mirror of
https://github.com/DrBeef/RTCWQuest.git
synced 2024-11-15 09:01:32 +00:00
076392b618
- Weapon 6DoF is now pretty good, apart from correcting the relative location to the controller, it now feels right - If you have the binoculars you can activate them pressing X - Pressing X whilst holding down the right grip button gives you ALL WEAPONS! - Fixed crash when you die (I'd introduced it) - Off-hand joystick click to Kick - Weapon scale cvar that doesn't really work
443 lines
No EOL
18 KiB
C
443 lines
No EOL
18 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 "../rtcw/src/client/client.h"
|
|
|
|
cvar_t *sv_cheats;
|
|
|
|
void CG_CenterPrint( const char *str, int y, int charWidth );
|
|
|
|
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");
|
|
|
|
//Get the cvar
|
|
sv_cheats = Cvar_Get("cheats", "1", CVAR_ARCHIVE);
|
|
|
|
static qboolean dominantGripPushed = false;
|
|
static float dominantGripPushTime = 0.0f;
|
|
static int grabMeleeWeapon = 0;
|
|
static bool canUseBackpack = false;
|
|
|
|
|
|
//switch to screen layer override
|
|
// if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
|
// (pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
|
// showingScreenLayer = !showingScreenLayer;
|
|
// }
|
|
|
|
//Need this for the touch screen
|
|
{
|
|
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
|
|
vec3_t rotation = {0};
|
|
QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, vr.weaponangles_unadjusted);
|
|
rotation[PITCH] = vr_weapon_pitchadjust->value;
|
|
QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
|
|
|
|
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
|
|
VectorCopy(vr.weaponangles, vr.weaponangles_last);
|
|
|
|
ALOGV(" weaponangles_last: %f, %f, %f",
|
|
vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
|
|
|
|
}
|
|
|
|
|
|
//Menu button
|
|
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
|
|
|
|
static qboolean resetCursor = qtrue;
|
|
if ( RTCWVR_useScreenLayer() )
|
|
{
|
|
interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
|
|
resetCursor = qfalse;
|
|
|
|
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
|
|
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
|
|
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
|
|
}
|
|
else
|
|
{
|
|
resetCursor = qtrue;
|
|
|
|
static bool canUseQuickSave = false;
|
|
if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
|
|
canUseQuickSave = false;
|
|
}
|
|
else if (!canUseQuickSave) {
|
|
int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
|
|
RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
|
|
canUseQuickSave = true;
|
|
}
|
|
|
|
if (canUseQuickSave)
|
|
{
|
|
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
|
|
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
|
|
(pOffTrackedRemoteNew->Buttons & offButton1)) {
|
|
sendButtonActionSimple("savegame quicksave");
|
|
}
|
|
|
|
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
|
|
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
|
|
(pOffTrackedRemoteNew->Buttons & offButton2)) {
|
|
sendButtonActionSimple("loadgame quicksave");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
{
|
|
vr.weapon_stabilised = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vr.weapon_stabilised = qfalse;
|
|
}
|
|
}
|
|
|
|
//dominant hand stuff first
|
|
{
|
|
///Weapon location relative to view
|
|
vr.weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - vr.hmdposition[0];
|
|
vr.weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - vr.hmdposition[1];
|
|
vr.weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - vr.hmdposition[2];
|
|
|
|
if (vr.weapon_stabilised)
|
|
{
|
|
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(vr.weaponangles, -degrees(atanf(y / zxDist)), -degrees(atan2f(x, -z)), vr.weaponangles[ROLL]);
|
|
}
|
|
}
|
|
|
|
static bool finishReloadNextFrame = false;
|
|
if (finishReloadNextFrame)
|
|
{
|
|
sendButtonActionSimple("-reload");
|
|
finishReloadNextFrame = false;
|
|
}
|
|
|
|
if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
|
|
canUseBackpack = false;
|
|
}
|
|
else if (!canUseBackpack && grabMeleeWeapon == 0) {
|
|
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
|
|
RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
|
|
|
|
canUseBackpack = true;
|
|
}
|
|
|
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
|
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
|
|
|
|
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
|
|
ovrButton_GripTrigger) != 0;
|
|
|
|
if (grabMeleeWeapon == 0)
|
|
{
|
|
if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
|
|
|
|
if (dominantGripPushed) {
|
|
dominantGripPushTime = GetTimeInMilliSeconds();
|
|
} else {
|
|
if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
|
|
vr_reloadtimeoutms->integer) {
|
|
sendButtonActionSimple("+reload");
|
|
finishReloadNextFrame = true;
|
|
}
|
|
}
|
|
} else{
|
|
if (dominantGripPushed) {
|
|
//Initiate crowbar from backpack mode
|
|
sendButtonActionSimple("weapon0");
|
|
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
|
|
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
|
|
grabMeleeWeapon = 1;
|
|
}
|
|
}
|
|
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
|
|
//Restores last used weapon
|
|
sendButtonActionSimple("lastinv");
|
|
grabMeleeWeapon = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
float controllerYawHeading = 0.0f;
|
|
//off-hand stuff
|
|
{
|
|
vr.flashlightoffset[0] = pOffTracking->HeadPose.Pose.Position.x - vr.hmdposition[0];
|
|
vr.flashlightoffset[1] = pOffTracking->HeadPose.Pose.Position.y - vr.hmdposition[1];
|
|
vr.flashlightoffset[2] = pOffTracking->HeadPose.Pose.Position.z - vr.hmdposition[2];
|
|
|
|
vec3_t rotation = {0};
|
|
QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, rotation, vr.flashlightangles);
|
|
|
|
vr.flashlightangles[YAW] += (cl.viewangles[YAW] - vr.hmdorientation[YAW]);
|
|
|
|
if (vr_walkdirection->value == 0) {
|
|
controllerYawHeading = -cl.viewangles[YAW] + vr.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
|
|
vec2_t v;
|
|
rotateAboutOrigin(-vr.hmdposition_delta[0] * vr_positional_factor->value,
|
|
vr.hmdposition_delta[2] * vr_positional_factor->value, - vr.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->integer)
|
|
{
|
|
//Fire Secondary
|
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
|
|
|
sendButtonAction("+attack2", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Fire Primary
|
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
|
|
|
firingPrimary = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
|
sendButtonAction("+attack", firingPrimary);
|
|
}
|
|
// we need to release secondary fire if dominantGripPushed has been released before releasing trigger -> should fix the gun jamming and non stop firing secondary attack bug
|
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) &&
|
|
(pDominantTrackedRemoteNew->Buttons& ovrButton_Trigger) == false)
|
|
{
|
|
sendButtonAction("+attack2", false);
|
|
}
|
|
}
|
|
|
|
//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))
|
|
{
|
|
sendButtonActionSimple("weapprev");
|
|
}
|
|
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" (open doors etc)
|
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
|
|
|
sendButtonAction("+activate", (pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) ? 1 : 0);
|
|
}
|
|
|
|
//Laser-sight - not implemented
|
|
/*
|
|
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(pOffTrackedRemoteNew->Joystick.x, pOffTrackedRemoteNew->Joystick.y);
|
|
float nlf = nonLinearFilter(dist);
|
|
float x = nlf * pOffTrackedRemoteNew->Joystick.x;
|
|
float y = nlf * pOffTrackedRemoteNew->Joystick.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);
|
|
|
|
|
|
if (!canUseQuickSave) {
|
|
if ((pOffTrackedRemoteNew->Buttons & offButton1) !=
|
|
(pOffTrackedRemoteOld->Buttons & offButton1)) {
|
|
|
|
if (dominantGripPushed) {
|
|
//If cheats enabled, give all weapons/pickups to player
|
|
Cbuf_AddText("give all\n");
|
|
} else {
|
|
sendButtonAction("+zoom", (pOffTrackedRemoteNew->Buttons & offButton1));
|
|
}
|
|
}
|
|
}
|
|
|
|
//notebook
|
|
if (!canUseQuickSave) {
|
|
if ((pOffTrackedRemoteNew->Buttons & offButton2) !=
|
|
(pOffTrackedRemoteOld->Buttons & offButton2)) {
|
|
sendButtonActionSimple("notebook");
|
|
}
|
|
}
|
|
|
|
|
|
//Kick!
|
|
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
|
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
|
sendButtonAction("+kick", (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick));
|
|
}
|
|
|
|
//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;
|
|
}
|
|
|
|
RTCWVR_ResyncClientYawWithGameYaw();
|
|
}
|
|
} 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;
|
|
}
|
|
|
|
RTCWVR_ResyncClientYawWithGameYaw();
|
|
}
|
|
} else if (pDominantTrackedRemoteNew->Joystick.x > -0.4f)
|
|
{
|
|
decreaseSnap = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Save state
|
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
|
} |