mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-12-03 17:22:13 +00:00
713 lines
30 KiB
C
713 lines
30 KiB
C
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/************************************************************************************
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Filename : VrInputDefault.c
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Content : Handles default controller input
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Created : August 2019
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Authors : Simon Brown
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*************************************************************************************/
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#include "../../../../../../VrApi/Include/VrApi.h"
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#include "../../../../../../VrApi/Include/VrApi_Helpers.h"
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#include "../../../../../../VrApi/Include/VrApi_SystemUtils.h"
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#include "../../../../../../VrApi/Include/VrApi_Input.h"
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#include "../../../../../../VrApi/Include/VrApi_Types.h"
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#include <android/keycodes.h>
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#include <sys/time.h>
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#include "VrInput.h"
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float vr_turn_mode;
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float vr_turn_angle;
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float vr_reloadtimeoutms;
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float vr_positional_factor;
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float vr_walkdirection;
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float vr_movement_multiplier;
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float vr_weapon_pitchadjust;
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float vr_lasersight;
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float vr_control_scheme;
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float vr_teleport;
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float vr_virtual_stock;
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float vr_switch_sticks;
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float vr_cinematic_stereo;
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float vr_screen_dist;
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/*
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================
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Sys_Milliseconds
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================
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*/
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int curtime;
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int sys_timeBase;
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int Sys_Milliseconds( void ) {
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struct timeval tp;
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struct timezone tzp;
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gettimeofday( &tp, &tzp );
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if ( !sys_timeBase ) {
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sys_timeBase = tp.tv_sec;
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return tp.tv_usec / 1000;
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}
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curtime = ( tp.tv_sec - sys_timeBase ) * 1000 + tp.tv_usec / 1000;
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return curtime;
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}
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void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
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ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
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int domButton1, int domButton2, int offButton1, int offButton2 )
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{
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//Ensure handedness is set correctly
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pVRClientInfo->right_handed = vr_control_scheme < 10 ||
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vr_control_scheme == 99; // Always right-handed for weapon calibration
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pVRClientInfo->teleportenabled = vr_teleport != 0;
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static bool dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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static bool canUseBackpack = false;
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//Need this for the touch screen
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ovrTracking * pWeapon = pDominantTracking;
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ovrTracking * pOff = pOffTracking;
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//All this to allow stick and button switching!
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ovrVector2f *pPrimaryJoystick;
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ovrVector2f *pSecondaryJoystick;
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uint32_t primaryButtonsNew;
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uint32_t primaryButtonsOld;
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uint32_t secondaryButtonsNew;
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uint32_t secondaryButtonsOld;
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int primaryButton1;
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int primaryButton2;
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int secondaryButton1;
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int secondaryButton2;
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if (vr_switch_sticks)
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{
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//
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// This will switch the joystick and A/B/X/Y button functions only
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// Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch
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pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick;
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pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick;
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secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
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secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
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primaryButtonsNew = pOffTrackedRemoteNew->Buttons;
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primaryButtonsOld = pOffTrackedRemoteOld->Buttons;
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primaryButton1 = offButton1;
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primaryButton2 = offButton2;
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secondaryButton1 = domButton1;
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secondaryButton2 = domButton2;
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}
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else
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{
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pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick;
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pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick;
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primaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
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primaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
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secondaryButtonsNew = pOffTrackedRemoteNew->Buttons;
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secondaryButtonsOld = pOffTrackedRemoteOld->Buttons;
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primaryButton1 = domButton1;
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primaryButton2 = domButton2;
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secondaryButton1 = offButton1;
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secondaryButton2 = offButton2;
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}
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{
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//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
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vec3_t rotation = {0};
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rotation[PITCH] = 30;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, pVRClientInfo->weaponangles_knife);
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rotation[PITCH] = vr_weapon_pitchadjust +
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(pVRClientInfo->pistol ? pVRClientInfo->weapon_recoil : 0.0f); // Our hacked recoil effect
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pVRClientInfo->weapon_recoil *= 0.8f; // quick reduction on synthetic recoil
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, pVRClientInfo->weaponangles);
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VectorSubtract(pVRClientInfo->weaponangles_last, pVRClientInfo->weaponangles, pVRClientInfo->weaponangles_delta);
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VectorCopy(pVRClientInfo->weaponangles, pVRClientInfo->weaponangles_last);
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ALOGV(" weaponangles_last: %f, %f, %f",
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pVRClientInfo->weaponangles_last[0], pVRClientInfo->weaponangles_last[1], pVRClientInfo->weaponangles_last[2]);
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}
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//Menu button
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int K_ESCAPE = 27;
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, false, ovrButton_Enter, K_ESCAPE);
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static bool resetCursor = true;
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if ( D3Quest_useScreenLayer() )
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{
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interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, true, ovrButton_Trigger, 1);
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// handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
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// handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
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}
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else
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{
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resetCursor = true;
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static bool canUseQuickSave = false;
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if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
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canUseQuickSave = false;
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}
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else if (!canUseQuickSave) {
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int channel = (vr_control_scheme >= 10) ? 1 : 0;
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D3Quest_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
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canUseQuickSave = true;
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}
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if (canUseQuickSave)
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{
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if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
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(pOffTrackedRemoteOld->Buttons & offButton1)) &&
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(pOffTrackedRemoteNew->Buttons & offButton1)) {
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sendButtonActionSimple("savegame quicksave");
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}
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if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
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(pOffTrackedRemoteOld->Buttons & offButton2)) &&
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(pOffTrackedRemoteNew->Buttons & offButton2)) {
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sendButtonActionSimple("loadgame quicksave");
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}
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}
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float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) +
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powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) +
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powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2));
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float distanceToHMD = sqrtf(powf(pVRClientInfo->hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) +
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powf(pVRClientInfo->hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
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powf(pVRClientInfo->hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
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bool stabilised = false;
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if (!pVRClientInfo->pistol && // Don't stabilise pistols
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(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE))
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{
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stabilised = true;
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}
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pVRClientInfo->weapon_stabilised = stabilised;
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//Engage scope / virtual stock if conditions are right
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bool scopeready = pVRClientInfo->weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
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static bool lastScopeReady = false;
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if (scopeready != lastScopeReady) {
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if (pVRClientInfo->scopedweapon && !pVRClientInfo->scopedetached) {
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if (!pVRClientInfo->scopeengaged && scopeready) {
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ALOGV("**WEAPON EVENT** trigger scope mode");
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sendButtonActionSimple("weapalt");
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}
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else if (pVRClientInfo->scopeengaged && !scopeready) {
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ALOGV("**WEAPON EVENT** disable scope mode");
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sendButtonActionSimple("weapalt");
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}
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lastScopeReady = scopeready;
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}
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}
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//Engage scope / virtual stock (iron sight lock) if conditions are right
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static bool scopeEngaged = false;
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if (scopeEngaged != pVRClientInfo->scopeengaged)
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{
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scopeEngaged = pVRClientInfo->scopeengaged;
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}
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static bool binocularstate = false;
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bool binocularsactive = (pVRClientInfo->hasbinoculars && pVRClientInfo->backpackitemactive == 3 &&
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(distanceToHMD < BINOCULAR_ENGAGE_DISTANCE) &&
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(pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)));
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if (binocularstate != binocularsactive)
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{
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//Engage scope if conditions are right
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binocularstate = binocularsactive;
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sendButtonAction("+zoom", binocularstate);
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}
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//dominant hand stuff first
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{
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//Record recent weapon position for trajectory based stuff
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for (int i = (NUM_WEAPON_SAMPLES-1); i != 0; --i)
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{
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VectorCopy(pVRClientInfo->weaponoffset_history[i-1], pVRClientInfo->weaponoffset_history[i]);
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pVRClientInfo->weaponoffset_history_timestamp[i] = pVRClientInfo->weaponoffset_history_timestamp[i-1];
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}
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VectorCopy(pVRClientInfo->current_weaponoffset, pVRClientInfo->weaponoffset_history[0]);
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pVRClientInfo->weaponoffset_history_timestamp[0] = pVRClientInfo->current_weaponoffset_timestamp;
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///Weapon location relative to view
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pVRClientInfo->current_weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - pVRClientInfo->hmdposition[0];
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pVRClientInfo->current_weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - pVRClientInfo->hmdposition[1];
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pVRClientInfo->current_weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - pVRClientInfo->hmdposition[2];
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pVRClientInfo->current_weaponoffset_timestamp = Sys_Milliseconds( );
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//Just copy to calculated offset, used to use this in case we wanted to apply any modifiers, but don't any more
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VectorCopy(pVRClientInfo->current_weaponoffset, pVRClientInfo->calculated_weaponoffset);
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//Does weapon velocity trigger attack (knife) and is it fast enough
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static bool velocityTriggeredAttack = false;
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if (pVRClientInfo->velocitytriggered)
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{
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static bool fired = false;
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float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
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powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
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powf(pWeapon->HeadPose.LinearVelocity.z, 2));
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velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER);
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if (fired != velocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
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sendButtonAction("+attack", velocityTriggeredAttack);
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fired = velocityTriggeredAttack;
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}
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}
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else if (velocityTriggeredAttack)
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{
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//send a stop attack as we have an unfinished velocity attack
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velocityTriggeredAttack = false;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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sendButtonAction("+attack", velocityTriggeredAttack);
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}
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if (pVRClientInfo->weapon_stabilised || pVRClientInfo->dualwield)
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{
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if (pVRClientInfo->scopeengaged || (vr_virtual_stock == 1 && // Classic Virtual Stock
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!pVRClientInfo->dualwield))
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{
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//offset to the appropriate eye a little bit
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vec2_t xy;
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rotateAboutOrigin(0.065f / 2.0f, 0.0f, -pVRClientInfo->hmdorientation[YAW], xy);
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float x = pOff->HeadPose.Pose.Position.x - (pVRClientInfo->hmdposition[0] + xy[0]);
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float y = pOff->HeadPose.Pose.Position.y - (pVRClientInfo->hmdposition[1] - 0.1f); // Use a point lower
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float z = pOff->HeadPose.Pose.Position.z - (pVRClientInfo->hmdposition[2] + xy[1]);
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(pVRClientInfo->weaponangles, -degrees(atanf(y / zxDist)),
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-degrees(atan2f(x, -z)), 0);
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}
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}
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else
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{
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float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
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float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
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float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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if (pVRClientInfo->dualwield) {
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//SUPER FUDGE
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VectorSet(pVRClientInfo->weaponangles, pVRClientInfo->weaponangles[PITCH],
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-90.0f-degrees(atan2f(x, -z)), degrees(atanf(y / zxDist)));
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}
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else
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{
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VectorSet(pVRClientInfo->weaponangles, -degrees(atanf(y / zxDist)),
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-degrees(atan2f(x, -z)), pVRClientInfo->weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon
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}
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}
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}
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}
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static bool finishReloadNextFrame = false;
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if (finishReloadNextFrame)
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{
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ALOGV("**WEAPON EVENT** -reload");
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sendButtonActionSimple("-reload");
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finishReloadNextFrame = false;
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}
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if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
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canUseBackpack = false;
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}
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else if (!canUseBackpack && pVRClientInfo->backpackitemactive == 0) {
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int channel = (vr_control_scheme >= 10) ? 0 : 1;
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D3Quest_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
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canUseBackpack = true;
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}
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton1) != 0;
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bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton2) != 0;
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if (!canUseBackpack)
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{
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if (dominantGripPushed) {
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if (dominantGripPushTime == 0) {
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dominantGripPushTime = GetTimeInMilliSeconds();
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}
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}
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else
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{
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if (pVRClientInfo->backpackitemactive == 1) {
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//Restores last used weapon if possible
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char buffer[32];
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sprintf(buffer, "weapon %i", pVRClientInfo->lastweaponid);
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sendButtonActionSimple(buffer);
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pVRClientInfo->backpackitemactive = 0;
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}
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else if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
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vr_reloadtimeoutms) {
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sendButtonActionSimple("+reload");
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finishReloadNextFrame = true;
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}
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dominantGripPushTime = 0;
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}
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if (!dominantButton1Pushed && pVRClientInfo->backpackitemactive == 2)
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{
|
||
|
char buffer[32];
|
||
|
sprintf(buffer, "weapon %i", pVRClientInfo->lastweaponid);
|
||
|
sendButtonActionSimple(buffer);
|
||
|
pVRClientInfo->backpackitemactive = 0;
|
||
|
}
|
||
|
|
||
|
if (!dominantButton2Pushed && pVRClientInfo->backpackitemactive == 3)
|
||
|
{
|
||
|
pVRClientInfo->backpackitemactive = 0;
|
||
|
}
|
||
|
} else {
|
||
|
if (pVRClientInfo->backpackitemactive == 0) {
|
||
|
if (dominantGripPushed) {
|
||
|
pVRClientInfo->lastweaponid = pVRClientInfo->weaponid;
|
||
|
//Initiate grenade from backpack mode
|
||
|
sendButtonActionSimple("weaponbank 6");
|
||
|
int channel = (vr_control_scheme >= 10) ? 0 : 1;
|
||
|
D3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
|
||
|
pVRClientInfo->backpackitemactive = 1;
|
||
|
}
|
||
|
else if (dominantButton1Pushed)
|
||
|
{
|
||
|
pVRClientInfo->lastweaponid = pVRClientInfo->weaponid;
|
||
|
//Initiate knife from backpack mode
|
||
|
sendButtonActionSimple("weapon 1");
|
||
|
int channel = (vr_control_scheme >= 10) ? 0 : 1;
|
||
|
D3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
|
||
|
pVRClientInfo->backpackitemactive = 2;
|
||
|
}
|
||
|
else if (dominantButton2Pushed && pVRClientInfo->hasbinoculars)
|
||
|
{
|
||
|
int channel = (vr_control_scheme >= 10) ? 0 : 1;
|
||
|
D3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
|
||
|
pVRClientInfo->backpackitemactive = 3;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float controllerYawHeading = 0.0f;
|
||
|
//off-hand stuff
|
||
|
{
|
||
|
pVRClientInfo->offhandoffset[0] = pOff->HeadPose.Pose.Position.x - pVRClientInfo->hmdposition[0];
|
||
|
pVRClientInfo->offhandoffset[1] = pOff->HeadPose.Pose.Position.y - pVRClientInfo->hmdposition[1];
|
||
|
pVRClientInfo->offhandoffset[2] = pOff->HeadPose.Pose.Position.z - pVRClientInfo->hmdposition[2];
|
||
|
|
||
|
vec3_t rotation = {0};
|
||
|
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, pVRClientInfo->offhandangles);
|
||
|
|
||
|
if (vr_walkdirection == 0) {
|
||
|
controllerYawHeading = pVRClientInfo->offhandangles[YAW] - pVRClientInfo->hmdorientation[YAW];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
controllerYawHeading = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Right-hand specific stuff
|
||
|
{
|
||
|
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
|
||
|
//player is facing for positional tracking
|
||
|
vec2_t v;
|
||
|
rotateAboutOrigin(-pVRClientInfo->hmdposition_delta[0] * vr_positional_factor,
|
||
|
pVRClientInfo->hmdposition_delta[2] * vr_positional_factor, - pVRClientInfo->hmdorientation[YAW], v);
|
||
|
positional_movementSideways = v[0];
|
||
|
positional_movementForward = v[1];
|
||
|
|
||
|
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
|
||
|
positional_movementSideways,
|
||
|
positional_movementForward);
|
||
|
|
||
|
//Jump (B Button)
|
||
|
if (pVRClientInfo->backpackitemactive != 2 && !canUseBackpack) {
|
||
|
|
||
|
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2))
|
||
|
{
|
||
|
static bool use = false;
|
||
|
use = !use;
|
||
|
D3Quest_setUseScreenLayer(use);
|
||
|
// Sys_QueEvent( 0, SE_KEY, K_SPACE, (primaryButtonsNew & primaryButton2) != 0, 0, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
|
||
|
//in meantime, then it wouldn't stop the gun firing and it would get stuck
|
||
|
static bool firing = false;
|
||
|
if (dominantGripPushed && pVRClientInfo->backpackitemactive == 0)
|
||
|
{
|
||
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger))
|
||
|
{
|
||
|
if (!pVRClientInfo->scopedweapon) {
|
||
|
if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
|
||
|
ALOGV("**WEAPON EVENT** weapalt");
|
||
|
sendButtonActionSimple("weapalt");
|
||
|
}
|
||
|
else if (firing)
|
||
|
{
|
||
|
//no longer firing
|
||
|
firing = false;
|
||
|
ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
|
||
|
sendButtonAction("+attack", firing);
|
||
|
}
|
||
|
}
|
||
|
else if (pVRClientInfo->detachablescope)
|
||
|
{
|
||
|
if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
|
||
|
//See if we are able to detach the scope
|
||
|
ALOGV("**WEAPON EVENT** weapdetachscope");
|
||
|
sendButtonActionSimple("weapdetachscope");
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Just ignore grip and fire
|
||
|
firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
||
|
ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
|
||
|
sendButtonAction("+attack", firing);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Fire Primary
|
||
|
if (pVRClientInfo->backpackitemactive != 3 && // Can't fire while holding binoculars
|
||
|
!pVRClientInfo->velocitytriggered && // Don't fire velocity triggered weapons
|
||
|
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
||
|
|
||
|
ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
|
||
|
firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
||
|
sendButtonAction("+attack", firing);
|
||
|
}
|
||
|
else if (binocularsactive) // trigger can zoom-in binoculars, remove from face to reset
|
||
|
{
|
||
|
static bool zoomin = true;
|
||
|
if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
|
||
|
sendButtonActionSimple(zoomin ? "weapnext" : "weapprev");
|
||
|
} else if (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)
|
||
|
{
|
||
|
zoomin = !zoomin;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Duck
|
||
|
if (pVRClientInfo->backpackitemactive != 2 &&
|
||
|
!canUseBackpack &&
|
||
|
(primaryButtonsNew & primaryButton1) !=
|
||
|
(primaryButtonsOld & primaryButton1)) {
|
||
|
|
||
|
sendButtonAction("+movedown", (primaryButtonsNew & primaryButton1));
|
||
|
}
|
||
|
|
||
|
//Weapon Chooser
|
||
|
static bool itemSwitched = false;
|
||
|
if (between(-0.2f, pPrimaryJoystick->x, 0.2f) &&
|
||
|
(between(0.8f, pPrimaryJoystick->y, 1.0f) ||
|
||
|
between(-1.0f, pPrimaryJoystick->y, -0.8f)))
|
||
|
{
|
||
|
if (!itemSwitched) {
|
||
|
if (between(0.8f, pPrimaryJoystick->y, 1.0f))
|
||
|
{
|
||
|
sendButtonActionSimple("weapprev");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sendButtonActionSimple("weapnext");
|
||
|
}
|
||
|
itemSwitched = true;
|
||
|
}
|
||
|
} else {
|
||
|
itemSwitched = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
{
|
||
|
//"Use" (open doors etc)
|
||
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
||
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
||
|
|
||
|
sendButtonAction("+activate",
|
||
|
(pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) ? 1 : 0);
|
||
|
}
|
||
|
|
||
|
//Apply a filter and quadratic scaler so small movements are easier to make
|
||
|
float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y);
|
||
|
float nlf = nonLinearFilter(dist);
|
||
|
float x = nlf * pSecondaryJoystick->x;
|
||
|
float y = nlf * pSecondaryJoystick->y;
|
||
|
|
||
|
pVRClientInfo->player_moving = (fabs(x) + fabs(y)) > 0.05f;
|
||
|
|
||
|
//Adjust to be off-hand controller oriented
|
||
|
vec2_t v;
|
||
|
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
||
|
|
||
|
//Move a lot slower if scope is engaged
|
||
|
vr_movement_multiplier = 100;
|
||
|
remote_movementSideways = v[0] * (pVRClientInfo->scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier;
|
||
|
remote_movementForward = v[1] * (pVRClientInfo->scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier;
|
||
|
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
||
|
remote_movementSideways,
|
||
|
remote_movementForward);
|
||
|
|
||
|
|
||
|
static bool stopUseItemNextFrame = false;
|
||
|
if (stopUseItemNextFrame)
|
||
|
{
|
||
|
// Cbuf_AddText("-useitem\n");
|
||
|
stopUseItemNextFrame = false;
|
||
|
}
|
||
|
|
||
|
if (!canUseQuickSave) {
|
||
|
if (((secondaryButtonsNew & secondaryButton1) !=
|
||
|
(secondaryButtonsOld & secondaryButton1)) &&
|
||
|
(secondaryButtonsNew & secondaryButton1)) {
|
||
|
|
||
|
if (dominantGripPushed) {
|
||
|
// Cbuf_AddText("+useitem\n");
|
||
|
stopUseItemNextFrame = true;
|
||
|
} else {
|
||
|
pVRClientInfo->visible_hud = !pVRClientInfo->visible_hud;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//notebook or select "item"
|
||
|
if (!canUseQuickSave) {
|
||
|
if (((secondaryButtonsNew & secondaryButton2) !=
|
||
|
(secondaryButtonsOld & secondaryButton2)) &&
|
||
|
(secondaryButtonsNew & secondaryButton2)) {
|
||
|
|
||
|
if (dominantGripPushed) {
|
||
|
sendButtonActionSimple("itemprev");
|
||
|
} else {
|
||
|
sendButtonActionSimple("notebook");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//Kick!
|
||
|
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
||
|
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
||
|
sendButtonAction("+kick", (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick));
|
||
|
}
|
||
|
|
||
|
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
|
||
|
//in meantime, then it wouldn't stop the gun firing and it would get stuck
|
||
|
if (!pVRClientInfo->teleportenabled)
|
||
|
{
|
||
|
//Run
|
||
|
//handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_Trigger, K_SHIFT);
|
||
|
} else {
|
||
|
if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)
|
||
|
{
|
||
|
pVRClientInfo->teleportseek = true;
|
||
|
}
|
||
|
else if (pVRClientInfo->teleportseek)
|
||
|
{
|
||
|
pVRClientInfo->teleportseek = false;
|
||
|
pVRClientInfo->teleportexecute = pVRClientInfo->teleportready;
|
||
|
pVRClientInfo->teleportready = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//Resync Yaw on mounted gun transition
|
||
|
static int usingMountedGun = false;
|
||
|
if (pVRClientInfo->mountedgun != usingMountedGun)
|
||
|
{
|
||
|
usingMountedGun = pVRClientInfo->mountedgun;
|
||
|
}
|
||
|
|
||
|
//No snap turn when using mounted gun
|
||
|
static int increaseSnap = true;
|
||
|
if (!pVRClientInfo->mountedgun && !pVRClientInfo->scopeengaged) {
|
||
|
if (pPrimaryJoystick->x > 0.7f) {
|
||
|
if (increaseSnap) {
|
||
|
float turnAngle = vr_turn_mode ? (vr_turn_angle / 9.0f) : vr_turn_angle;
|
||
|
snapTurn -= turnAngle;
|
||
|
|
||
|
if (vr_turn_mode == 0) {
|
||
|
increaseSnap = false;
|
||
|
}
|
||
|
|
||
|
if (snapTurn < -180.0f) {
|
||
|
snapTurn += 360.f;
|
||
|
}
|
||
|
}
|
||
|
} else if (pPrimaryJoystick->x < 0.3f) {
|
||
|
increaseSnap = true;
|
||
|
}
|
||
|
|
||
|
static int decreaseSnap = true;
|
||
|
if (pPrimaryJoystick->x < -0.7f) {
|
||
|
if (decreaseSnap) {
|
||
|
|
||
|
float turnAngle = vr_turn_mode ? (vr_turn_angle / 9.0f) : vr_turn_angle;
|
||
|
snapTurn += turnAngle;
|
||
|
|
||
|
//If snap turn configured for less than 10 degrees
|
||
|
if (vr_turn_mode == 0) {
|
||
|
decreaseSnap = false;
|
||
|
}
|
||
|
|
||
|
if (snapTurn > 180.0f) {
|
||
|
snapTurn -= 360.f;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
} else if (pPrimaryJoystick->x > -0.3f) {
|
||
|
decreaseSnap = true;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
if (fabs(pPrimaryJoystick->x) > 0.5f) {
|
||
|
increaseSnap = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
increaseSnap = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
updateScopeAngles();
|
||
|
}
|
||
|
|
||
|
//Save state
|
||
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
||
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
||
|
}
|