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Switch active controller in menu by pressing trigger on inactive one
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parent
95e55b5ba9
commit
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2 changed files with 60 additions and 46 deletions
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@ -59,6 +59,7 @@ typedef struct {
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int *menuCursorX;
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int *menuCursorY;
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qboolean menuLeftHanded;
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} vr_clientinfo_t;
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#endif //vr_clientinfo_h
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@ -448,19 +448,6 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
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VectorCopy(vr.weaponoffset_last[1], vr.weaponoffset_last[0]);
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VectorCopy(vr.weaponoffset, vr.weaponoffset_last[1]);
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VectorSubtract(vr.weaponposition, vr.hmdposition, vr.weaponoffset);
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if (vr.virtual_screen ||
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cl.snap.ps.pm_type == PM_INTERMISSION)
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{
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if (vr.menuCursorX && vr.menuCursorY)
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{
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int x = 320 - tan(vr.weaponangles[YAW] * (M_PI*2 / 360)) * 300;
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int y = 240 + tan((vr.weaponangles[PITCH] + vr_weaponPitch->value) * (M_PI*2 / 360)) * 300;
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*vr.menuCursorX = x;
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*vr.menuCursorY = y;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, 0, 0, 0, NULL);
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}
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}
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} else {
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vec3_t rotation = {0};
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QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.offhandangles2); // used for off-hand direction mode
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@ -477,33 +464,56 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
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VectorSubtract(vr.offhandposition, vr.hmdposition, vr.offhandoffset);
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}
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vr.weapon_zoomed = vr_weaponScope->integer &&
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vr.weapon_stabilised &&
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(cl.snap.ps.weapon == WP_RAILGUN) &&
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(VectorLength(vr.weaponoffset) < 0.24f) &&
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cl.snap.ps.stats[STAT_HEALTH] > 0;
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vr.show_console = (VectorLength(vr.offhandoffset) < 0.2f);
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if (vr_twoHandedWeapons->integer && vr.weapon_stabilised)
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if (vr.virtual_screen || cl.snap.ps.pm_type == PM_INTERMISSION)
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{
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//Apply smoothing to the weapon hand
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vec3_t smooth_weaponoffset;
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VectorAdd(vr.weaponoffset, vr.weaponoffset_last[0], smooth_weaponoffset);
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VectorAdd(smooth_weaponoffset, vr.weaponoffset_last[1],smooth_weaponoffset);
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VectorScale(smooth_weaponoffset, 1.0f/3.0f, smooth_weaponoffset);
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vec3_t vec;
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VectorSubtract(vr.offhandoffset, smooth_weaponoffset, vec);
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float zxDist = length(vec[0], vec[2]);
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if (zxDist != 0.0f && vec[2] != 0.0f) {
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VectorSet(vr.weaponangles, -degrees(atanf(vec[1] / zxDist)),
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-degrees(atan2f(vec[0], -vec[2])), vr.weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon
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if (vr.menuCursorX && vr.menuCursorY)
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{
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float yaw;
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float pitch;
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if (vr.menuLeftHanded) {
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yaw = (vr_righthanded->integer != 0) ? vr.offhandangles[YAW] : vr.weaponangles[YAW];
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pitch = (vr_righthanded->integer != 0) ? vr.offhandangles[PITCH] : vr.weaponangles[PITCH];
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} else {
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yaw = (vr_righthanded->integer != 0) ? vr.weaponangles[YAW] : vr.offhandangles[YAW];
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pitch = (vr_righthanded->integer != 0) ? vr.weaponangles[PITCH] : vr.offhandangles[PITCH];
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}
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int x = 320 - tan(yaw * (M_PI*2 / 360)) * 300;
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int y = 240 + tan((pitch + vr_weaponPitch->value) * (M_PI*2 / 360)) * 300;
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*vr.menuCursorX = x;
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*vr.menuCursorY = y;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, 0, 0, 0, NULL);
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}
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}
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else
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{
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vr.weapon_zoomed = vr_weaponScope->integer &&
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vr.weapon_stabilised &&
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(cl.snap.ps.weapon == WP_RAILGUN) &&
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(VectorLength(vr.weaponoffset) < 0.24f) &&
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cl.snap.ps.stats[STAT_HEALTH] > 0;
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vr.show_console = (VectorLength(vr.offhandoffset) < 0.2f);
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if (vr_twoHandedWeapons->integer && vr.weapon_stabilised)
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{
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//Apply smoothing to the weapon hand
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vec3_t smooth_weaponoffset;
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VectorAdd(vr.weaponoffset, vr.weaponoffset_last[0], smooth_weaponoffset);
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VectorAdd(smooth_weaponoffset, vr.weaponoffset_last[1],smooth_weaponoffset);
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VectorScale(smooth_weaponoffset, 1.0f/3.0f, smooth_weaponoffset);
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vec3_t vec;
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VectorSubtract(vr.offhandoffset, smooth_weaponoffset, vec);
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float zxDist = length(vec[0], vec[2]);
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if (zxDist != 0.0f && vec[2] != 0.0f) {
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VectorSet(vr.weaponangles, -degrees(atanf(vec[1] / zxDist)),
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-degrees(atan2f(vec[0], -vec[2])), vr.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 void IN_VRJoystick( qboolean isRightController, float joystickX, float joystickY )
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@ -807,22 +817,25 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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static void IN_VRTriggers( qboolean isRightController, float index ) {
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vrController_t* controller = isRightController == qtrue ? &rightController : &leftController;
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//Primary controller trigger is mouse click in screen mode or in intermission
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// Controllers are used for menu navigation in screen mode or in intermission
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if (VR_useScreenLayer() || cl.snap.ps.pm_type == PM_INTERMISSION)
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{
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if (isRightController == (vr_righthanded->integer != 0))
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if (!(controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) && index > pressedThreshold)
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{
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if (!(controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) &&
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index > pressedThreshold)
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{
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controller->axisButtons |= VR_TOUCH_AXIS_TRIGGER_INDEX;
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controller->axisButtons |= VR_TOUCH_AXIS_TRIGGER_INDEX;
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if ((isRightController && !vr.menuLeftHanded) || (!isRightController && vr.menuLeftHanded)) {
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// Active controller confirms selection
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Com_QueueEvent(in_vrEventTime, SE_KEY, K_MOUSE1, qtrue, 0, NULL);
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VR_Vibrate(200, vr_righthanded->integer ? 2 : 1, 0.8);
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} else {
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// Inactive controller becomes active one
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vr.menuLeftHanded = !vr.menuLeftHanded;
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}
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else if ((controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) &&
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index < releasedThreshold)
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{
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controller->axisButtons &= ~VR_TOUCH_AXIS_TRIGGER_INDEX;
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}
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else if ((controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) && index < releasedThreshold)
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{
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controller->axisButtons &= ~VR_TOUCH_AXIS_TRIGGER_INDEX;
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if ((isRightController && !vr.menuLeftHanded) || (!isRightController && vr.menuLeftHanded)) {
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Com_QueueEvent(in_vrEventTime, SE_KEY, K_MOUSE1, qfalse, 0, NULL);
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}
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}
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