/************************************************************************************ Filename : VrInputDefault.c Content : Handles default controller input Created : August 2019 Authors : Simon Brown *************************************************************************************/ #include #include #include #include #include #include #include "VrInput.h" #include "doomkeys.h" int getGameState(); int getMenuState(); void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, int base); void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking, int domButton1, int domButton2, int offButton1, int offButton2 ) { //Menu button - invoke menu handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, KEY_ESCAPE); if (getGameState() != 0 || getMenuState() == 1) // If getMenuState returns 2, then we are waiting for a key mapping input, so send normal keymappings, don't send these { Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.x > 0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.x > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_RIGHT); Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.x > 0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.x > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_RIGHT); Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.x < -0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.x < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_LEFT); Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.x < -0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.x < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_LEFT); Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.y < -0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.y < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_DOWN); Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.y < -0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.y < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_DOWN); Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.y > 0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.y > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_UP); Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.y > 0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.y > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_UP); } //Dominant Grip works like a shift key bool dominantGripPushedOld = (pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0; bool dominantGripPushedNew = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0; ovrInputStateTrackedRemote *pPrimaryTrackedRemoteNew, *pPrimaryTrackedRemoteOld, *pSecondaryTrackedRemoteNew, *pSecondaryTrackedRemoteOld; if (vr_switchsticks) { pPrimaryTrackedRemoteNew = pOffTrackedRemoteNew; pPrimaryTrackedRemoteOld = pOffTrackedRemoteOld; pSecondaryTrackedRemoteNew = pDominantTrackedRemoteNew; pSecondaryTrackedRemoteOld = pDominantTrackedRemoteOld; } else { pPrimaryTrackedRemoteNew = pDominantTrackedRemoteNew; pPrimaryTrackedRemoteOld = pDominantTrackedRemoteOld; pSecondaryTrackedRemoteNew = pOffTrackedRemoteNew; pSecondaryTrackedRemoteOld = pOffTrackedRemoteOld; } // Only do the following if we are definitely not in the menu if (getMenuState() == 0) { 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) { weaponStabilised = true; } } else { weaponStabilised = false; } } //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], -(doomYaw - hmdorientation[YAW]), v); weaponoffset[0] = v[1]; weaponoffset[2] = v[0]; } //Set gun angles const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation; vec3_t rotation = {0}; rotation[PITCH] = vr_weapon_pitchadjust; //rotation[YAW] = (doomYaw - hmdorientation[YAW]); QuatToYawPitchRoll(quatRemote, rotation, weaponangles); if (weaponStabilised) { 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)), -degrees(atan2f(x, -z)), weaponangles[ROLL]); } } } float controllerYawHeading = 0.0f; //off-hand stuff { offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0]; offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1]; offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2]; vec2_t v; rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -(doomYaw - hmdorientation[YAW]), v); offhandoffset[0] = v[1]; offhandoffset[2] = v[0]; vec3_t rotation = {0}; rotation[PITCH] = 20; QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, rotation, offhandangles); if (vr_moveuseoffhand != 0) { controllerYawHeading = offhandangles[YAW] - hmdorientation[YAW]; } else { controllerYawHeading = 0.0f; } } //Positional movement { ALOGV(" Right-Controller-Position: %f, %f, %f", pDominantTracking->HeadPose.Pose.Position.x, pDominantTracking->HeadPose.Pose.Position.y, pDominantTracking->HeadPose.Pose.Position.z); vec2_t v; rotateAboutOrigin(positionDeltaThisFrame[0], positionDeltaThisFrame[2], -(doomYaw - hmdorientation[YAW]), v); positional_movementSideways = v[1]; positional_movementForward = v[0]; ALOGV(" positional_movementSideways: %f, positional_movementForward: %f", positional_movementSideways, positional_movementForward); } //Off-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); //Teleport - only does anything if vr_teleport cvar is true if (vr_use_teleport) { if (pSecondaryTrackedRemoteOld->Joystick.y > 0.7f && !ready_teleport) { ready_teleport = true; } else if (pSecondaryTrackedRemoteOld->Joystick.y < 0.7f & ready_teleport) { ready_teleport = false; trigger_teleport = true; } } //Apply a filter and quadratic scaler so small movements are easier to make //and we don't get movement jitter when the joystick doesn't quite center properly float dist = length(pSecondaryTrackedRemoteNew->Joystick.x, pSecondaryTrackedRemoteNew->Joystick.y); float nlf = nonLinearFilter(dist); float x = nlf * pSecondaryTrackedRemoteNew->Joystick.x; float y = nlf * pSecondaryTrackedRemoteNew->Joystick.y; //Apply a simple deadzone player_moving = (fabs(x) + fabs(y)) > 0.05f; x = player_moving ? x : 0; y = player_moving ? y : 0; //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); // Turning logic static int increaseSnap = true; if (pPrimaryTrackedRemoteNew->Joystick.x > 0.6f) { if (increaseSnap) { resetDoomYaw = true; snapTurn -= vr_snapturn_angle; if (vr_snapturn_angle > 10.0f) { increaseSnap = false; } if (snapTurn < -180.0f) { snapTurn += 360.f; } } } else if (pPrimaryTrackedRemoteNew->Joystick.x < 0.4f) { increaseSnap = true; } static int decreaseSnap = true; if (pPrimaryTrackedRemoteNew->Joystick.x < -0.6f) { if (decreaseSnap) { resetDoomYaw = true; snapTurn += vr_snapturn_angle; //If snap turn configured for less than 10 degrees if (vr_snapturn_angle > 10.0f) { decreaseSnap = false; } if (snapTurn > 180.0f) { snapTurn -= 360.f; } } } else if (pPrimaryTrackedRemoteNew->Joystick.x > -0.4f) { decreaseSnap = true; } } } //Now handle all the buttons - irrespective of menu state - we might be trying to remap stuff { { //Default this is Weapon Chooser - This _could_ be remapped static int itemSwitched = 0; if (between(-0.2f, pPrimaryTrackedRemoteNew->Joystick.x, 0.2f) && (between(0.8f, pPrimaryTrackedRemoteNew->Joystick.y, 1.0f) || between(-1.0f, pPrimaryTrackedRemoteNew->Joystick.y, -0.8f))) { if (itemSwitched == 0) { if (between(0.8f, pPrimaryTrackedRemoteNew->Joystick.y, 1.0f)) { Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELDOWN); itemSwitched = 1; } else { Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELUP); itemSwitched = 2; } } } else { if (itemSwitched == 1) { Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELDOWN); } else if (itemSwitched == 2) { Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELUP); } itemSwitched = 0; } } //If snap turn set to 0, then we can use left/right on the stick as mappable functions if (vr_snapturn_angle == 0.0) { static int invSwitched = 0; if (between(-0.2f, pPrimaryTrackedRemoteNew->Joystick.y, 0.2f) && (between(0.8f, pPrimaryTrackedRemoteNew->Joystick.x, 1.0f) || between(-1.0f, pPrimaryTrackedRemoteNew->Joystick.x, -0.8f))) { if (invSwitched == 0) { if (between(0.8f, pPrimaryTrackedRemoteNew->Joystick.x, 1.0f)) { Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELLEFT); invSwitched = 1; } else { Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELRIGHT); invSwitched = 2; } } } else { if (invSwitched == 1) { Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELLEFT); } else if (invSwitched == 2) { Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELRIGHT); } invSwitched = 0; } } { //Dominant Hand - Primary keys (no grip pushed) - All keys are re-mappable, default bindngs are shown below //Fire Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_PAD_RTRIGGER); //"Use" (open door, toggle switch etc) Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) && !dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_PAD_A); //No Binding Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) && !dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_PAD_B); // Inv Use Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_ENTER); //Dominant Hand - Secondary keys (grip pushed) //Alt-Fire Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_PAD_LTRIGGER); //Crouch Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) && dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_PAD_LTHUMB); //No Binding Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) && dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_RSHIFT); //No Binding Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedOld ? 1 : 0, ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_TAB); //Off Hand - Primary keys (no grip pushed) //No Default Binding Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_LSHIFT); //No Default Binding Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton1) != 0) && !dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & offButton1) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_PAD_X); //Toggle Map Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton2) != 0) && !dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & offButton2) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_PAD_Y); //"Use" (open door, toggle switch etc) - Can be rebound for other uses Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0, 1, KEY_SPACE); //Off Hand - Secondary keys (grip pushed) //No Default Binding Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_LALT); //Move Down Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton1) != 0) && dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & offButton1) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_PGDN); //Move Up Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton2) != 0) && dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & offButton2) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_PGUP); //Land Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedOld ? 1 : 0, ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedNew ? 1 : 0, 1, KEY_HOME); } } //Save state rightTrackedRemoteState_old = rightTrackedRemoteState_new; leftTrackedRemoteState_old = leftTrackedRemoteState_new; }