mirror of
https://github.com/DrBeef/JKXR.git
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235 lines
9.7 KiB
C++
235 lines
9.7 KiB
C++
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/************************************************************************************
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Filename : VrInputWeaponAlign.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.h>
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#include <VrApi_Helpers.h>
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#include <VrApi_SystemUtils.h>
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#include <VrApi_Input.h>
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#include <VrApi_Types.h>
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#include <android/keycodes.h>
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#include "VrInput.h"
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#include "VrCvars.h"
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#include "../jk2/code/client/client.h"
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cvar_t *sv_cheats;
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void CG_CenterPrint( const char *str, int y, int charWidth );
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void HandleInput_WeaponAlign( 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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//always right handed for this
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vr.right_handed = true;
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static qboolean dominantGripPushed = false;
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/*
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char cvar_name[64];
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Com_sprintf(cvar_name, sizeof(cvar_name), "vr_weapon_adjustment_%i", vr.weaponid);
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char weapon_adjustment[256];
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Cvar_VariableStringBuffer(cvar_name, weapon_adjustment, 256);
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sscanf(weapon_adjustment, "%f,%f,%f,%f,%f,%f,%f", &vr.test_scale,
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&(vr.test_offset[0]), &(vr.test_offset[1]), &(vr.test_offset[2]),
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&(vr.test_angles[PITCH]), &(vr.test_angles[YAW]), &(vr.test_angles[ROLL]));
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VectorScale(vr.test_offset, vr.test_scale, vr.test_offset);
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*/
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//Need this for the touch screen
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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] = 10;
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QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
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rotation[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
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VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
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VectorCopy(vr.weaponangles, vr.weaponangles_last);
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ALOGV(" weaponangles_last: %f, %f, %f",
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vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
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}
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//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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static qboolean resetCursor = qtrue;
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if ( JKVR_useScreenLayer() )
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{
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interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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resetCursor = qfalse;
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
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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 = qtrue;
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//dominant hand stuff first
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{
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///Weapon location relative to view
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vr.current_weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.current_weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.current_weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vr.current_weaponoffset_timestamp = Sys_Milliseconds( );
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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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vr.offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
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}
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ALOGV(" Right-Controller-Position: %f, %f, %f",
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pDominantTracking->HeadPose.Pose.Position.x,
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pDominantTracking->HeadPose.Pose.Position.y,
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pDominantTracking->HeadPose.Pose.Position.z);
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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(-vr.hmdposition_delta[0] * vr_positional_factor->value,
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vr.hmdposition_delta[2] * vr_positional_factor->value, - vr.hmdorientation[YAW], v);
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positional_movementSideways = v[0];
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positional_movementForward = v[1];
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ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
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positional_movementSideways,
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positional_movementForward);
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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if (dominantGripPushed)
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{
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//Fire Secondary
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if (((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger))
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&& (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
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{
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sendButtonActionSimple("weapalt");
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}
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}
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else
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{
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//Fire Primary
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if (!vr.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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sendButtonAction("+attack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger));
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}
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}
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//Next Weapon with A
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if (((pDominantTrackedRemoteNew->Buttons & domButton1) !=
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(pDominantTrackedRemoteOld->Buttons & domButton1)) &&
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(pDominantTrackedRemoteOld->Buttons & domButton1)){
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sendButtonActionSimple("weapnext");
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}
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//Prev Weapon with B
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if (((pDominantTrackedRemoteNew->Buttons & domButton2) !=
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(pDominantTrackedRemoteOld->Buttons & domButton2)) &&
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(pDominantTrackedRemoteOld->Buttons & domButton2)){
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sendButtonActionSimple("weapprev");
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}
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static int item_index = 0;
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float* items[7] = {&vr.test_scale, &(vr.test_offset[0]), &(vr.test_offset[1]), &(vr.test_offset[2]),
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&(vr.test_angles[PITCH]), &(vr.test_angles[YAW]), &(vr.test_angles[ROLL])};
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char* item_names[7] = {"scale", "right", "up", "forward", "pitch", "yaw", "roll"};
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float item_inc[7] = {0.002, 0.02, 0.02, 0.02, 0.1, 0.1, 0.1};
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//Weapon/Inventory Chooser
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static qboolean itemSwitched = false;
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if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.y, 0.2f) &&
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(between(0.8f, pDominantTrackedRemoteNew->Joystick.x, 1.0f) ||
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between(-1.0f, pDominantTrackedRemoteNew->Joystick.x, -0.8f)))
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{
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if (!itemSwitched) {
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if (between(0.8f, pDominantTrackedRemoteNew->Joystick.x, 1.0f))
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{
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item_index++;
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if (item_index == 7)
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item_index = 0;
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}
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else
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{
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item_index--;
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if (item_index < 0)
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item_index = 6;
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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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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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{
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*(items[item_index]) = 0.0;
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}
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//Left-hand specific stuff
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{
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if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
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(pOffTrackedRemoteOld->Buttons & offButton1)) &&
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(pOffTrackedRemoteOld->Buttons & offButton1)){
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//If cheats enabled, give all weapons/pickups to player
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Cbuf_AddText("give all\n");
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}
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if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f))
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{
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if (pDominantTrackedRemoteNew->Joystick.y > 0.6f) {
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*(items[item_index]) += item_inc[item_index];
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}
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if (pDominantTrackedRemoteNew->Joystick.y < -0.6f) {
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*(items[item_index]) -= item_inc[item_index];
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}
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}
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}
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Com_sprintf(vr.test_name, sizeof(vr.test_name), "%s: %.3f", item_names[item_index], *(items[item_index]));
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char cvar_name[64];
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Com_sprintf(cvar_name, sizeof(cvar_name), "vr_weapon_adjustment_%i", vr.weaponid);
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char buffer[256];
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Com_sprintf(buffer, sizeof(buffer), "%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f", vr.test_scale, (vr.test_offset[0] / vr.test_scale), (vr.test_offset[1] / vr.test_scale), (vr.test_offset[2] / vr.test_scale),
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(vr.test_angles[PITCH]), (vr.test_angles[YAW]), (vr.test_angles[ROLL]));
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Cvar_Set(cvar_name, buffer );
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}
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//Save state
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rightTrackedRemoteState_old = rightTrackedRemoteState_new;
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leftTrackedRemoteState_old = leftTrackedRemoteState_new;
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}
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