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- Removed specific Button_Speed handling from the controllers' AddAxes()
methods. Analog axes now respond Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. SVN r1733 (trunk)
This commit is contained in:
parent
6906e1b0e3
commit
bc3448e958
5 changed files with 28 additions and 32 deletions
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@ -1,4 +1,10 @@
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July 22, 2009
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July 22, 2009
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- Removed specific Button_Speed handling from the controllers' AddAxes()
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methods. Analog axes now respond Button_Speed and cl_run in exactly the
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same way as digital buttons do.
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- Changed rounding slightly for analog axis -> integer in G_BuildTiccmd().
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- Fixed: FXInputController::ProcessThumbstick() was slightly off when it
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converted to the range [-1.0,+1.0].
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- Added default bindings for the Xbox 360 controller buttons.
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- Added default bindings for the Xbox 360 controller buttons.
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- Fixed: Redefining an existing skill would set that skills ACSReturn to be
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- Fixed: Redefining an existing skill would set that skills ACSReturn to be
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the same as the next new skill defined, if neither definition explicitly set
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the same as the next new skill defined, if neither definition explicitly set
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@ -458,6 +458,18 @@ CCMD (select)
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who->player->inventorytics = 5*TICRATE;
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who->player->inventorytics = 5*TICRATE;
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}
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}
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static inline int joyint(double val)
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{
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if (val >= 0)
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{
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return int(ceil(val));
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}
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else
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{
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return int(floor(val));
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}
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}
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//
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//
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// G_BuildTiccmd
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// G_BuildTiccmd
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// Builds a ticcmd from all of the available inputs
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// Builds a ticcmd from all of the available inputs
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@ -605,10 +617,10 @@ void G_BuildTiccmd (ticcmd_t *cmd)
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LocalKeyboardTurner = true;
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LocalKeyboardTurner = true;
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}
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}
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side -= int(MAXPLMOVE * joyaxes[JOYAXIS_Side]);
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side -= joyint(sidemove[speed] * joyaxes[JOYAXIS_Side]);
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forward += int(joyaxes[JOYAXIS_Forward] * MAXPLMOVE);
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forward += joyint(joyaxes[JOYAXIS_Forward] * forwardmove[speed]);
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fly += int(joyaxes[JOYAXIS_Up] * 2048);
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fly += joyint(joyaxes[JOYAXIS_Up] * 2048);
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Printf("%d %d %.9f %.9f\n", forward, side, joyaxes[JOYAXIS_Forward], joyaxes[JOYAXIS_Side]);
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// Handle mice.
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// Handle mice.
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if (!Button_Mlook.bDown && !freelook)
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if (!Button_Mlook.bDown && !freelook)
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{
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{
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@ -458,16 +458,10 @@ void FDInputJoystick::ProcessInput()
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void FDInputJoystick::AddAxes(float axes[NUM_JOYAXIS])
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void FDInputJoystick::AddAxes(float axes[NUM_JOYAXIS])
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{
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{
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float mul = Multiplier;
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if (Button_Speed.bDown)
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{
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mul *= 0.5f;
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}
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for (unsigned i = 0; i < Axes.Size(); ++i)
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for (unsigned i = 0; i < Axes.Size(); ++i)
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{
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{
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// Add to the game axis.
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// Add to the game axis.
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * mul * Axes[i].Multiplier);
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
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}
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}
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}
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}
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@ -593,18 +593,10 @@ void FRawPS2Controller::NeutralInput()
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void FRawPS2Controller::AddAxes(float axes[NUM_JOYAXIS])
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void FRawPS2Controller::AddAxes(float axes[NUM_JOYAXIS])
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{
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{
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float mul = Multiplier;
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int i;
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if (Button_Speed.bDown)
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{
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mul *= 0.5f;
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}
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// Add to game axes.
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// Add to game axes.
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for (i = 0; i < NUM_AXES; ++i)
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for (int i = 0; i < NUM_AXES; ++i)
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{
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{
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * mul * Axes[i].Multiplier);
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
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}
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}
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}
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}
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@ -267,7 +267,7 @@ void FXInputController::ProcessThumbstick(int value, AxisInfo *axis, int base)
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BYTE buttonstate;
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BYTE buttonstate;
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double axisval;
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double axisval;
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axisval = (value - SHRT_MIN) * 2.0 / (SHRT_MAX - SHRT_MIN) - 1.0;
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axisval = (value - SHRT_MIN) * 2.0 / 65536 - 1.0;
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axisval = Joy_RemoveDeadZone(axisval, axis->DeadZone, &buttonstate);
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axisval = Joy_RemoveDeadZone(axisval, axis->DeadZone, &buttonstate);
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Joy_GenerateButtonEvents(axis->ButtonValue, buttonstate, 2, base);
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Joy_GenerateButtonEvents(axis->ButtonValue, buttonstate, 2, base);
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axis->ButtonValue = buttonstate;
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axis->ButtonValue = buttonstate;
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@ -354,18 +354,10 @@ void FXInputController::Detached()
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void FXInputController::AddAxes(float axes[NUM_JOYAXIS])
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void FXInputController::AddAxes(float axes[NUM_JOYAXIS])
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{
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{
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float mul = Multiplier;
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int i;
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if (Button_Speed.bDown)
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{
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mul *= 0.5f;
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}
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// Add to game axes.
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// Add to game axes.
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for (i = 0; i < NUM_AXES; ++i)
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for (int i = 0; i < NUM_AXES; ++i)
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{
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{
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * mul * Axes[i].Multiplier);
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
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}
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}
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}
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}
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