Rewrite joy_axis and JOY_Move for axis buttons.

First, this completely smashes joystick input: it will not work (though it
doesn't crash). This is because there is, as of yet, no means to configure
the system.

Each joystick axis has:
    - per-axis amplification (both pre and post).
    - per-axis offset (offset applied after pre-amp but before post amp)
    - selectable destination:
        - linear delta: position and angles (as before)
        - axis button: if the value crosses the threshold, the given key is
          pressed or released as appropriate.

The axis amplification still uses joy_amp and joy_pre_amp (and
in_amp/in_pre_amp), but now also has the per-axis settings.

The per-axis offset is most useful for axis buttons. For example, the xbox
360 controller triggers are analong but go "all the way to negative on 0
state". Offsetting the input keeps axis button thresholds simple.

Amplification and offset is applied before anything is done with the axis
value. The formula is:

    joy_amp * in_amp * axis-amp *
        (offset + value * joy_pre_amp * in_pre_amp * axis-pre_amp)

Axis button thresholds are very simple: if the sign of the value is the
same as the sign of the threshold and abs(value) >= abs(threshold), the
button is pressed. While multiple thresholds and keys can be placed on an
axis, only one can be pressed at a time. The threshold furthest from 0
wins.
This commit is contained in:
Bill Currie 2013-01-19 22:37:02 +09:00
parent 35edfae2a0
commit b2e92c2864
2 changed files with 75 additions and 67 deletions

View file

@ -36,14 +36,33 @@
extern struct cvar_s *joy_device; // Joystick device name
extern struct cvar_s *joy_enable; // Joystick enabling flag
extern qboolean joy_found; // Joystick present?
extern qboolean joy_active; // Joystick in use?
struct joy_axis_button{
float threshold;
int key;
int state;
};
typedef enum {
js_none, // ignore axis
js_position, // linear delta
js_angles, // linear delta
js_button, // axis button
} js_dest_t;
struct joy_axis {
struct cvar_s *axis;
int current;
int current;
float amp;
float pre_amp;
float offset;
js_dest_t dest;
int axis; // if linear delta
int num_buttons; // if axis button
struct joy_axis_button *axis_buttons; // if axis button
};
extern qboolean joy_found; // Joystick present?
extern qboolean joy_active; // Joystick in use?
struct joy_button {
int old;
int current;

View file

@ -67,6 +67,41 @@ ocvar_t joy_axes_cvar_init[JOY_MAX_AXES] = {
struct joy_axis joy_axes[JOY_MAX_AXES];
struct joy_button joy_buttons[JOY_MAX_BUTTONS];
static void
joy_check_axis_buttons (struct joy_axis *ja, float value)
{
struct joy_axis_button *ab;
int pressed = -1;
int i;
// the axis button list is sorted in decending order of absolute threshold
for (i = 0; i < ja->num_buttons; i++) {
ab = &ja->axis_buttons[i];
if ((value < 0) == (ab->threshold < 0)
&& fabsf(value) >= fabsf (ab->threshold)) {
pressed = i;
break;
}
}
// make sure any buttons that are no longer active are "released"
for (i = 0; i < ja->num_buttons; i++) {
if (i == pressed)
continue;
ab = &ja->axis_buttons[i];
if (ab->state) {
Key_Event (ab->key, 0, 0);
ab->state = 0;
}
}
// press the active button if there is one
if (pressed >= 0) {
// FIXME support repeat?
if (!ab->state)
Key_Event (ab->key, 0, 1);
ab->state = 1;
}
}
VISIBLE void
JOY_Command (void)
@ -77,70 +112,32 @@ JOY_Command (void)
VISIBLE void
JOY_Move (void)
{
float mult_joy;
struct joy_axis *ja;
float value;
float amp = joy_amp->value * in_amp->value;
float pre = joy_pre_amp->value * in_pre_amp->value;
int i;
if (!joy_active || !joy_enable->int_val)
return;
mult_joy = (joy_amp->value * joy_pre_amp->value *
in_amp->value * in_pre_amp->value) / 200.0;
// Yes, mult_joy looks like a mess, but use of pre_amp values is useful in
// scripts, and *_pre_amp will matter once joystick filtering/acceleration
// is implemented
for (i = 0; i < JOY_MAX_AXES; i++) {
switch (joy_axes[i].axis->int_val) {
case 1:
if (joy_axes[i].current)
viewdelta.angles[YAW] -= joy_axes[i].current * mult_joy;
ja = &joy_axes[i];
value = amp * ja->amp * (ja->offset + ja->current * pre * ja->pre_amp);
switch (ja->dest) {
case js_none:
// ignore axis
break;
case -1:
if (joy_axes[i].current)
viewdelta.angles[YAW] += joy_axes[i].current * mult_joy;
case js_position:
if (ja->current)
viewdelta.position[ja->axis] += value;
break;
case 2:
if (joy_axes[i].current)
viewdelta.position[2] -= joy_axes[i].current * mult_joy;
case js_angles:
if (ja->current)
viewdelta.angles[ja->axis] -= value;
break;
case -2:
if (joy_axes[i].current)
viewdelta.position[2] += joy_axes[i].current * mult_joy;
break;
case 3:
if (joy_axes[i].current)
viewdelta.position[0] += joy_axes[i].current * mult_joy;
break;
case -3:
if (joy_axes[i].current)
viewdelta.position[0] -= joy_axes[i].current * mult_joy;
break;
case 4:
if (joy_axes[i].current)
viewdelta.angles[PITCH] -= joy_axes[i].current * mult_joy;
break;
case -4:
if (joy_axes[i].current)
viewdelta.angles[PITCH] += joy_axes[i].current * mult_joy;
break;
case 5:
if (joy_axes[i].current)
viewdelta.position[1] -= joy_axes[i].current * mult_joy;
break;
case -5:
if (joy_axes[i].current)
viewdelta.position[1] += joy_axes[i].current * mult_joy;
break;
// Futureproofing
case 6:
if (joy_axes[i].current)
viewdelta.angles[ROLL] += joy_axes[i].current * mult_joy;
break;
case -6:
if (joy_axes[i].current)
viewdelta.angles[ROLL] -= joy_axes[i].current * mult_joy;
break;
default:
case js_button:
joy_check_axis_buttons (ja, value);
break;
}
}
@ -185,8 +182,6 @@ joyamp_f (cvar_t *var)
VISIBLE void
JOY_Init_Cvars (void)
{
int i;
joy_device = Cvar_Get ("joy_device", "/dev/input/js0", CVAR_NONE | CVAR_ROM, 0,
"Joystick device");
joy_enable = Cvar_Get ("joy_enable", "1", CVAR_NONE | CVAR_ARCHIVE, 0,
@ -195,12 +190,6 @@ JOY_Init_Cvars (void)
"Joystick amplification");
joy_pre_amp = Cvar_Get ("joy_pre_amp", "1", CVAR_NONE | CVAR_ARCHIVE,
joyamp_f, "Joystick pre-amplification");
for (i = 0; i < JOY_MAX_AXES; i++) {
joy_axes[i].axis = Cvar_Get (joy_axes_cvar_init[i].name,
joy_axes_cvar_init[i].string,
CVAR_ARCHIVE, 0, "Set joystick axes");
}
}
VISIBLE void