jkxr/Projects/Android/jni/OpenJK/JKXR/VrInputCommon.cpp
2023-12-18 18:36:30 +00:00

161 lines
4.3 KiB
C++

/************************************************************************************
Content : Handles common controller input functionality
Created : September 2019
Authors : Simon Brown
*************************************************************************************/
#include "VrInput.h"
#include <qcommon/qcommon.h>
#include <qcommon/q_platform.h>
cvar_t *vr_turn_mode;
cvar_t *vr_turn_angle;
cvar_t *vr_positional_factor;
cvar_t *vr_walkdirection;
cvar_t *vr_weapon_pitchadjust;
cvar_t *vr_saber_pitchadjust;
cvar_t *vr_control_scheme;
cvar_t *vr_virtual_stock;
cvar_t *vr_switch_sticks;
cvar_t *vr_immersive_cinematics;
cvar_t *vr_screen_dist;
cvar_t *vr_weapon_velocity_trigger;
cvar_t * vr_scope_engage_distance;
cvar_t *vr_force_velocity_trigger;
cvar_t *vr_force_distance_trigger;
cvar_t *vr_two_handed_weapons;
cvar_t *vr_force_motion_controlled;
cvar_t *vr_force_motion_push;
cvar_t *vr_force_motion_pull;
cvar_t *vr_motion_enable_saber;
cvar_t * vr_always_run;
cvar_t *vr_crouch_toggle;
cvar_t *vr_irl_crouch_enabled;
cvar_t *vr_irl_crouch_to_stand_ratio;
cvar_t *vr_saber_block_debounce_time;
cvar_t *vr_haptic_intensity;
cvar_t *vr_comfort_vignette;
cvar_t *vr_saber_3rdperson_mode;
cvar_t *vr_vehicle_use_hmd_direction;
cvar_t *vr_vehicle_use_3rd_person;
cvar_t *vr_vehicle_use_controller_for_speed;
cvar_t *vr_gesture_triggered_use;
cvar_t *vr_use_gesture_boundary;
cvar_t *vr_align_weapons;
cvar_t *vr_refresh;
cvar_t *vr_super_sampling;
ovrInputStateTrackedRemote leftTrackedRemoteState_old;
ovrInputStateTrackedRemote leftTrackedRemoteState_new;
ovrTrackedController leftRemoteTracking_new;
ovrInputStateTrackedRemote rightTrackedRemoteState_old;
ovrInputStateTrackedRemote rightTrackedRemoteState_new;
ovrTrackedController rightRemoteTracking_new;
float remote_movementSideways;
float remote_movementForward;
float remote_movementUp;
float positional_movementSideways;
float positional_movementForward;
long long global_time;
int ducked;
vr_client_info_t vr;
extern ovrApp gAppState;
//keys.h
void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key)
{
if ((trackedRemoteState->Buttons & button) != (prevTrackedRemoteState->Buttons & button))
{
Sys_QueEvent( 0, SE_KEY, key, (trackedRemoteState->Buttons & button) != 0, 0, NULL );
}
}
void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
{
out[0] = cosf(DEG2RAD(-rotation)) * x + sinf(DEG2RAD(-rotation)) * y;
out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
}
float length(float x, float y)
{
return sqrtf(powf(x, 2.0f) + powf(y, 2.0f));
}
#define NLF_DEADZONE 0.1
#define NLF_POWER 2.2
float nonLinearFilter(float in)
{
float val = 0.0f;
if (in > NLF_DEADZONE)
{
val = in > 1.0f ? 1.0f : in;
val -= NLF_DEADZONE;
val /= (1.0f - NLF_DEADZONE);
val = powf(val, NLF_POWER);
}
else if (in < -NLF_DEADZONE)
{
val = in < -1.0f ? -1.0f : in;
val += NLF_DEADZONE;
val /= (1.0f - NLF_DEADZONE);
val = -powf(fabsf(val), NLF_POWER);
}
return val;
}
void sendButtonActionSimple(const char* action)
{
char command[256];
snprintf( command, sizeof( command ), "%s\n", action );
Cbuf_AddText( command );
}
bool between(float min, float val, float max)
{
return (min < val) && (val < max);
}
void sendButtonAction(const char* action, long buttonDown)
{
char command[256];
snprintf( command, sizeof( command ), "%s\n", action );
if (!buttonDown)
{
command[0] = '-';
}
Cbuf_AddText( command );
}
#ifndef _WIN32
void PortableMouseAbs(float x,float y);
#else
void PortableMouseAbs(float x, float y)
{
int absx = 0, absy = 0;
absx = x * 640;
absy = y * 480;
CL_MouseEvent(absx, absy, 0);
}
#endif
float clamp(float _min, float _val, float _max)
{
return fmax(fmin(_val, _max), _min);
}
void interactWithTouchScreen(float menuYaw, vec3_t controllerAngles) {
float cursorX = -sinf(DEG2RAD(controllerAngles[YAW] - menuYaw)) + 0.5f;
float cursorY = (float)(controllerAngles[PITCH] / 90.0) + 0.5f;
PortableMouseAbs(cursorX, cursorY);
}