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https://github.com/DrBeef/ioq3quest.git
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Weapon selector fixes
This commit is contained in:
parent
3196c2b676
commit
caa14c81e7
3 changed files with 32 additions and 18 deletions
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@ -1860,6 +1860,11 @@ void CG_DrawWeaponSelect( void ) {
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return;
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}
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// don't display when weapon wheel is opened
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if (vr->weapon_select) {
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return;
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}
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color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
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if ( !color ) {
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return;
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@ -2114,7 +2119,8 @@ void CG_DrawWeaponSelector( void )
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float thumbstickAxisX = 0.0f;
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float thumbstickAxisY = 0.0f;
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float a = atan2(vr->thumbstick_location[thumb][0], vr->thumbstick_location[thumb][1]);
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if (length(vr->thumbstick_location[thumb][0], vr->thumbstick_location[thumb][1]) > 0.95f)
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float thumbstickValue = length(vr->thumbstick_location[thumb][0], vr->thumbstick_location[thumb][1]);
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if (thumbstickValue > 0.95f)
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{
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thumbstickAxisX = sinf(a) * 0.95f;
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thumbstickAxisY = cosf(a) * 0.95f;
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@ -2384,12 +2390,13 @@ void CG_DrawWeaponSelector( void )
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// In case was invoked by thumbstick axis and thumbstick is centered
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// select weapon (if any selected) and close the selector
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if (vr->weapon_select_autoclose && frac > 0.25f) {
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if (thumbstickAxisX > -0.1f && thumbstickAxisX < 0.1f && thumbstickAxisY > -0.1f && thumbstickAxisY < 0.1f) {
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if (thumbstickValue < 0.1f) {
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if (selected) {
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cg.weaponSelect = cg.weaponSelectorSelection;
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}
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vr->weapon_select = qfalse;
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vr->weapon_select_autoclose = qfalse;
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vr->weapon_select_using_thumbstick = qfalse;
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}
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}
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}
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@ -23,6 +23,7 @@ typedef struct {
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vrFollowMode_t follow_mode;
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qboolean weapon_select;
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qboolean weapon_select_autoclose;
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qboolean weapon_select_using_thumbstick;
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qboolean no_crosshair;
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int realign; // used to realign the fake 6DoF playspace in a multiplayer game
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@ -46,8 +46,11 @@ static vrController_t rightController;
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static int in_vrEventTime = 0;
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static double lastframetime = 0;
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static float pressedThreshold = 0.75f;
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static float releasedThreshold = 0.5f;
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static float triggerPressedThreshold = 0.75f;
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static float triggerReleasedThreshold = 0.5f;
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static float thumbstickPressedThreshold = 0.5f;
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static float thumbstickReleasedThreshold = 0.4f;
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extern cvar_t *cl_sensitivity;
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extern cvar_t *m_pitch;
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@ -313,9 +316,13 @@ static qboolean IN_SendInputAction(const char* action, qboolean inputActive, flo
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else if (strcmp(action, "+weapon_select") == 0)
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{
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vr.weapon_select = inputActive;
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vr.weapon_select_autoclose = thumbstickAxis;
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if (!inputActive)
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{
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if (inputActive) {
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int selectorType = (int) Cvar_VariableValue("vr_weaponSelectorMode");
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vr.weapon_select_using_thumbstick = (selectorType == WS_HMD);
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vr.weapon_select_autoclose = vr.weapon_select_using_thumbstick && thumbstickAxis;
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} else {
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vr.weapon_select_using_thumbstick = qfalse;
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vr.weapon_select_autoclose = qfalse;
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Cbuf_AddText("weapon_select");
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}
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}
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@ -728,12 +735,11 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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Com_QueueEvent(in_vrEventTime, SE_JOYSTICK_AXIS, 1, joystick[1] * 127.0f + positional[1] * 127.0f, 0, NULL);
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}
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// In case weapon wheel is opened, and is in HMD/thumbstick mode or was opened by thumbstick, ignore standard thumbstick inputs
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// In case weapon wheel is in controller mode and is opened by grip, allow use use of thumbstick e.g. to not block turning while wheel is open
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else if (!vr.weapon_select || ((int)Cvar_VariableValue("vr_weaponSelectorMode") == WS_CONTROLLER && !vr.weapon_select_autoclose))
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// In case thumbstick is used by weapon wheel (is in HMD/thumbstick mode), ignore standard thumbstick inputs
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else if (!vr.weapon_select_using_thumbstick)
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{
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float joystickValue = length(joystickX, joystickY);
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if (joystickValue < releasedThreshold) {
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if (joystickValue < thumbstickReleasedThreshold) {
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// Joystick within threshold -> disable all inputs
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IN_HandleInactiveInput(&controller->axisButtons, VR_TOUCH_AXIS_UP, "RTHUMBFORWARD", joystickValue, qtrue);
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IN_HandleInactiveInput(&controller->axisButtons, VR_TOUCH_AXIS_UPRIGHT, "RTHUMBFORWARDRIGHT", joystickValue, qtrue);
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@ -743,7 +749,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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IN_HandleInactiveInput(&controller->axisButtons, VR_TOUCH_AXIS_DOWNLEFT, "RTHUMBBACKLEFT", joystickValue, qtrue);
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IN_HandleInactiveInput(&controller->axisButtons, VR_TOUCH_AXIS_LEFT, "RTHUMBLEFT", joystickValue, qtrue);
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IN_HandleInactiveInput(&controller->axisButtons, VR_TOUCH_AXIS_UPLEFT, "RTHUMBFORWARDLEFT", joystickValue, qtrue);
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} else {
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} else if (joystickValue > thumbstickPressedThreshold) {
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float joystickAngle = AngleNormalize360(RAD2DEG(atan2(joystickX, joystickY)));
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if (IN_VRJoystickUse8WayMapping()) {
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IN_VRJoystickHandle8WayMapping(&controller->axisButtons, joystickAngle, joystickValue);
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@ -762,7 +768,7 @@ static void IN_VRTriggers( qboolean isRightController, float triggerValue ) {
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if (VR_useScreenLayer() || cl.snap.ps.pm_type == PM_INTERMISSION) {
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// Triggers are used for menu navigation in screen mode or in intermission
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if (triggerValue > pressedThreshold && !IN_InputActivated(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX))
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if (triggerValue > triggerPressedThreshold && !IN_InputActivated(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX))
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{
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IN_ActivateInput(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX);
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if ((isRightController && !vr.menuLeftHanded) || (!isRightController && vr.menuLeftHanded)) {
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@ -774,7 +780,7 @@ static void IN_VRTriggers( qboolean isRightController, float triggerValue ) {
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vr.menuLeftHanded = !vr.menuLeftHanded;
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}
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}
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else if (triggerValue < releasedThreshold && IN_InputActivated(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX))
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else if (triggerValue < triggerReleasedThreshold && IN_InputActivated(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX))
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{
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IN_DeactivateInput(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX);
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if ((isRightController && !vr.menuLeftHanded) || (!isRightController && vr.menuLeftHanded)) {
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@ -787,9 +793,9 @@ static void IN_VRTriggers( qboolean isRightController, float triggerValue ) {
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// Primary trigger
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if (isRightController == (vr_righthanded->integer != 0))
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{
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if (triggerValue > pressedThreshold) {
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if (triggerValue > triggerPressedThreshold) {
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IN_HandleActiveInput(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX, "PRIMARYTRIGGER", triggerValue, qfalse);
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} else if (triggerValue < releasedThreshold) {
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} else if (triggerValue < triggerReleasedThreshold) {
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IN_HandleInactiveInput(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX, "PRIMARYTRIGGER", triggerValue, qfalse);
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}
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}
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@ -797,9 +803,9 @@ static void IN_VRTriggers( qboolean isRightController, float triggerValue ) {
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// Off hand trigger
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if (isRightController != (vr_righthanded->integer != 0))
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{
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if (triggerValue > pressedThreshold) {
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if (triggerValue > triggerPressedThreshold) {
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IN_HandleActiveInput(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX, "SECONDARYTRIGGER", triggerValue, qfalse);
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} else if (triggerValue < releasedThreshold) {
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} else if (triggerValue < triggerReleasedThreshold) {
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IN_HandleInactiveInput(&controller->axisButtons, VR_TOUCH_AXIS_TRIGGER_INDEX, "SECONDARYTRIGGER", triggerValue, qfalse);
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}
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}
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