Allow to assign action also to right stick diagonals (up-left, up-right, down-left and down-right)

This commit is contained in:
Petr Bartos 2022-03-06 22:48:16 +01:00
parent 992e98a51d
commit d994927394
3 changed files with 217 additions and 58 deletions

View file

@ -29,8 +29,16 @@ set vr_button_map_PRIMARYTHUMBSTICK ""
set vr_button_map_PRIMARYTHUMBSTICK_ALT ""
set vr_button_map_RTHUMBFORWARD "+weapon_select"
set vr_button_map_RTHUMBFORWARD_ALT ""
set vr_button_map_RTHUMBFORWARDLEFT ""
set vr_button_map_RTHUMBFORWARDLEFT_ALT ""
set vr_button_map_RTHUMBFORWARDRIGHT ""
set vr_button_map_RTHUMBFORWARDRIGHT_ALT ""
set vr_button_map_RTHUMBBACK ""
set vr_button_map_RTHUMBBACK_ALT ""
set vr_button_map_RTHUMBBACKLEFT ""
set vr_button_map_RTHUMBBACKLEFT_ALT ""
set vr_button_map_RTHUMBBACKRIGHT ""
set vr_button_map_RTHUMBBACKRIGHT_ALT ""
set vr_button_map_SECONDARYTRIGGER "+moveup"
set vr_button_map_SECONDARYTRIGGER_ALT ""
set vr_button_map_PRIMARYTRIGGER "+attack"

View file

@ -102,8 +102,16 @@ void VR_InitCvars( void )
Cvar_Get ("vr_button_map_PRIMARYTHUMBSTICK_ALT", "weapon 1", CVAR_ARCHIVE); // Switch to gauntlet
Cvar_Get ("vr_button_map_RTHUMBFORWARD", "weapnext", CVAR_ARCHIVE); //Next Weapon
Cvar_Get ("vr_button_map_RTHUMBFORWARD_ALT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBFORWARDLEFT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBFORWARDLEFT_ALT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBFORWARDRIGHT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBFORWARDRIGHT_ALT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBBACK", "weapprev", CVAR_ARCHIVE); // Previous Weapon
Cvar_Get ("vr_button_map_RTHUMBBACK_ALT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBBACKLEFT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBBACKLEFT_ALT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBBACKRIGHT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_RTHUMBBACKRIGHT_ALT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_SECONDARYTRIGGER", "+moveup", CVAR_ARCHIVE); // Also Jump
Cvar_Get ("vr_button_map_SECONDARYTRIGGER_ALT", "", CVAR_ARCHIVE); // unmapped
Cvar_Get ("vr_button_map_PRIMARYTRIGGER", "+attack", CVAR_ARCHIVE); // Fire

View file

@ -22,10 +22,14 @@
enum {
VR_TOUCH_AXIS_UP = 1 << 0,
VR_TOUCH_AXIS_DOWN = 1 << 1,
VR_TOUCH_AXIS_LEFT = 1 << 2,
VR_TOUCH_AXIS_RIGHT = 1 << 3,
VR_TOUCH_AXIS_TRIGGER_INDEX = 1 << 4,
VR_TOUCH_AXIS_UPLEFT = 1 << 1,
VR_TOUCH_AXIS_UPRIGHT = 1 << 2,
VR_TOUCH_AXIS_DOWN = 1 << 3,
VR_TOUCH_AXIS_DOWNLEFT = 1 << 4,
VR_TOUCH_AXIS_DOWNRIGHT = 1 << 5,
VR_TOUCH_AXIS_LEFT = 1 << 6,
VR_TOUCH_AXIS_RIGHT = 1 << 7,
VR_TOUCH_AXIS_TRIGGER_INDEX = 1 << 8,
};
typedef struct {
@ -497,72 +501,211 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
}
else //right controller
{
//yaw
if (vr_snapturn->integer > 0)
{
int snap = 45;
if (vr_snapturn->integer > 1)
{
snap = vr_snapturn->integer;
// up, up-left, up-right (use release threshold to be more sensitive)
if (joystickY > releasedThreshold) {
// stop left & right
controller->axisButtons &= ~VR_TOUCH_AXIS_LEFT;
controller->axisButtons &= ~VR_TOUCH_AXIS_RIGHT;
// up-left (use release threshold to be more sensitive)
if (joystickX < -releasedThreshold) {
// stop up
if ((controller->axisButtons & VR_TOUCH_AXIS_UP) && IN_GetButtonAction("RTHUMBFORWARD", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UP;
// stop up-right
if ((controller->axisButtons & VR_TOUCH_AXIS_UPRIGHT) && IN_GetButtonAction("RTHUMBFORWARDRIGHT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UPRIGHT;
// start up-left
if (!(controller->axisButtons & VR_TOUCH_AXIS_UPLEFT)) {
controller->axisButtons |= VR_TOUCH_AXIS_UPLEFT;
if (IN_GetButtonAction("RTHUMBFORWARDLEFT", action)) {
IN_SendButtonAction(action, qtrue);
}
}
// up-right (use release threshold to be more sensitive)
} else if (joystickX > releasedThreshold) {
// stop up
if ((controller->axisButtons & VR_TOUCH_AXIS_UP) && IN_GetButtonAction("RTHUMBFORWARD", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UP;
// stop up-left
if ((controller->axisButtons & VR_TOUCH_AXIS_UPLEFT) && IN_GetButtonAction("RTHUMBFORWARDLEFT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UPLEFT;
// start up-right
if (!(controller->axisButtons & VR_TOUCH_AXIS_UPRIGHT)) {
controller->axisButtons |= VR_TOUCH_AXIS_UPRIGHT;
if (IN_GetButtonAction("RTHUMBFORWARDRIGHT", action)) {
IN_SendButtonAction(action, qtrue);
}
}
// direct-up
} else {
// stop up-left
if ((controller->axisButtons & VR_TOUCH_AXIS_UPLEFT) && IN_GetButtonAction("RTHUMBFORWARDLEFT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UPLEFT;
// stop up-right
if ((controller->axisButtons & VR_TOUCH_AXIS_UPRIGHT) && IN_GetButtonAction("RTHUMBFORWARDRIGHT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UPRIGHT;
// start up
if (!(controller->axisButtons & VR_TOUCH_AXIS_UP) && joystickY > pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_UP;
if (IN_GetButtonAction("RTHUMBFORWARD", action)) {
IN_SendButtonAction(action, qtrue);
}
}
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_RIGHT) && joystickX > pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_RIGHT;
CL_SnapTurn(snap);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_RIGHT) &&
joystickX < releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_RIGHT;
// down, down-left, down-right (use release threshold to be more sensitive)
} else if (joystickY < -releasedThreshold) {
// stop left & right
controller->axisButtons &= ~VR_TOUCH_AXIS_LEFT;
controller->axisButtons &= ~VR_TOUCH_AXIS_RIGHT;
// down-left (use release threshold to be more sensitive)
if (joystickX < -releasedThreshold) {
// stop down
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWN) && IN_GetButtonAction("RTHUMBBACK", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWN;
// stop down-right
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWNRIGHT) && IN_GetButtonAction("RTHUMBBACKRIGHT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWNRIGHT;
// start down-left
if (!(controller->axisButtons & VR_TOUCH_AXIS_DOWNLEFT)) {
controller->axisButtons |= VR_TOUCH_AXIS_DOWNLEFT;
if (IN_GetButtonAction("RTHUMBBACKLEFT", action)) {
IN_SendButtonAction(action, qtrue);
}
}
// down-right (use release threshold to be more sensitive)
} else if (joystickX > releasedThreshold) {
// stop down
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWN) && IN_GetButtonAction("RTHUMBBACK", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWN;
// stop down-left
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWNLEFT) && IN_GetButtonAction("RTHUMBBACKLEFT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWNLEFT;
// start down-right
if (!(controller->axisButtons & VR_TOUCH_AXIS_DOWNRIGHT)) {
controller->axisButtons |= VR_TOUCH_AXIS_DOWNRIGHT;
if (IN_GetButtonAction("RTHUMBBACKRIGHT", action)) {
IN_SendButtonAction(action, qtrue);
}
}
// direct-down
} else {
// stop down-left
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWNLEFT) && IN_GetButtonAction("RTHUMBBACKLEFT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWNLEFT;
// stop down-right
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWNRIGHT) && IN_GetButtonAction("RTHUMBBACKRIGHT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWNRIGHT;
// start down
if (!(controller->axisButtons & VR_TOUCH_AXIS_DOWN) && joystickY < -pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_DOWN;
if (IN_GetButtonAction("RTHUMBBACK", action)) {
IN_SendButtonAction(action, qtrue);
}
}
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_LEFT) && joystickX < -pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_LEFT;
CL_SnapTurn(-snap);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_LEFT) &&
joystickX > -releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_LEFT;
}
}
else
{
//smooth turn
const float x = joystickX * cl_sensitivity->value * m_yaw->value;
Com_QueueEvent(in_vrEventTime, SE_MOUSE, x, 0, 0, NULL);
}
// left & right
} else {
//Default up/down on right thumbstick is weapon switch
if (!(controller->axisButtons & VR_TOUCH_AXIS_UP) && joystickY > pressedThreshold)
{
controller->axisButtons |= VR_TOUCH_AXIS_UP;
if (IN_GetButtonAction("RTHUMBFORWARD", action))
{
IN_SendButtonAction(action, qtrue);
// stop up-left
if ((controller->axisButtons & VR_TOUCH_AXIS_UPLEFT) && IN_GetButtonAction("RTHUMBFORWARDLEFT", action)) {
IN_SendButtonAction(action, qfalse);
}
}
else if ((controller->axisButtons & VR_TOUCH_AXIS_UP) &&
joystickY < releasedThreshold)
{
if (IN_GetButtonAction("RTHUMBFORWARD", action))
{
controller->axisButtons &= ~VR_TOUCH_AXIS_UPLEFT;
// stop up
if ((controller->axisButtons & VR_TOUCH_AXIS_UP) && IN_GetButtonAction("RTHUMBFORWARD", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UP;
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_DOWN) && joystickY < -pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_DOWN;
if (IN_GetButtonAction("RTHUMBBACK", action))
{
IN_SendButtonAction(action, qtrue);
}
} else if ((controller->axisButtons & VR_TOUCH_AXIS_DOWN) &&
joystickY > -releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWN;
if (IN_GetButtonAction("RTHUMBBACK", action))
{
// stop up-right
if ((controller->axisButtons & VR_TOUCH_AXIS_UPRIGHT) && IN_GetButtonAction("RTHUMBFORWARDRIGHT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_UPRIGHT;
// stop down-left
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWNLEFT) && IN_GetButtonAction("RTHUMBBACKLEFT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWNLEFT;
// stop down
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWN) && IN_GetButtonAction("RTHUMBBACK", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWN;
// stop down-right
if ((controller->axisButtons & VR_TOUCH_AXIS_DOWNRIGHT) && IN_GetButtonAction("RTHUMBBACKRIGHT", action)) {
IN_SendButtonAction(action, qfalse);
}
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWNRIGHT;
//yaw
if (vr_snapturn->integer > 0)
{
int snap = 45;
if (vr_snapturn->integer > 1)
{
snap = vr_snapturn->integer;
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_RIGHT) && joystickX > pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_RIGHT;
CL_SnapTurn(snap);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_RIGHT) &&
joystickX < releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_RIGHT;
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_LEFT) && joystickX < -pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_LEFT;
CL_SnapTurn(-snap);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_LEFT) &&
joystickX > -releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_LEFT;
}
}
else
{
//smooth turn
const float x = joystickX * cl_sensitivity->value * m_yaw->value;
Com_QueueEvent(in_vrEventTime, SE_MOUSE, x, 0, 0, NULL);
}
}
}
}
}