2023-07-27 22:08:48 +00:00
|
|
|
#include <stdio.h>
|
|
|
|
#include <ctype.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <time.h>
|
|
|
|
|
|
|
|
#include "VrInput.h"
|
|
|
|
#include "VrCvars.h"
|
|
|
|
|
|
|
|
|
|
|
|
#include <client/client.h>
|
|
|
|
#include <client/client_ui.h>
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef JK2_MODE
|
|
|
|
#include "game/weapons.h"
|
|
|
|
#else
|
|
|
|
#include "game/weapons.h"
|
|
|
|
#include "game/g_vehicles.h"
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================================================================================
|
|
|
|
|
|
|
|
JKXR Stuff
|
|
|
|
|
|
|
|
================================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
bool VR_UseScreenLayer()
|
|
|
|
{
|
|
|
|
vr.using_screen_layer = _UI_IsFullscreen() ||
|
|
|
|
(bool)((vr.cin_camera && !vr.immersive_cinematics) ||
|
|
|
|
vr.misc_camera ||
|
|
|
|
(CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) ||
|
|
|
|
(cls.state == CA_CINEMATIC) ||
|
|
|
|
(cls.state == CA_LOADING) ||
|
|
|
|
( Key_GetCatcher( ) & KEYCATCH_UI ) ||
|
|
|
|
( Key_GetCatcher( ) & KEYCATCH_CONSOLE ));
|
|
|
|
|
|
|
|
return vr.using_screen_layer;
|
|
|
|
}
|
|
|
|
|
|
|
|
float VR_GetScreenLayerDistance()
|
|
|
|
{
|
|
|
|
return (2.0f + vr_screen_dist->value);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void VR_SetHMDOrientation(float pitch, float yaw, float roll)
|
|
|
|
{
|
|
|
|
//Orientation
|
|
|
|
VectorSet(vr.hmdorientation, pitch, yaw, roll);
|
|
|
|
VectorSubtract(vr.hmdorientation_last, vr.hmdorientation, vr.hmdorientation_delta);
|
|
|
|
|
|
|
|
//Keep this for our records
|
|
|
|
VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
|
|
|
|
|
|
|
|
if (!vr.third_person && !vr.remote_npc && !vr.remote_turret
|
|
|
|
#ifndef JK2_MODE
|
|
|
|
&& !vr.in_vehicle
|
|
|
|
#endif
|
|
|
|
)
|
|
|
|
{
|
|
|
|
VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!vr.remote_turret)
|
|
|
|
{
|
|
|
|
VectorCopy(vr.weaponangles[ANGLES_ADJUSTED], vr.weaponangles_first[ANGLES_ADJUSTED]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// View yaw delta
|
|
|
|
float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
|
|
|
|
vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
|
|
|
|
vr.clientview_yaw_last = clientview_yaw;
|
|
|
|
|
|
|
|
// Max-height is set only once on start, or after re-calibration
|
|
|
|
// (ignore too low value which is sometimes provided on start)
|
|
|
|
if (!vr.maxHeight || vr.maxHeight < 1.0) {
|
|
|
|
vr.maxHeight = vr.hmdposition[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
//GB Instantiate initial velocity
|
|
|
|
if(!vr.tempWeaponVelocity)
|
|
|
|
{
|
|
|
|
vr.tempWeaponVelocity = 400.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
vr.curHeight = vr.hmdposition[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_SetHMDPosition(float x, float y, float z )
|
|
|
|
{
|
|
|
|
static bool s_useScreen = qfalse;
|
|
|
|
|
|
|
|
VectorSet(vr.hmdposition, x, y, z);
|
|
|
|
|
|
|
|
//Can be set elsewhere
|
|
|
|
vr.take_snap |= s_useScreen != VR_UseScreenLayer();
|
|
|
|
if (vr.take_snap)
|
|
|
|
{
|
|
|
|
s_useScreen = VR_UseScreenLayer();
|
|
|
|
|
|
|
|
//Record player position on transition
|
|
|
|
VectorSet(vr.hmdposition_snap, x, y, z);
|
|
|
|
VectorCopy(vr.hmdorientation, vr.hmdorientation_snap);
|
|
|
|
if (vr.cin_camera)
|
|
|
|
{
|
|
|
|
//Reset snap turn too if in a cinematic
|
|
|
|
vr.snapTurn = 0;
|
|
|
|
}
|
|
|
|
vr.take_snap = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSubtract(vr.hmdposition, vr.hmdposition_snap, vr.hmdposition_offset);
|
|
|
|
|
|
|
|
//Position
|
|
|
|
VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta);
|
|
|
|
|
|
|
|
//Keep this for our records
|
|
|
|
VectorCopy(vr.hmdposition, vr.hmdposition_last);
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side, float *up,
|
|
|
|
float *yaw, float *pitch, float *roll)
|
|
|
|
{
|
|
|
|
if (vr.remote_turret) {
|
|
|
|
*forward = 0.0f;
|
|
|
|
*pos_forward = 0.0f;
|
|
|
|
*up = 0.0f;
|
|
|
|
*side = 0.0f;
|
|
|
|
*pos_side = 0.0f;
|
|
|
|
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW] +
|
|
|
|
vr.weaponangles[ANGLES_ADJUSTED][YAW] - vr.weaponangles_first[ANGLES_ADJUSTED][YAW];
|
|
|
|
*pitch = vr.weaponangles[ANGLES_ADJUSTED][PITCH];
|
|
|
|
*roll = 0.0f;
|
|
|
|
}
|
|
|
|
else if (vr.cgzoommode == 2 || vr.cgzoommode == 4)
|
|
|
|
{
|
|
|
|
*forward = 0.0f;
|
|
|
|
*pos_forward = 0.0f;
|
|
|
|
*up = 0.0f;
|
|
|
|
*side = 0.0f;
|
|
|
|
*pos_side = 0.0f;
|
|
|
|
*yaw = vr.snapTurn;
|
|
|
|
*pitch = vr.weaponangles[ANGLES_ADJUSTED][PITCH];
|
|
|
|
*roll = 0.0f;//vr.hmdorientation[ROLL];
|
|
|
|
}
|
|
|
|
else if (vr.remote_npc) {
|
|
|
|
*forward = remote_movementForward;
|
|
|
|
*pos_forward = 0.0f;
|
|
|
|
*up = 0.0f;
|
|
|
|
*side = remote_movementSideways;
|
|
|
|
*pos_side = 0.0f;
|
|
|
|
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
|
|
|
|
*pitch = vr.hmdorientation[PITCH];
|
|
|
|
*roll = 0.0f;
|
|
|
|
}
|
|
|
|
#ifndef JK2_MODE
|
|
|
|
//Special code for JKA's vehicles
|
|
|
|
else if (vr.in_vehicle) {
|
|
|
|
//in vehicle
|
|
|
|
*forward = remote_movementForward;
|
|
|
|
*pos_forward = 0.0f;
|
|
|
|
*up = 0.0f;
|
|
|
|
*side = remote_movementSideways;
|
|
|
|
*pos_side = 0.0f;
|
|
|
|
if (vr_vehicle_use_hmd_direction->integer)
|
|
|
|
{
|
|
|
|
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
|
|
|
|
*pitch = vr.hmdorientation[PITCH];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
|
|
|
|
if (vr.vehicle_type == VH_FIGHTER || vr.vehicle_type == VH_FLIER)
|
|
|
|
{
|
|
|
|
*pitch = (vr.weaponangles[ANGLES_ADJUSTED][PITCH] + vr.offhandangles[ANGLES_ADJUSTED][PITCH]) / 2.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*pitch = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*roll = 0.0f;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
else if (!vr.third_person) {
|
|
|
|
*forward = remote_movementForward;
|
|
|
|
*pos_forward = positional_movementForward;
|
|
|
|
*up = remote_movementUp;
|
|
|
|
*side = remote_movementSideways;
|
|
|
|
|
|
|
|
*pos_side = positional_movementSideways;
|
|
|
|
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
|
|
|
|
*pitch = vr.hmdorientation[PITCH];
|
|
|
|
*roll = 0.0f;//vr.hmdorientation[ROLL];
|
|
|
|
} else {
|
|
|
|
//in third person just send the bare minimum
|
|
|
|
*forward = remote_movementForward;
|
|
|
|
*pos_forward = 0.0f;
|
|
|
|
*up = 0.0f;
|
|
|
|
*side = remote_movementSideways;
|
|
|
|
*pos_side = 0.0f;
|
|
|
|
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
|
|
|
|
*pitch = 0.0f;
|
|
|
|
*roll = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void VR_Init()
|
|
|
|
{
|
|
|
|
GlInitExtensions();
|
|
|
|
|
|
|
|
//First - all the OpenXR stuff and nonsense
|
|
|
|
TBXR_InitialiseOpenXR();
|
|
|
|
TBXR_EnterVR();
|
|
|
|
TBXR_InitRenderer();
|
|
|
|
TBXR_InitActions();
|
|
|
|
TBXR_WaitForSessionActive();
|
|
|
|
|
|
|
|
//Initialise all our variables
|
|
|
|
remote_movementSideways = 0.0f;
|
|
|
|
remote_movementForward = 0.0f;
|
|
|
|
remote_movementUp = 0.0f;
|
|
|
|
positional_movementSideways = 0.0f;
|
|
|
|
positional_movementForward = 0.0f;
|
|
|
|
vr.snapTurn = 0.0f;
|
|
|
|
vr.immersive_cinematics = true;
|
|
|
|
vr.move_speed = 1; // Default to full speed now
|
|
|
|
|
|
|
|
//init randomiser
|
|
|
|
srand(time(NULL));
|
|
|
|
|
|
|
|
//Create Cvars
|
|
|
|
vr_turn_mode = Cvar_Get( "vr_turn_mode", "0", CVAR_ARCHIVE); // 0 = snap, 1 = smooth (3rd person only), 2 = smooth (all modes)
|
|
|
|
vr_turn_angle = Cvar_Get( "vr_turn_angle", "45", CVAR_ARCHIVE);
|
|
|
|
vr_positional_factor = Cvar_Get( "vr_positional_factor", "12", CVAR_ARCHIVE);
|
|
|
|
vr_walkdirection = Cvar_Get( "vr_walkdirection", "1", CVAR_ARCHIVE);
|
|
|
|
vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE);
|
2023-08-12 14:25:23 +00:00
|
|
|
vr_saber_pitchadjust = Cvar_Get( "vr_saber_pitchadjust", "-20.0", CVAR_ARCHIVE);
|
2023-07-27 22:08:48 +00:00
|
|
|
vr_virtual_stock = Cvar_Get( "vr_virtual_stock", "0", CVAR_ARCHIVE);
|
|
|
|
|
|
|
|
//Defaults
|
|
|
|
vr_control_scheme = Cvar_Get( "vr_control_scheme", "0", CVAR_ARCHIVE);
|
|
|
|
vr_switch_sticks = Cvar_Get( "vr_switch_sticks", "0", CVAR_ARCHIVE);
|
|
|
|
|
|
|
|
vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "1", CVAR_ARCHIVE);
|
|
|
|
vr_screen_dist = Cvar_Get( "vr_screen_dist", "3.5", CVAR_ARCHIVE);
|
|
|
|
vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "2.0", CVAR_ARCHIVE);
|
2023-09-17 07:46:21 +00:00
|
|
|
vr_scope_engage_distance = Cvar_Get( "vr_scope_engage_distance", "0.25", CVAR_ARCHIVE);
|
2023-07-27 22:08:48 +00:00
|
|
|
vr_force_velocity_trigger = Cvar_Get( "vr_force_velocity_trigger", "2.09", CVAR_ARCHIVE);
|
|
|
|
vr_force_distance_trigger = Cvar_Get( "vr_force_distance_trigger", "0.15", CVAR_ARCHIVE);
|
|
|
|
vr_two_handed_weapons = Cvar_Get ("vr_two_handed_weapons", "1", CVAR_ARCHIVE);
|
|
|
|
vr_force_motion_controlled = Cvar_Get ("vr_force_motion_controlled", "1", CVAR_ARCHIVE);
|
|
|
|
vr_force_motion_push = Cvar_Get ("vr_force_motion_push", "3", CVAR_ARCHIVE);
|
|
|
|
vr_force_motion_pull = Cvar_Get ("vr_force_motion_pull", "4", CVAR_ARCHIVE);
|
|
|
|
vr_motion_enable_saber = Cvar_Get ("vr_motion_enable_saber", "0", CVAR_ARCHIVE);
|
|
|
|
vr_crouch_toggle = Cvar_Get ("vr_crouch_toggle", "0", CVAR_ARCHIVE);
|
|
|
|
vr_irl_crouch_enabled = Cvar_Get ("vr_irl_crouch_enabled", "0", CVAR_ARCHIVE);
|
|
|
|
vr_irl_crouch_to_stand_ratio = Cvar_Get ("vr_irl_crouch_to_stand_ratio", "0.65", CVAR_ARCHIVE);
|
|
|
|
vr_saber_block_debounce_time = Cvar_Get ("vr_saber_block_debounce_time", "200", CVAR_ARCHIVE);
|
|
|
|
vr_haptic_intensity = Cvar_Get ("vr_haptic_intensity", "1.0", CVAR_ARCHIVE);
|
|
|
|
vr_comfort_vignette = Cvar_Get ("vr_comfort_vignette", "0.0", CVAR_ARCHIVE);
|
|
|
|
vr_saber_3rdperson_mode = Cvar_Get ("vr_saber_3rdperson_mode", "1", CVAR_ARCHIVE);
|
|
|
|
vr_vehicle_use_hmd_direction = Cvar_Get ("vr_vehicle_use_hmd_direction", "0", CVAR_ARCHIVE);
|
|
|
|
vr_vehicle_use_3rd_person = Cvar_Get ("vr_vehicle_use_3rd_person", "0", CVAR_ARCHIVE);
|
|
|
|
vr_vehicle_use_controller_for_speed = Cvar_Get ("vr_vehicle_use_controller_for_speed", "1", CVAR_ARCHIVE);
|
|
|
|
vr_gesture_triggered_use = Cvar_Get ("vr_gesture_triggered_use", "1", CVAR_ARCHIVE);
|
|
|
|
vr_use_gesture_boundary = Cvar_Get ("vr_use_gesture_boundary", "0.35", CVAR_ARCHIVE);
|
|
|
|
vr_align_weapons = Cvar_Get ("vr_align_weapons", "0", CVAR_ARCHIVE);
|
|
|
|
vr_refresh = Cvar_Get ("vr_refresh", "72", CVAR_ARCHIVE);
|
|
|
|
|
|
|
|
cvar_t *expanded_menu_enabled = Cvar_Get ("expanded_menu_enabled", "0", CVAR_ARCHIVE);
|
|
|
|
if (FS_FileExists("expanded_menu.pk3") || FS_BaseFileExists("expanded_menu.pk3")) {
|
|
|
|
Cvar_Set( "expanded_menu_enabled", "1" );
|
|
|
|
} else {
|
|
|
|
Cvar_Set( "expanded_menu_enabled", "0" );
|
|
|
|
}
|
|
|
|
|
|
|
|
vr.menu_right_handed = vr_control_scheme->integer == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int VR_SetRefreshRate(int refreshRate)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//All the stuff we want to do each frame specifically for this game
|
|
|
|
void VR_FrameSetup()
|
|
|
|
{
|
|
|
|
static float refresh = 0;
|
|
|
|
if (refresh != vr_refresh->value)
|
|
|
|
{
|
|
|
|
refresh = vr_refresh->value;
|
|
|
|
VR_SetRefreshRate(vr_refresh->value);
|
|
|
|
}
|
|
|
|
|
|
|
|
//get any cvar values required here
|
|
|
|
vr.immersive_cinematics = (vr_immersive_cinematics->value != 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool VR_GetVRProjection(int eye, float zNear, float zFar, float zZoomX, float zZoomY, float* projection)
|
|
|
|
{
|
|
|
|
//Don't use our projection if playing a cinematic and we are not immersive
|
|
|
|
if (vr.cin_camera && !vr.immersive_cinematics)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Just use game-calculated FOV when showing the quad screen
|
|
|
|
if (vr.using_screen_layer)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
XrFovf fov = gAppState.Views[eye].fov;
|
2023-07-31 21:41:33 +00:00
|
|
|
|
|
|
|
fov.angleLeft = atanf((tanf(fov.angleLeft) / zZoomX));
|
|
|
|
fov.angleRight = atanf((tanf(fov.angleRight) / zZoomX));
|
|
|
|
fov.angleUp = atanf((tanf(fov.angleUp) / zZoomY));
|
|
|
|
fov.angleDown = atanf((tanf(fov.angleDown) / zZoomY));
|
2023-07-27 22:08:48 +00:00
|
|
|
|
|
|
|
XrMatrix4x4f_CreateProjectionFov(
|
|
|
|
(XrMatrix4x4f*)projection, GRAPHICS_OPENGL,
|
|
|
|
fov, zNear, zFar);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_ExternalHapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_HapticUpdateEvent(const char* event, int intensity, float angle )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_HapticEndFrame()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_HapticStopEvent(const char* event)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_HapticEnable()
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_HapticDisable()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* event - name of event
|
|
|
|
* position - for the use of external haptics providers to indicate which bit of haptic hardware should be triggered
|
|
|
|
* flags - a way for the code to specify which controller to produce haptics on, if 0 then weaponFireChannel is calculated in this function
|
|
|
|
* intensity - 0-100
|
|
|
|
* angle - yaw angle (again for external haptics devices) to place the feedback correctly
|
|
|
|
* yHeight - for external haptics devices to place the feedback correctly
|
|
|
|
*/
|
|
|
|
void VR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight )
|
|
|
|
{
|
|
|
|
if (vr_haptic_intensity->value == 0.0f)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Pass on to any external services
|
|
|
|
VR_ExternalHapticEvent(event, position, flags, intensity, angle, yHeight);
|
|
|
|
|
|
|
|
float fIntensity = intensity / 100.0f;
|
|
|
|
|
|
|
|
//Controller Haptic Support
|
|
|
|
int weaponFireChannel = vr.weapon_stabilised ? 3 : (vr_control_scheme->integer ? 2 : 1);
|
|
|
|
|
|
|
|
if (flags != 0)
|
|
|
|
{
|
|
|
|
weaponFireChannel = flags;
|
|
|
|
}
|
|
|
|
if (strcmp(event, "pickup_shield") == 0 ||
|
|
|
|
strcmp(event, "pickup_weapon") == 0 ||
|
|
|
|
strstr(event, "pickup_item") != NULL)
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(100, 3, 1.0);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "weapon_switch") == 0)
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(250, vr_control_scheme->integer ? 2 : 1, 0.8);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "shotgun") == 0 || strcmp(event, "fireball") == 0)
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(400, 3, fIntensity);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "bullet") == 0)
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(150, 3, fIntensity);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "chainsaw_fire") == 0) // Saber
|
|
|
|
{
|
|
|
|
//Special handling for dual sabers / melee
|
|
|
|
if (vr.dualsabers || cl.frame.ps.weapon == WP_MELEE)
|
|
|
|
{
|
|
|
|
if (position == 4 ||
|
|
|
|
position == 0) // both hands
|
|
|
|
{
|
|
|
|
weaponFireChannel = 3;
|
|
|
|
}
|
|
|
|
else if (position == 1) // left hand
|
|
|
|
{
|
|
|
|
weaponFireChannel = 2;
|
|
|
|
}
|
|
|
|
else if (position == 2) // right hand
|
|
|
|
{
|
|
|
|
weaponFireChannel = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//no longer need to trigger haptic
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
TBXR_Vibrate(300, weaponFireChannel, fIntensity);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "RTCWQuest:fire_tesla") == 0) // Weapon power build up
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(500, weaponFireChannel, fIntensity);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "machinegun_fire") == 0 || strcmp(event, "plasmagun_fire") == 0)
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(90, weaponFireChannel, fIntensity);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "shotgun_fire") == 0)
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(250, weaponFireChannel, fIntensity);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "rocket_fire") == 0 ||
|
|
|
|
strcmp(event, "RTCWQuest:fire_sniper") == 0 ||
|
|
|
|
strcmp(event, "bfg_fire") == 0 ||
|
|
|
|
strcmp(event, "handgrenade_fire") == 0 )
|
|
|
|
{
|
|
|
|
TBXR_Vibrate(400, weaponFireChannel, fIntensity);
|
|
|
|
}
|
|
|
|
else if (strcmp(event, "selector_icon") == 0 ||
|
|
|
|
strcmp(event, "use_button") == 0 )
|
|
|
|
{
|
|
|
|
//Quick blip
|
|
|
|
TBXR_Vibrate(50, flags, fIntensity);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void VR_HandleControllerInput() {
|
|
|
|
TBXR_UpdateControllers();
|
|
|
|
|
|
|
|
//Call additional control schemes here
|
|
|
|
switch (vr_control_scheme->integer)
|
|
|
|
{
|
|
|
|
case RIGHT_HANDED_DEFAULT:
|
|
|
|
HandleInput_Default(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
|
|
|
|
&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
|
|
|
|
xrButton_A, xrButton_B, xrButton_X, xrButton_Y);
|
|
|
|
break;
|
|
|
|
case LEFT_HANDED_DEFAULT:
|
|
|
|
HandleInput_Default(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
|
|
|
|
&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
|
|
|
|
xrButton_X, xrButton_Y, xrButton_A, xrButton_B);
|
|
|
|
break;
|
|
|
|
case WEAPON_ALIGN:
|
|
|
|
HandleInput_WeaponAlign(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
|
|
|
|
&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
|
|
|
|
xrButton_A, xrButton_B, xrButton_X, xrButton_Y);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|