From 2b609f5ca6a305d4b835968e39f916b07e38a93a Mon Sep 17 00:00:00 2001 From: Simon Date: Sun, 16 Oct 2022 16:50:32 +0100 Subject: [PATCH] Put force power selector on off-hand --- Projects/Android/jni/JKVR/VrClientInfo.h | 2 +- Projects/Android/jni/JKVR/VrInput.h | 2 +- Projects/Android/jni/JKVR/VrInputDefault.cpp | 56 ++++---- .../jni/OpenJK/codeJK2/cgame/cg_local.h | 2 +- .../jni/OpenJK/codeJK2/cgame/cg_players.cpp | 2 +- .../jni/OpenJK/codeJK2/cgame/cg_view.cpp | 2 - .../jni/OpenJK/codeJK2/cgame/cg_weapons.cpp | 125 +++++++++++------- 7 files changed, 108 insertions(+), 83 deletions(-) diff --git a/Projects/Android/jni/JKVR/VrClientInfo.h b/Projects/Android/jni/JKVR/VrClientInfo.h index d2acf9c..26584c8 100644 --- a/Projects/Android/jni/JKVR/VrClientInfo.h +++ b/Projects/Android/jni/JKVR/VrClientInfo.h @@ -38,7 +38,7 @@ typedef struct { vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES]; float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES]; - bool item_selector; + int item_selector = 0; // 1 - weapons/gadgets/saber stance, 2 - Force powers bool pistol; // True if the weapon is a pistol diff --git a/Projects/Android/jni/JKVR/VrInput.h b/Projects/Android/jni/JKVR/VrInput.h index 8561309..cd0dd50 100644 --- a/Projects/Android/jni/JKVR/VrInput.h +++ b/Projects/Android/jni/JKVR/VrInput.h @@ -4,7 +4,7 @@ #include "VrCommon.h" -#define STABILISATION_DISTANCE 0.5 +#define STABILISATION_DISTANCE 0.25 #define SCOPE_ENGAGE_DISTANCE 0.25 #define VSTOCK_ENGAGE_DISTANCE 0.25 #define BINOCULAR_ENGAGE_DISTANCE 0.25 diff --git a/Projects/Android/jni/JKVR/VrInputDefault.cpp b/Projects/Android/jni/JKVR/VrInputDefault.cpp index 13e555e..c9ad220 100644 --- a/Projects/Android/jni/JKVR/VrInputDefault.cpp +++ b/Projects/Android/jni/JKVR/VrInputDefault.cpp @@ -45,7 +45,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG vr_control_scheme->value == 99; // Always right-handed for weapon calibration static bool dominantGripPushed = false; - static float dominantGripPushTime = 0.0f; static bool canUseBackpack = false; static bool canUseQuickSave = false; @@ -158,20 +157,28 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG float controllerYawHeading = 0.0f; //Turn on weapon stabilisation? - bool stabilised = qfalse; bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger); - if ( (offhandGripPushed != (pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) && - offhandGripPushed && (distance < STABILISATION_DISTANCE)) -//#ifndef DEBUG + if (offhandGripPushed) { - stabilised = qtrue; - }/* -#else - { - Cvar_Set("vr_control_scheme", "99"); + if (!vr.weapon_stabilised && vr.item_selector == 0) + { + if (distance < STABILISATION_DISTANCE) { + vr.weapon_stabilised = true; + } else { + vr.item_selector = 2; + } + } } -#endif -*/ + else if (vr.item_selector == 2) + { + sendButtonActionSimple("itemselectorselect"); + vr.item_selector = 0; + } + else + { + vr.weapon_stabilised = false; + } + dominantGripPushed = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0; bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons & @@ -180,22 +187,15 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG domButton2) != 0; //Do this early so we can suppress other button actions when item selector is up + if (dominantGripPushed) { + if (vr.item_selector == 0) { + vr.item_selector = 1; + } + } + else if (vr.item_selector == 1) { - if (dominantGripPushed) { - if (dominantGripPushTime == 0) { - dominantGripPushTime = GetTimeInMilliSeconds(); - } - vr.item_selector = true; - } - else - { - dominantGripPushTime = 0; - if (vr.item_selector) - { - sendButtonActionSimple("itemselectorselect"); - vr.item_selector = false; - } - } + sendButtonActionSimple("itemselectorselect"); + vr.item_selector = 0; } @@ -255,8 +255,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG } } - vr.weapon_stabilised = stabilised; - //if (!vr.item_selector) { //Engage scope / virtual stock if conditions are right diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h index 4a04df3..6397a93 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h @@ -444,7 +444,7 @@ typedef struct { int weaponAnimation; int weaponAnimationTime; - int itemSelectorType; // 0 - weapons, 1 - force powers, 2 - gadgets, 3 - fighting-style + int itemSelectorType; // 0 - weapons, 1 - gadgets, 2 - fighting-style, 3 - force powers int itemSelectorSelection; int itemSelectorTime; vec3_t itemSelectorAngles; diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_players.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_players.cpp index 249da8d..bc624b8 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_players.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_players.cpp @@ -4458,7 +4458,7 @@ void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, in return; } - if (vr->item_selector && (cent->gent->client->ps.clientNum == 0 && !cg.renderingThirdPerson)) + if (vr->item_selector && cent->gent->client->ps.clientNum == 0 && !cg.renderingThirdPerson) { return; } diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp index ee58fff..013acab 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp @@ -1994,8 +1994,6 @@ wasForceSpeed=isForceSpeed; cgi_CM_SnapPVS( cg.refdef.vieworg, cg.snap->areamask ); } - - if (vr->item_selector) { CG_DrawItemSelector(); diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp index c44038b..3a0f4bb 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp @@ -2670,7 +2670,7 @@ void CG_ItemSelectorSelect_f( void ) return; } - if (cg.itemSelectorType == 0) + if (cg.itemSelectorType == 0) // weapons { if (cg.weaponSelect == cg.itemSelectorSelection) { @@ -2680,17 +2680,7 @@ void CG_ItemSelectorSelect_f( void ) cg.weaponSelectTime = cg.time; cg.weaponSelect = cg.itemSelectorSelection; } - else if (cg.itemSelectorType == 1) - { - if (cg.forcepowerSelect == cg.itemSelectorSelection) - { - return; - } - - cg.forcepowerSelectTime = cg.time; - cg.forcepowerSelect = cg.itemSelectorSelection; - } - else if (cg.itemSelectorType == 2) + else if (cg.itemSelectorType == 1) // gadgets { cg.inventorySelectTime = cg.time; cg.inventorySelect = cg.itemSelectorSelection; @@ -2701,10 +2691,20 @@ void CG_ItemSelectorSelect_f( void ) Cmd_UseInventory_f(player); } } - else //fighting style + else if (cg.itemSelectorType == 2) //fighting style { cgi_SendConsoleCommand(va( "setSaberLevel %i\n", cg.itemSelectorSelection + 1)); } + else // 3 - force powers + { + if (cg.forcepowerSelect == cg.itemSelectorSelection) + { + return; + } + + cg.forcepowerSelectTime = cg.time; + cg.forcepowerSelect = cg.itemSelectorSelection; + } //reset ready for next time cg.itemSelectorSelection = -1; @@ -2712,18 +2712,28 @@ void CG_ItemSelectorSelect_f( void ) void CG_ItemSelectorNext_f( void ) { + if (cg.itemSelectorType == 3) + { + return; + } + centity_t *cent = &cg_entities[cg.snap->ps.clientNum]; int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) && - cent->currentState.weapon == WP_SABER) ? 4 : 3; + cent->currentState.weapon == WP_SABER) ? 3 : 2; cg.itemSelectorType = (cg.itemSelectorType+1) % selectors; cg.itemSelectorTime = cg.time; } void CG_ItemSelectorPrev_f( void ) { + if (cg.itemSelectorType == 3) + { + return; + } + centity_t *cent = &cg_entities[cg.snap->ps.clientNum]; int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) && - cent->currentState.weapon == WP_SABER) ? 4 : 3; + cent->currentState.weapon == WP_SABER) ? 3 : 2; if (--cg.itemSelectorType < 0) cg.itemSelectorType = selectors-1; cg.itemSelectorTime = cg.time; @@ -2739,9 +2749,20 @@ void CG_DrawItemSelector( void ) if (cg.itemSelectorTime == 0) { cg.itemSelectorTime = cg.time; - VectorCopy(vr->weaponangles, cg.itemSelectorAngles); - VectorCopy(vr->weaponposition, cg.itemSelectorOrigin); - VectorCopy(vr->weaponoffset, cg.itemSelectorOffset); + + if (vr->item_selector == 2) + { + cg.itemSelectorType = 3; + VectorCopy(vr->offhandangles, cg.itemSelectorAngles); + VectorCopy(vr->offhandposition, cg.itemSelectorOrigin); + VectorCopy(vr->offhandoffset, cg.itemSelectorOffset); + } + else { + cg.itemSelectorType = 0; + VectorCopy(vr->weaponangles, cg.itemSelectorAngles); + VectorCopy(vr->weaponposition, cg.itemSelectorOrigin); + VectorCopy(vr->weaponoffset, cg.itemSelectorOffset); + } } float dist = 10.0f; @@ -2756,8 +2777,16 @@ void CG_DrawItemSelector( void ) cgi_Cvar_Set("timescale", "0.22"); vec3_t controllerOrigin, controllerAngles, controllerOffset, selectorOrigin; - BG_CalculateVRWeaponPosition(controllerOrigin, controllerAngles); - VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset); + if (cg.itemSelectorType == 3) + { + BG_CalculateVROffHandPosition(controllerOrigin, controllerAngles); + VectorSubtract(vr->offhandposition, cg.itemSelectorOrigin, controllerOffset); + } + else + { + BG_CalculateVRWeaponPosition(controllerOrigin, controllerAngles); + VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset); + } vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp; cg.itemSelectorAngles[YAW] = vr->hmdorientation[YAW]; @@ -2805,15 +2834,15 @@ void CG_DrawItemSelector( void ) case 0: //weapons count = WP_MELEE; break; - case 1: // force powers - count = MAX_SHOWPOWERS; - break; - case 2: //gadgets + case 1: //gadgets count = INV_GOODIE_KEY; break; - case 3: //fighting style + case 2: //fighting style count = 3; break; + case 3: // force powers + count = MAX_SHOWPOWERS; + break; } if (cg.itemSelectorType == 0) // weapons @@ -2827,18 +2856,7 @@ void CG_DrawItemSelector( void ) memset(sprite.shaderRGBA, 0xff, 4); cgi_R_AddRefEntityToScene(&sprite); } - else if (cg.itemSelectorType == 1) // force powers - { - refEntity_t sprite; - memset(&sprite, 0, sizeof(sprite)); - VectorCopy(wheelOrigin, sprite.origin); - sprite.reType = RT_SPRITE; - sprite.customShader = force_icons[showPowers[cg.forcepowerSelect]]; - sprite.radius = 1.8f; - memset(sprite.shaderRGBA, 0xff, 4); - cgi_R_AddRefEntityToScene(&sprite); - } - else if (cg.itemSelectorType == 3) // fighting style + else if (cg.itemSelectorType == 2) // fighting style { //For the fighting style show the active one in the middle int level = cent->gent->client->ps.saberAnimLevel; @@ -2865,8 +2883,19 @@ void CG_DrawItemSelector( void ) cgi_R_AddRefEntityToScene(&sprite); } } + else if (cg.itemSelectorType == 3) // force powers + { + refEntity_t sprite; + memset(&sprite, 0, sizeof(sprite)); + VectorCopy(wheelOrigin, sprite.origin); + sprite.reType = RT_SPRITE; + sprite.customShader = force_icons[showPowers[cg.forcepowerSelect]]; + sprite.radius = 1.8f; + memset(sprite.shaderRGBA, 0xff, 4); + cgi_R_AddRefEntityToScene(&sprite); + } - if (cg.itemSelectorType != 2) { + if (cg.itemSelectorType != 1) { for (int s = -1; s < 2; s += 2) { refEntity_t sprite; memset(&sprite, 0, sizeof(sprite)); @@ -2916,13 +2945,10 @@ void CG_DrawItemSelector( void ) case 0: //weapons selectable = CG_WeaponSelectable(itemId, cg.weaponSelect, qfalse) && cg.snap->ps.ammo[weaponData[itemId].ammoIndex]; break; - case 1: // force powers - selectable = ForcePower_Valid(itemId); - break; - case 2: //gadgets + case 1: //gadgets selectable = CG_InventorySelectable(itemId) && inv_icons[itemId]; break; - case 3: //fighting style + case 2: //fighting style { if (cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) { selectable = itemId < cent->gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]; @@ -2931,6 +2957,9 @@ void CG_DrawItemSelector( void ) } } break; + case 3: // force powers + selectable = ForcePower_Valid(itemId); + break; } if (selectable) { @@ -2994,13 +3023,10 @@ void CG_DrawItemSelector( void ) case 0: //weapons sprite.customShader = cg_weapons[itemId].weaponIcon; break; - case 1: // force powers - sprite.customShader = force_icons[showPowers[itemId]]; - break; - case 2: //gadgets + case 1: //gadgets sprite.customShader = inv_icons[itemId]; break; - case 3: //fighting style + case 2: //fighting style switch ( itemId ) { case 0://FORCE_LEVEL_1: @@ -3014,6 +3040,9 @@ void CG_DrawItemSelector( void ) break; } break; + case 3: // force powers + sprite.customShader = force_icons[showPowers[itemId]]; + break; } sprite.radius =