
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//
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void IN_SwitchKeyboard(void)
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{
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static SwkbdState swkbd;
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static char console_buffer[64];
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SwkbdButton button = SWKBD_BUTTON_NONE;
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swkbdInit(&swkbd, SWKBD_TYPE_QWERTY, 2, -1);
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swkbdSetInitialText(&swkbd, console_buffer);
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swkbdSetHintText(&swkbd, "Enter Quake console command");
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swkbdSetButton(&swkbd, SWKBD_BUTTON_RIGHT, "Send", true);
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button = swkbdInputText(&swkbd, console_buffer, sizeof(console_buffer));
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Cbuf_AddText(va("%s\n", console_buffer));
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} |