quake2quest/Projects/Android/jni/Quake2VR/VrInputDefault.c

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21 KiB
C

/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include <VrApi_SystemUtils.h>
#include <VrApi_Input.h>
#include <VrApi_Types.h>
#include "VrInput.h"
#include "VrCvars.h"
#include "../quake2/src/client/header/client.h"
extern cvar_t *cl_forwardspeed;
cvar_t *sv_cheats;
extern cvar_t *vr_weapon_stabilised;
qboolean draw_wep_wheel;
vec3_t initialAngles;
vec3_t currentAngles;
vec2_t relativeAngles;
vec2_t polarCursor;
int segment;
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 correctly
Cvar_Set("hand", vr_control_scheme->value < 10 ? "0" : "1");
//All this to allow stick and button switching!
ovrVector2f primaryJoystickNew;
ovrVector2f primaryJoystickOld;
ovrVector2f secondaryJoystickNew;
ovrVector2f secondaryJoystickOld;
uint32_t primaryButtonsNew;
uint32_t primaryButtonsOld;
uint32_t secondaryButtonsNew;
uint32_t secondaryButtonsOld;
uint32_t primaryTouchesNew;
uint32_t primaryTouchesOld;
uint32_t secondaryTouchesNew;
uint32_t secondaryTouchesOld;
int primaryButton1;
int primaryButton2;
int secondaryButton1;
int secondaryButton2;
if (vr_control_scheme->value == 11) // Left handed (swtiched sticks)
{
primaryJoystickNew = pOffTrackedRemoteNew->Joystick;
primaryJoystickOld = pOffTrackedRemoteOld->Joystick;
secondaryJoystickNew = pDominantTrackedRemoteNew->Joystick;
secondaryJoystickOld = pDominantTrackedRemoteOld->Joystick;
primaryButtonsNew = pOffTrackedRemoteNew->Buttons;
primaryButtonsOld = pOffTrackedRemoteOld->Buttons;
secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
primaryTouchesNew = pDominantTrackedRemoteNew->Touches;
primaryTouchesOld = pDominantTrackedRemoteOld->Touches;
secondaryTouchesNew = pOffTrackedRemoteNew->Touches;
secondaryTouchesOld = pOffTrackedRemoteOld->Touches;
primaryButton1 = offButton1;
primaryButton2 = offButton2;
secondaryButton1 = domButton1;
secondaryButton2 = domButton2;
}
else // Left and right handed
{
primaryJoystickNew = pDominantTrackedRemoteNew->Joystick;
primaryJoystickOld = pDominantTrackedRemoteOld->Joystick;
secondaryJoystickNew = pOffTrackedRemoteNew->Joystick;
secondaryJoystickOld = pOffTrackedRemoteOld->Joystick;
primaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
primaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
secondaryButtonsNew = pOffTrackedRemoteNew->Buttons;
secondaryButtonsOld = pOffTrackedRemoteOld->Buttons;
primaryTouchesNew = pDominantTrackedRemoteNew->Touches;
primaryTouchesOld = pDominantTrackedRemoteOld->Touches;
secondaryTouchesNew = pOffTrackedRemoteNew->Touches;
secondaryTouchesOld = pOffTrackedRemoteOld->Touches;
primaryButton1 = domButton1;
primaryButton2 = domButton2;
secondaryButton1 = offButton1;
secondaryButton2 = offButton2;
}
//Get the cvar
sv_cheats = Cvar_Get("cheats", "0", CVAR_ARCHIVE);
static qboolean dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
static qboolean inventoryManagementMode = false;
//Menu button - _can_ appear on either controller if user has switched them in the oculus menu
handleTrackedControllerButton(primaryButtonsNew, primaryButtonsOld, ovrButton_Enter, K_ESCAPE);
handleTrackedControllerButton(secondaryButtonsNew, secondaryButtonsOld, ovrButton_Enter, K_ESCAPE);
if (cls.key_dest == key_menu)
{
//Allow both sticks and all buttons to work in the menu
{
int leftJoyState = (secondaryJoystickNew.x > 0.7f ? 1 : 0);
if (leftJoyState != (secondaryJoystickOld.x > 0.7f ? 1 : 0)) {
Key_Event(K_RIGHTARROW, leftJoyState, global_time);
}
leftJoyState = (secondaryJoystickNew.x < -0.7f ? 1 : 0);
if (leftJoyState != (secondaryJoystickOld.x < -0.7f ? 1 : 0)) {
Key_Event(K_LEFTARROW, leftJoyState, global_time);
}
leftJoyState = (secondaryJoystickNew.y < -0.7f ? 1 : 0);
if (leftJoyState != (secondaryJoystickOld.y < -0.7f ? 1 : 0)) {
Key_Event(K_DOWNARROW, leftJoyState, global_time);
}
leftJoyState = (secondaryJoystickNew.y > 0.7f ? 1 : 0);
if (leftJoyState != (secondaryJoystickOld.y > 0.7f ? 1 : 0)) {
Key_Event(K_UPARROW, leftJoyState, global_time);
}
}
{
int leftJoyState = (primaryJoystickNew.x > 0.7f ? 1 : 0);
if (leftJoyState != (primaryJoystickOld.x > 0.7f ? 1 : 0)) {
Key_Event(K_RIGHTARROW, leftJoyState, global_time);
}
leftJoyState = (primaryJoystickNew.x < -0.7f ? 1 : 0);
if (leftJoyState != (primaryJoystickOld.x < -0.7f ? 1 : 0)) {
Key_Event(K_LEFTARROW, leftJoyState, global_time);
}
leftJoyState = (primaryJoystickNew.y < -0.7f ? 1 : 0);
if (leftJoyState != (primaryJoystickOld.y < -0.7f ? 1 : 0)) {
Key_Event(K_DOWNARROW, leftJoyState, global_time);
}
leftJoyState = (primaryJoystickNew.y > 0.7f ? 1 : 0);
if (leftJoyState != (primaryJoystickOld.y > 0.7f ? 1 : 0)) {
Key_Event(K_UPARROW, leftJoyState, global_time);
}
}
handleTrackedControllerButton(primaryButtonsNew, primaryButtonsOld, primaryButton1, K_ENTER);
handleTrackedControllerButton(primaryButtonsNew, primaryButtonsOld, ovrButton_Trigger, K_ENTER);
handleTrackedControllerButton(primaryButtonsNew, primaryButtonsOld, primaryButton2, K_ESCAPE);
handleTrackedControllerButton(secondaryButtonsNew, secondaryButtonsOld, secondaryButton1, K_ENTER);
handleTrackedControllerButton(secondaryButtonsNew, secondaryButtonsOld, ovrButton_Trigger, K_ENTER);
handleTrackedControllerButton(secondaryButtonsNew, secondaryButtonsOld, secondaryButton2, K_ESCAPE);
}
else
{
float distance = sqrtf(powf(pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x, 2) +
powf(pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y, 2) +
powf(pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z, 2));
//Turn on weapon stabilisation?
if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger)
{
if (distance < 0.50f)
{
Cvar_ForceSet("vr_weapon_stabilised", "1.0");
}
}
else
{
Cvar_ForceSet("vr_weapon_stabilised", "0.0");
}
}
//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 (vr_weapon_stabilised->value == 1.0f)
{
float z = pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z;
float x = pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x;
float y = pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y;
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(weaponangles, -degrees(atanf(y / zxDist)), (cl.refdef.viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ROLL]);
}
}
if ((secondaryButtonsNew & secondaryButton2) !=
(secondaryButtonsOld & secondaryButton2))
{
sendButtonActionSimple("inven");
inventoryManagementMode = (secondaryButtonsNew & secondaryButton2) > 0;
}
if ((primaryTouchesNew & ovrTouch_ThumbRest) !=
(primaryTouchesOld & ovrTouch_ThumbRest)) {
sendButtonActionSimple("inven"); // send the "inven" command to force cl.inventory to be populated
}
// weapon selection wheel
{
static qboolean touching = false;
static qboolean runTouchLogic = false;
static int t_rel_t;
if ((primaryTouchesNew & ovrTouch_ThumbRest)) {
if (!touching) {
draw_wep_wheel = true;
QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, 0.0f,
initialAngles);
VectorCopy(initialAngles, relativeAngles);
touching = true;
} else {
QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, 0.0f,
currentAngles);
relativeAngles[0] = initialAngles[1] -
currentAngles[1]; // relative x -> pitch | Inverted to make right = positive
relativeAngles[1] = currentAngles[0] -
initialAngles[0]; // relative y -> yaw | to match display coordinates, down = positive
polarCursor[0] = sqrtf(
powf(relativeAngles[0], 2.0f) + powf(relativeAngles[1], 2.0f)); // r
if (polarCursor[0] > 15)
polarCursor[0] = 15; // to keep it within the ring
polarCursor[1] = atan2f(relativeAngles[1], relativeAngles[0]); // theta
segment = (int) (((polarCursor[1] + (M_PI / 11)) + (2.5 * M_PI)) *
(11 / (2 * M_PI))) %
11; // Top segment index = 0, clockwise up to 10
/*float th = M_PI/-2;
int r = 160;
float factor = M_PI * 2/11;
for(int i = 0; i < 11; i++){
int x, y;
x = r * cosf(th + (i * factor));
y = r * sinf(th + (i * factor));
ALOGV(" segment %i: x: %i y=%i", i, x, y);
}*/ // this snippet generated precalculated coordinates for each weapon icon, relative to the ring center
// I'll leave it here in case those values need to be calculated again
}
} else {
if(touching){
touching = false;
runTouchLogic = true;
t_rel_t = Sys_Milliseconds();
if (polarCursor[0] > 8) {
char useCom[50];
sprintf(useCom, "use %s", weaponIcons[segment].command);
sendButtonActionSimple(useCom);
}
}
// give it time for the "inven" commmand to be sent,
// preventing the "invisible" inventory window to be shown for a little bit
if(runTouchLogic && Sys_Milliseconds() - t_rel_t > 100) {
draw_wep_wheel = false;
runTouchLogic = false;
}
}
}
}
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];
}
}
{
//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 positionalFactor = (hmdType == VRAPI_DEVICE_TYPE_OCULUSQUEST2) ? 2500 : 2000;
float multiplier = positionalFactor / (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(primaryButtonsNew,
primaryButtonsOld, primaryButton2, 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;
{
//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 ((primaryButtonsNew & primaryButton1) !=
(primaryButtonsOld & primaryButton1) &&
ducked != DUCK_CROUCHED) {
ducked = (primaryButtonsNew & primaryButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED;
sendButtonAction("+movedown", (primaryButtonsNew & primaryButton1));
}
//Weapon/Inventory Chooser
static qboolean itemSwitched = false;
if (between(-0.2f, primaryJoystickNew.x, 0.2f) &&
(between(0.8f, primaryJoystickNew.y, 1.0f) ||
between(-1.0f, primaryJoystickNew.y, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, primaryJoystickNew.y, 1.0f))
{
if (inventoryManagementMode)
{
sendButtonActionSimple("invprev");
}
else
{
sendButtonActionSimple("weapprev");
}
}
else
{
if (inventoryManagementMode)
{
sendButtonActionSimple("invnext");
}
else
{
sendButtonActionSimple("weapnext");
}
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
{
//Laser-sight
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)
&& (pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
if (vr_lasersight->value != 0.0)
{
Cvar_ForceSet("vr_lasersight", "0.0");
} else {
Cvar_ForceSet("vr_lasersight", "1.0");
}
}
//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(secondaryJoystickNew.x, secondaryJoystickNew.y);
float nlf = nonLinearFilter(dist);
float x = nlf * secondaryJoystickNew.x;
float y = nlf * secondaryJoystickNew.y;
player_moving = (fabs(x) + fabs(y)) > 0.05f;
//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 while X/A pressed
if ((secondaryButtonsNew & secondaryButton1) !=
(secondaryButtonsOld & secondaryButton1)) {
sendButtonActionSimple("cmd help");
}
//Use (Action)
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)
&& (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
//If cheats enabled, give all weapons/pickups to player
if (sv_cheats->value == 1.0f) {
Cbuf_AddText("give all\n");
}
}
//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
//Run
handleTrackedControllerButton(pOffTrackedRemoteNew->Buttons,
pOffTrackedRemoteOld->Buttons,
ovrButton_Trigger, K_SHIFT);
static qboolean snapping = true;
static float turn_rate;
if (vr_snapturn_angle->value > 10.0f){ // snap turning
if (primaryJoystickNew.x > 0.6f)
{
if (snapping)
{
snapTurn -= vr_snapturn_angle->value;
snapping = false;
if (snapTurn < -180.0f)
{
snapTurn += 360.f;
}
}
}
else if (primaryJoystickNew.x < -0.6f)
{
if (snapping)
{
snapTurn += vr_snapturn_angle->value;
snapping = false;
if (snapTurn > 180.0f)
{
snapTurn -= 360.f;
}
}
} else
{
snapping = true;
}
}else{ // continuous turning
turn_rate = vr_snapturn_angle->value < 1.0f ? 1.0f : vr_snapturn_angle->value;
if(fabsf(primaryJoystickNew.x) > vr_turn_deadzone->value) {
snapTurn -= (10.0f * primaryJoystickNew.x) / turn_rate;
}
}
}
}
}