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- Updated to LZDoom 3.85 - Fix for issue where multi-projectile weapons don't have projectile spread - Configurable cinema mode toggle button
458 lines
No EOL
21 KiB
C
458 lines
No EOL
21 KiB
C
/************************************************************************************
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Filename : VrInputDefault.c
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Content : Handles default controller input
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Created : August 2019
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Authors : Simon Brown
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*************************************************************************************/
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#include <VrApi.h>
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#include <VrApi_Helpers.h>
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#include <VrApi_SystemUtils.h>
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#include <VrApi_Input.h>
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#include <VrApi_Types.h>
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#include <android/keycodes.h>
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#include "VrInput.h"
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#include "doomkeys.h"
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int getGameState();
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int getMenuState();
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void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, int base);
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void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
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ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
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int domButton1, int domButton2, int offButton1, int offButton2 )
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{
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//Menu button - invoke menu
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, KEY_ESCAPE);
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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
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{
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Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.x > 0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.x > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_RIGHT);
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Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.x > 0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.x > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_RIGHT);
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Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.x < -0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.x < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_LEFT);
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Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.x < -0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.x < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_LEFT);
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Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.y < -0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.y < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_DOWN);
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Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.y < -0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.y < -0.7f ? 1 : 0), 1, KEY_PAD_DPAD_DOWN);
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Joy_GenerateButtonEvents((pOffTrackedRemoteOld->Joystick.y > 0.7f ? 1 : 0), (pOffTrackedRemoteNew->Joystick.y > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_UP);
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Joy_GenerateButtonEvents((pDominantTrackedRemoteOld->Joystick.y > 0.7f ? 1 : 0), (pDominantTrackedRemoteNew->Joystick.y > 0.7f ? 1 : 0), 1, KEY_PAD_DPAD_UP);
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}
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//Dominant Grip works like a shift key
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bool dominantGripPushedOld =
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(pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0;
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bool dominantGripPushedNew =
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(pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0;
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ovrInputStateTrackedRemote *pPrimaryTrackedRemoteNew, *pPrimaryTrackedRemoteOld, *pSecondaryTrackedRemoteNew, *pSecondaryTrackedRemoteOld;
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if (vr_switchsticks)
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{
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pPrimaryTrackedRemoteNew = pOffTrackedRemoteNew;
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pPrimaryTrackedRemoteOld = pOffTrackedRemoteOld;
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pSecondaryTrackedRemoteNew = pDominantTrackedRemoteNew;
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pSecondaryTrackedRemoteOld = pDominantTrackedRemoteOld;
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}
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else
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{
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pPrimaryTrackedRemoteNew = pDominantTrackedRemoteNew;
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pPrimaryTrackedRemoteOld = pDominantTrackedRemoteOld;
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pSecondaryTrackedRemoteNew = pOffTrackedRemoteNew;
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pSecondaryTrackedRemoteOld = pOffTrackedRemoteOld;
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}
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// Only do the following if we are definitely not in the menu
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if (getMenuState() == 0)
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{
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float distance = sqrtf(powf(pOffTracking->HeadPose.Pose.Position.x -
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pDominantTracking->HeadPose.Pose.Position.x, 2) +
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powf(pOffTracking->HeadPose.Pose.Position.y -
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pDominantTracking->HeadPose.Pose.Position.y, 2) +
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powf(pOffTracking->HeadPose.Pose.Position.z -
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pDominantTracking->HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
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if (vr_twohandedweapons &&
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(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) {
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if (distance < 0.50f) {
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weaponStabilised = true;
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}
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} else {
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weaponStabilised = false;
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}
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}
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//dominant hand stuff first
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{
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///Weapon location relative to view
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weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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{
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vec2_t v;
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rotateAboutOrigin(weaponoffset[0], weaponoffset[2],
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-(doomYaw - hmdorientation[YAW]), v);
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weaponoffset[0] = v[1];
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weaponoffset[2] = v[0];
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}
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//Set gun angles
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const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
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vec3_t rotation = {0};
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rotation[PITCH] = vr_weapon_pitchadjust;
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QuatToYawPitchRoll(quatRemote, rotation, weaponangles);
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if (weaponStabilised) {
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float z = pOffTracking->HeadPose.Pose.Position.z -
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pDominantTracking->HeadPose.Pose.Position.z;
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float x = pOffTracking->HeadPose.Pose.Position.x -
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pDominantTracking->HeadPose.Pose.Position.x;
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float y = pOffTracking->HeadPose.Pose.Position.y -
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pDominantTracking->HeadPose.Pose.Position.y;
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(weaponangles, -degrees(atanf(y / zxDist)), -degrees(atan2f(x, -z)),
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weaponangles[ROLL]);
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}
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}
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}
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float controllerYawHeading = 0.0f;
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//off-hand stuff
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{
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offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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vec2_t v;
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rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -(doomYaw - hmdorientation[YAW]),
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v);
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offhandoffset[0] = v[1];
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offhandoffset[2] = v[0];
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, rotation, offhandangles);
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if (vr_moveuseoffhand != 0) {
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controllerYawHeading = offhandangles[YAW] - hmdorientation[YAW];
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} else {
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controllerYawHeading = 0.0f;
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}
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}
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//Positional movement
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{
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ALOGV(" Right-Controller-Position: %f, %f, %f",
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pDominantTracking->HeadPose.Pose.Position.x,
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pDominantTracking->HeadPose.Pose.Position.y,
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pDominantTracking->HeadPose.Pose.Position.z);
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vec2_t v;
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rotateAboutOrigin(positionDeltaThisFrame[0], positionDeltaThisFrame[2],
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-(doomYaw - hmdorientation[YAW]), v);
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positional_movementSideways = v[1];
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positional_movementForward = v[0];
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ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
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positional_movementSideways,
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positional_movementForward);
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}
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//Off-hand specific stuff
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{
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ALOGV(" Left-Controller-Position: %f, %f, %f",
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pOffTracking->HeadPose.Pose.Position.x,
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pOffTracking->HeadPose.Pose.Position.y,
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pOffTracking->HeadPose.Pose.Position.z);
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//Teleport - only does anything if vr_teleport cvar is true
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if (vr_use_teleport) {
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if ((pSecondaryTrackedRemoteOld->Joystick.y > 0.7f) && !ready_teleport) {
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ready_teleport = true;
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} else if ((pSecondaryTrackedRemoteOld->Joystick.y < 0.7f) && ready_teleport) {
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ready_teleport = false;
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trigger_teleport = true;
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}
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}
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//Apply a filter and quadratic scaler so small movements are easier to make
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//and we don't get movement jitter when the joystick doesn't quite center properly
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float dist = length(pSecondaryTrackedRemoteNew->Joystick.x, pSecondaryTrackedRemoteNew->Joystick.y);
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float nlf = nonLinearFilter(dist);
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float x = nlf * pSecondaryTrackedRemoteNew->Joystick.x;
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float y = nlf * pSecondaryTrackedRemoteNew->Joystick.y;
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//Apply a simple deadzone
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player_moving = (fabs(x) + fabs(y)) > 0.05f;
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x = player_moving ? x : 0;
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y = player_moving ? y : 0;
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//Adjust to be off-hand controller oriented
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vec2_t v;
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rotateAboutOrigin(x, y, controllerYawHeading, v);
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remote_movementSideways = v[0];
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remote_movementForward = v[1];
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ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
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remote_movementSideways,
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remote_movementForward);
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// Turning logic
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static int increaseSnap = true;
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if (pPrimaryTrackedRemoteNew->Joystick.x > 0.6f) {
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if (increaseSnap) {
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resetDoomYaw = true;
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snapTurn -= vr_snapturn_angle;
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if (vr_snapturn_angle > 10.0f) {
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increaseSnap = false;
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}
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if (snapTurn < -180.0f) {
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snapTurn += 360.f;
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}
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}
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} else if (pPrimaryTrackedRemoteNew->Joystick.x < 0.4f) {
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increaseSnap = true;
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}
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static int decreaseSnap = true;
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if (pPrimaryTrackedRemoteNew->Joystick.x < -0.6f) {
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if (decreaseSnap) {
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resetDoomYaw = true;
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snapTurn += vr_snapturn_angle;
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//If snap turn configured for less than 10 degrees
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if (vr_snapturn_angle > 10.0f) {
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decreaseSnap = false;
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}
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if (snapTurn > 180.0f) {
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snapTurn -= 360.f;
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}
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}
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} else if (pPrimaryTrackedRemoteNew->Joystick.x > -0.4f) {
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decreaseSnap = true;
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}
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}
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}
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//Now handle all the buttons - irrespective of menu state - we might be trying to remap stuff
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{
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{
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//Default this is Weapon Chooser - This _could_ be remapped
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static int itemSwitched = 0;
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if (between(-0.2f, pPrimaryTrackedRemoteNew->Joystick.x, 0.2f) &&
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(between(0.8f, pPrimaryTrackedRemoteNew->Joystick.y, 1.0f) ||
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between(-1.0f, pPrimaryTrackedRemoteNew->Joystick.y, -0.8f))) {
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if (itemSwitched == 0) {
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if (between(0.8f, pPrimaryTrackedRemoteNew->Joystick.y, 1.0f)) {
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Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELDOWN);
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itemSwitched = 1;
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} else {
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Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELUP);
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itemSwitched = 2;
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}
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}
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} else {
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if (itemSwitched == 1) {
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Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELDOWN);
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} else if (itemSwitched == 2) {
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Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELUP);
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}
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itemSwitched = 0;
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}
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}
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//If snap turn set to 0, then we can use left/right on the stick as mappable functions
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if (vr_snapturn_angle == 0.0)
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{
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static int invSwitched = 0;
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if (between(-0.2f, pPrimaryTrackedRemoteNew->Joystick.y, 0.2f) &&
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(between(0.8f, pPrimaryTrackedRemoteNew->Joystick.x, 1.0f) ||
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between(-1.0f, pPrimaryTrackedRemoteNew->Joystick.x, -0.8f))) {
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if (invSwitched == 0) {
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if (between(0.8f, pPrimaryTrackedRemoteNew->Joystick.x, 1.0f)) {
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Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELLEFT);
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invSwitched = 1;
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} else {
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Joy_GenerateButtonEvents(0, 1, 1, KEY_MWHEELRIGHT);
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invSwitched = 2;
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}
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}
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} else {
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if (invSwitched == 1) {
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Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELLEFT);
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} else if (invSwitched == 2) {
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Joy_GenerateButtonEvents(1, 0, 1, KEY_MWHEELRIGHT);
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}
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invSwitched = 0;
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}
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}
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{
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//Dominant Hand - Primary keys (no grip pushed) - All keys are re-mappable, default bindngs are shown below
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//Fire
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_RTRIGGER);
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//"Use" (open door, toggle switch etc)
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_A);
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//No Binding
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_B);
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// Inv Use
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_ENTER);
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if (vr_secondarybuttonmappings) {
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//Dominant Hand - Secondary keys (grip pushed)
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//Alt-Fire
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Joy_GenerateButtonEvents(
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((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_LTRIGGER);
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//Crouch
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_LTHUMB);
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//No Binding
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_RSHIFT);
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//No Binding
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Joy_GenerateButtonEvents(
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((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_TAB);
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} else {
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//Use grip as an extra button
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//Alt-Fire
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Joy_GenerateButtonEvents(
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((pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_LTRIGGER);
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}
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//Off Hand - Primary keys (no grip pushed)
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//No Default Binding
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_LSHIFT);
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//No Default Binding
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton1) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & offButton1) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_X);
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//Toggle Map
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton2) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & offButton2) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_Y);
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//"Use" (open door, toggle switch etc) - Can be rebound for other uses
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_SPACE);
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if (!vr_twohandedweapons)
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{
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Joy_GenerateButtonEvents(
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((pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0) &&
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!dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0) &&
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!dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_RTHUMB);
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}
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//Off Hand - Secondary keys (grip pushed)
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if (vr_secondarybuttonmappings) {
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//No Default Binding
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Joy_GenerateButtonEvents(
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((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) &&
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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);
|
|
|
|
if (!vr_twohandedweapons)
|
|
{
|
|
Joy_GenerateButtonEvents(
|
|
((pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0) &&
|
|
dominantGripPushedOld ? 1 : 0,
|
|
((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0) &&
|
|
dominantGripPushedNew ? 1 : 0,
|
|
1, KEY_PAD_DPAD_UP);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Save state
|
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
|
} |