mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-28 14:52:08 +00:00
549 lines
No EOL
22 KiB
C
549 lines
No EOL
22 KiB
C
/************************************************************************************
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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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#include "doomkeys.h"
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float vr_turn_mode = 0.0f;
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float vr_turn_angle = 45.0f;
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float vr_reloadtimeoutms = 200.0f;
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float vr_walkdirection = 0;
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float vr_movement_multiplier;
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float vr_weapon_pitchadjust = -30.0f;
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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 = 0;
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float vr_cinematic_stereo;
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float vr_screen_dist;
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extern bool forceVirtualScreen;
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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 Android_SetImpuse(int impulse);
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void Android_SetCommand(const char * cmd);
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void Android_ButtonChange(int key, int state);
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extern bool inMenu;
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extern bool inGameGuiActive;
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extern bool objectiveSystemActive;
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extern bool inCinematic;
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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 canGrabFlashlight = 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_unadjusted);
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rotation[PITCH] = vr_weapon_pitchadjust;
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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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}
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//Menu button - can be used in all modes
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handleTrackedControllerButton_AsKey(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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if ( inMenu || inGameGuiActive || inCinematic ) // Specific cases where we need to interact using mouse etc
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{
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controlMouse(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, true, ovrButton_Trigger, 1);
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}
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if ( objectiveSystemActive )
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{
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controlMouse(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, true, ovrButton_Trigger, 1);
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if (((pOffTrackedRemoteNew->Buttons & offButton1) != (pOffTrackedRemoteOld->Buttons & offButton1)) && (pOffTrackedRemoteNew->Buttons & offButton1))
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{
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Android_SetImpuse(UB_IMPULSE19);
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}
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}
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if ( !inCinematic && !inMenu )
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{
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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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Doom3Quest_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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Android_SetCommand("savegame quick");
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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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Android_SetCommand("loadgame quick");
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}
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} else
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{
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//PDA
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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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Android_SetImpuse(UB_IMPULSE19);
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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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//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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//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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Android_ButtonChange(UB_ATTACK, velocityTriggeredAttack ? 1 : 0);
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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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Android_ButtonChange(UB_ATTACK, velocityTriggeredAttack ? 1 : 0);
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}
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if (pVRClientInfo->weapon_stabilised)
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{
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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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{
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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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if (pVRClientInfo->weaponid != -1 &&
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pVRClientInfo->weaponid != 11)
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{
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vec2_t v;
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rotateAboutOrigin(pVRClientInfo->right_handed ? -0.2f : 0.2f, 0.0f,
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-pVRClientInfo->hmdorientation[YAW], v);
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pVRClientInfo->flashlightHolsterOffset[0] = -v[0];
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pVRClientInfo->flashlightHolsterOffset[1] = -pVRClientInfo->hmdposition[1] * 0.45f; // almost half way down body "waist"
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pVRClientInfo->flashlightHolsterOffset[2] = -v[1];
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float distance = sqrtf(
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powf((pVRClientInfo->hmdposition[0] + pVRClientInfo->flashlightHolsterOffset[0]) - pWeapon->HeadPose.Pose.Position.x, 2) +
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powf((pVRClientInfo->hmdposition[1] + pVRClientInfo->flashlightHolsterOffset[1]) - pWeapon->HeadPose.Pose.Position.y, 2) +
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powf((pVRClientInfo->hmdposition[2] + pVRClientInfo->flashlightHolsterOffset[2]) - pWeapon->HeadPose.Pose.Position.z, 2));
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if (distance > FLASHLIGHT_HOLSTER_DISTANCE) {
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canGrabFlashlight = false;
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}
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else if (!canGrabFlashlight && pVRClientInfo->holsteritemactive == 0) {
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int channel = (vr_control_scheme >= 10) ? 0 : 1;
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Doom3Quest_Vibrate(40, channel, 0.4); // vibrate to let user know they can switch
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canGrabFlashlight = true;
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}
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}
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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if (dominantGripPushed) {
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if (!canGrabFlashlight) {
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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->holsteritemactive == 0) {
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pVRClientInfo->lastweaponid = pVRClientInfo->weaponid;
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//Initiate flashlight from backpack mode
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Android_SetImpuse(UB_IMPULSE11);
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int channel = (vr_control_scheme >= 10) ? 0 : 1;
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Doom3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
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pVRClientInfo->holsteritemactive = 1;
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}
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}
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}
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else
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{
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if (pVRClientInfo->holsteritemactive == 1) {
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//Restores last used weapon if possible
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if (pVRClientInfo->weaponid != -1) {
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Android_SetImpuse(UB_IMPULSE0 + pVRClientInfo->weaponid);
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}
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pVRClientInfo->holsteritemactive = 0;
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}
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else if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms) {
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//Reload
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Android_SetImpuse(UB_IMPULSE13);
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}
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dominantGripPushTime = 0;
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}
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}
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float controllerYawHeading = 0.0f;
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//off-hand stuff
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{
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pVRClientInfo->offhandoffset[0] = pOff->HeadPose.Pose.Position.x - pVRClientInfo->hmdposition[0];
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pVRClientInfo->offhandoffset[1] = pOff->HeadPose.Pose.Position.y - pVRClientInfo->hmdposition[1];
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pVRClientInfo->offhandoffset[2] = pOff->HeadPose.Pose.Position.z - pVRClientInfo->hmdposition[2];
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, pVRClientInfo->offhandangles);
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if (vr_walkdirection == 0) {
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controllerYawHeading = pVRClientInfo->offhandangles[YAW] - pVRClientInfo->hmdorientation[YAW];
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}
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else
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{
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controllerYawHeading = 0.0f;
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}
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}
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//Right-hand specific stuff
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{
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//Adjust positional factor for this sample based on how long the last frame took, it should
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//approximately even out the positional movement on a per frame basis (especially when fps is much lower than 60)
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//NOTE: it'll never be above ~60fps since we use com_fixedTic of "-1"
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static float lastSampleTime = 0;
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float sampleTime = Sys_Milliseconds();
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float vr_positional_factor = 2400.0f * ((1000.0f / TIC_RATE) / (sampleTime-lastSampleTime));
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lastSampleTime = sampleTime;
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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//player is facing for positional tracking
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vec2_t v;
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rotateAboutOrigin(-pVRClientInfo->hmdposition_delta[0] * vr_positional_factor,
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pVRClientInfo->hmdposition_delta[2] * vr_positional_factor, - pVRClientInfo->hmdorientation[YAW], v);
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positional_movementSideways = v[0];
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positional_movementForward = v[1];
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//Jump (B Button)
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if (pVRClientInfo->holsteritemactive != 2 && !canGrabFlashlight) {
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if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2))
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{
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handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, primaryButton2, UB_UP);
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}
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}
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//Fire Primary
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if (pVRClientInfo->holsteritemactive != 3 && // Can't fire while holding binoculars
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!pVRClientInfo->velocitytriggered && // Don't fire velocity triggered weapons
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(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
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handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, ovrButton_Trigger, UB_ATTACK);
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}
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//Duck
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if (pVRClientInfo->holsteritemactive != 2 &&
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!canGrabFlashlight &&
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(primaryButtonsNew & primaryButton1) !=
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(primaryButtonsOld & primaryButton1)) {
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handleTrackedControllerButton_AsToggleButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, primaryButton1, UB_DOWN);
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}
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//Weapon Chooser
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static bool itemSwitched = false;
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if (between(-0.2f, pPrimaryJoystick->x, 0.2f) &&
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(between(0.8f, pPrimaryJoystick->y, 1.0f) ||
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between(-1.0f, pPrimaryJoystick->y, -0.8f)))
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{
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if (!itemSwitched) {
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if (between(0.8f, pPrimaryJoystick->y, 1.0f))
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{
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//Previous Weapon
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Android_SetImpuse(UB_IMPULSE15);
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}
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else
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{
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//Next Weapon
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Android_SetImpuse(UB_IMPULSE14);
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}
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itemSwitched = true;
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}
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} else {
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itemSwitched = false;
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}
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}
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{
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//"Use"
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if (((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) &&
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)){
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|
|
forceVirtualScreen = !forceVirtualScreen;
|
|
}
|
|
|
|
//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 = 127;
|
|
remote_movementSideways = v[0] * vr_movement_multiplier;
|
|
remote_movementForward = v[1] * vr_movement_multiplier;
|
|
|
|
if (!canUseQuickSave) {
|
|
if (((secondaryButtonsNew & secondaryButton1) !=
|
|
(secondaryButtonsOld & secondaryButton1)) &&
|
|
(secondaryButtonsNew & secondaryButton1)) {
|
|
|
|
if (dominantGripPushed) {
|
|
Android_SetCommand("give all");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
|
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) &&
|
|
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
|
|
|
pVRClientInfo->visible_hud = !pVRClientInfo->visible_hud;
|
|
|
|
}
|
|
|
|
//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_AsButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, false, ovrButton_Trigger, UB_SPEED);
|
|
|
|
} else {
|
|
if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)
|
|
{
|
|
pVRClientInfo->teleportseek = true;
|
|
}
|
|
else if (pVRClientInfo->teleportseek)
|
|
{
|
|
pVRClientInfo->teleportseek = false;
|
|
pVRClientInfo->teleportexecute = pVRClientInfo->teleportready;
|
|
pVRClientInfo->teleportready = false;
|
|
}
|
|
}
|
|
|
|
//No snap turn when using mounted gun
|
|
static int increaseSnap = true;
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
//updateScopeAngles();
|
|
}
|
|
|
|
//Save state
|
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
|
} |