/************************************************************************************ Filename : VrInputDefault.c Content : Handles default controller input Created : August 2019 Authors : Simon Brown *************************************************************************************/ #include #include #include #include #include #include "VrInput.h" #include "VrCvars.h" #include "../quake2/src/client/client.h" extern cvar_t *cl_forwardspeed; void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking, int domButton1, int domButton2, int offButton1, int offButton2 ) { //Ensure handedness is set to right Cvar_Set("hand", "0"); static qboolean dominantGripPushed = false; static float dominantGripPushTime = 0.0f; static qboolean inventoryManagementMode = false; //Show screen view (if in multiplayer toggle scoreboard) if (((pOffTrackedRemoteNew->Buttons & offButton2) != (pOffTrackedRemoteOld->Buttons & offButton2)) && (pOffTrackedRemoteNew->Buttons & offButton2)) { showingScreenLayer = !showingScreenLayer; //Check we are in multiplayer if (isMultiplayer()) { sendButtonActionSimple("score"); } } //Menu button handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_Enter, K_ESCAPE); if (cls.key_dest == key_menu) { int leftJoyState = (pOffTrackedRemoteNew->Joystick.x > 0.7f ? 1 : 0); if (leftJoyState != (pOffTrackedRemoteOld->Joystick.x > 0.7f ? 1 : 0)) { Key_Event(K_RIGHTARROW, leftJoyState, global_time); } leftJoyState = (pOffTrackedRemoteNew->Joystick.x < -0.7f ? 1 : 0); if (leftJoyState != (pOffTrackedRemoteOld->Joystick.x < -0.7f ? 1 : 0)) { Key_Event(K_LEFTARROW, leftJoyState, global_time); } leftJoyState = (pOffTrackedRemoteNew->Joystick.y < -0.7f ? 1 : 0); if (leftJoyState != (pOffTrackedRemoteOld->Joystick.y < -0.7f ? 1 : 0)) { Key_Event(K_DOWNARROW, leftJoyState, global_time); } leftJoyState = (pOffTrackedRemoteNew->Joystick.y > 0.7f ? 1 : 0); if (leftJoyState != (pOffTrackedRemoteOld->Joystick.y > 0.7f ? 1 : 0)) { Key_Event(K_UPARROW, leftJoyState, global_time); } handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_ENTER); handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_ENTER); handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE); } else { //dominant hand stuff first { ///Weapon location relative to view weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0]; weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1]; weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2]; { vec2_t v; rotateAboutOrigin(-weaponoffset[0], weaponoffset[2], (cl.refdef.viewangles[YAW] - hmdorientation[YAW]), v); weaponoffset[0] = v[0]; weaponoffset[2] = v[1]; } //Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation; QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles); weaponangles[YAW] += (cl.refdef.viewangles[YAW] - hmdorientation[YAW]); weaponangles[ROLL] *= -1.0f; if ((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) { sendButtonActionSimple("inven"); inventoryManagementMode = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) > 0; } } float controllerYawHeading = 0.0f; //off-hand stuff { flashlightoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0]; flashlightoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1]; flashlightoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2]; vec2_t v; rotateAboutOrigin(-flashlightoffset[0], flashlightoffset[2], (cl.refdef.viewangles[YAW] - hmdorientation[YAW]), v); flashlightoffset[0] = v[0]; flashlightoffset[2] = v[1]; QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, 15.0f, flashlightangles); flashlightangles[YAW] += (cl.refdef.viewangles[YAW] - hmdorientation[YAW]); if (vr_walkdirection->value == 0) { controllerYawHeading = -cl.refdef.viewangles[YAW] + flashlightangles[YAW]; } else { controllerYawHeading = 0.0f;//-cl.viewangles[YAW]; } } //Right-hand specific stuff { ALOGV(" Right-Controller-Position: %f, %f, %f", pDominantTracking->HeadPose.Pose.Position.x, pDominantTracking->HeadPose.Pose.Position.y, pDominantTracking->HeadPose.Pose.Position.z); //This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the //player is facing for positional tracking float multiplier = (vr_positional_factor->value) / (cl_forwardspeed->value * ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) ? 1.5f : 1.0f)); vec2_t v; rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier, positionDeltaThisFrame[2] * multiplier, /*cl.refdef.viewangles[YAW]*/ - hmdorientation[YAW], v); positional_movementSideways = v[0]; positional_movementForward = v[1]; ALOGV(" positional_movementSideways: %f, positional_movementForward: %f", positional_movementSideways, positional_movementForward); //Jump (B Button) handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_SPACE); //We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip //in meantime, then it wouldn't stop the gun firing and it would get stuck static bool firingPrimary = false; if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->value) { //Use Inventory Item if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) { sendButtonActionSimple("invuse"); } } else { //Fire Primary if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) { firingPrimary = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger); if (inventoryManagementMode) { if (firingPrimary) sendButtonActionSimple("invuse"); } else { sendButtonAction("+attack", firingPrimary); } } } //Duck with A if ((pDominantTrackedRemoteNew->Buttons & domButton1) != (pDominantTrackedRemoteOld->Buttons & domButton1) && ducked != DUCK_CROUCHED) { ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED; sendButtonAction("+movedown", (pDominantTrackedRemoteNew->Buttons & domButton1)); } //Weapon/Inventory Chooser static qboolean itemSwitched = false; if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f) && (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) || between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.8f))) { if (!itemSwitched) { if (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f)) { if (inventoryManagementMode) { sendButtonActionSimple("invprev"); } else { sendButtonActionSimple("weapprev"); } } else { if (inventoryManagementMode) { sendButtonActionSimple("invnext"); } else { sendButtonActionSimple("weapnext"); } } itemSwitched = true; } } else { itemSwitched = false; } } //Left-hand specific stuff { ALOGV(" Left-Controller-Position: %f, %f, %f", pOffTracking->HeadPose.Pose.Position.x, pOffTracking->HeadPose.Pose.Position.y, pOffTracking->HeadPose.Pose.Position.z); //Use (Action) if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != (pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) && (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)) { Cvar_SetValue("vr_lasersight", 1.0f - vr_lasersight->value); } //Apply a filter and quadratic scaler so small movements are easier to make float dist = length(pOffTrackedRemoteNew->Joystick.x, pOffTrackedRemoteNew->Joystick.y); float nlf = nonLinearFilter(dist); float x = nlf * pOffTrackedRemoteNew->Joystick.x; float y = nlf * pOffTrackedRemoteNew->Joystick.y; //Adjust to be off-hand controller oriented vec2_t v; rotateAboutOrigin(x, y, controllerYawHeading, v); remote_movementSideways = v[0]; remote_movementForward = v[1]; ALOGV(" remote_movementSideways: %f, remote_movementForward: %f", remote_movementSideways, remote_movementForward); //show help computer if (((pOffTrackedRemoteNew->Buttons & offButton1) != (pOffTrackedRemoteOld->Buttons & offButton1)) && (pOffTrackedRemoteOld->Buttons & offButton1)) { sendButtonActionSimple("cmd help"); #ifndef NDEBUG Cbuf_AddText( "cheats 1\n" ); Cbuf_AddText( "give all\n" ); #endif } //We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip //in meantime, then it wouldn't stop the gun firing and it would get stuck static bool firingPrimary = false; //Run handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_Trigger, K_SHIFT); static int increaseSnap = true; if (pDominantTrackedRemoteNew->Joystick.x > 0.6f) { if (increaseSnap) { snapTurn -= vr_snapturn_angle->value; if (vr_snapturn_angle->value > 10.0f) { increaseSnap = false; } if (snapTurn < -180.0f) { snapTurn += 360.f; } } } else if (pDominantTrackedRemoteNew->Joystick.x < 0.4f) { increaseSnap = true; } static int decreaseSnap = true; if (pDominantTrackedRemoteNew->Joystick.x < -0.6f) { if (decreaseSnap) { snapTurn += vr_snapturn_angle->value; //If snap turn configured for less than 10 degrees if (vr_snapturn_angle->value > 10.0f) { decreaseSnap = false; } if (snapTurn > 180.0f) { snapTurn -= 360.f; } } } else if (pDominantTrackedRemoteNew->Joystick.x > -0.4f) { decreaseSnap = true; } } } //Save state rightTrackedRemoteState_old = rightTrackedRemoteState_new; leftTrackedRemoteState_old = leftTrackedRemoteState_new; }