iw4x-client/src/Components/Modules/XInput.cpp

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#include "STDInclude.hpp"
namespace Components
{
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XINPUT_STATE XInput::xiStates[XUSER_MAX_COUNT];
XINPUT_STATE XInput::lastXiState = { 0 };
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int XInput::xiPlayerNum = -1;
std::chrono::milliseconds XInput::timeAtFirstHeldMaxLookX = 0ms; // "For how much time in miliseconds has the player been holding a horizontal direction on their stick, fully" (-1.0 or 1.0)
bool XInput::isHoldingMaxLookX = false;
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float XInput::lockedSensitivityMultiplier = 0.45f;
float XInput::generalXSensitivityMultiplier = 1.5f;
float XInput::generalYSensitivityMultiplier = 0.8f;
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float XInput::lastMenuNavigationDirection = .0f;
std::chrono::milliseconds XInput::lastNavigationTime = 0ms;
std::chrono::milliseconds XInput::msBetweenNavigations = 220ms;
std::chrono::milliseconds XInput::msBeforeUnlockingSensitivity = 350ms;
std::vector<XInput::ActionMapping> mappings = {
XInput::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
XInput::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
XInput::ActionMapping(XINPUT_GAMEPAD_X, "usereload"),
XInput::ActionMapping(XINPUT_GAMEPAD_Y, "weapnext", false),
XInput::ActionMapping(XINPUT_GAMEPAD_LEFT_SHOULDER, "smoke"),
XInput::ActionMapping(XINPUT_GAMEPAD_RIGHT_SHOULDER, "frag"),
XInput::ActionMapping(XINPUT_GAMEPAD_LEFT_THUMB, "breath_sprint"),
XInput::ActionMapping(XINPUT_GAMEPAD_RIGHT_THUMB, "melee"),
XInput::ActionMapping(XINPUT_GAMEPAD_START, "togglemenu", false),
XInput::ActionMapping(XINPUT_GAMEPAD_BACK, "scores"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_RIGHT, "actionslot 3"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_LEFT, "actionslot 2"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 1"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_DOWN, "actionslot 4"),
};
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std::vector<XInput::MenuMapping> menuMappings = {
XInput::MenuMapping(XINPUT_GAMEPAD_A, Game::keyNum_t::K_KP_ENTER),
XInput::MenuMapping(XINPUT_GAMEPAD_B, Game::keyNum_t::K_ESCAPE),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_RIGHT, Game::keyNum_t::K_KP_RIGHTARROW),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_LEFT, Game::keyNum_t::K_KP_LEFTARROW),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_UP, Game::keyNum_t::K_KP_UPARROW),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
};
void XInput::Vibrate(int leftVal, int rightVal)
{
// Create a Vibraton State
XINPUT_VIBRATION Vibration;
// Zeroise the Vibration
ZeroMemory(&Vibration, sizeof(XINPUT_VIBRATION));
// Set the Vibration Values
Vibration.wLeftMotorSpeed = leftVal;
Vibration.wRightMotorSpeed = rightVal;
// Vibrate the controller
XInputSetState(xiPlayerNum, &Vibration);
}
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void XInput::PollXInputDevices()
{
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XInput::xiPlayerNum = -1;
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for (int i = XUSER_MAX_COUNT - 1; i >= 0; i--)
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{
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if (XInputGetState(i, &xiStates[i]) == ERROR_SUCCESS)
XInput::xiPlayerNum = i;
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}
}
__declspec(naked) void XInput::CL_FrameStub()
{
__asm
{
// poll the xinput devices on every client frame
call XInput::PollXInputDevices
// execute the code we patched over
sub esp, 0Ch
push ebx
push ebp
push esi
// return back to original code
push 0x486976
retn
}
}
void XInput::CL_GamepadMove(int, Game::usercmd_s* cmd)
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{
if (XInput::xiPlayerNum != -1)
{
XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
// Deadzones
float moveStickX = abs(xiState->Gamepad.sThumbLX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? xiState->Gamepad.sThumbLX / (float)std::numeric_limits<SHORT>().max() : .0f;
float moveStickY = abs(xiState->Gamepad.sThumbLY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? xiState->Gamepad.sThumbLY / (float)std::numeric_limits<SHORT>().max() : .0f;
float viewStickX = abs(xiState->Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRX / (float)std::numeric_limits<SHORT>().max() : .0f;
float viewStickY = abs(xiState->Gamepad.sThumbRY) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRY / (float)std::numeric_limits<SHORT>().max() : .0f;
if (moveStickX != 0 || moveStickY != 0) {
// We check for 0:0 again so we don't overwrite keyboard input in case the user doesn't feel like using their gamepad, even though its plugged in
cmd->rightmove = moveStickX * std::numeric_limits<char>().max();
cmd->forwardmove = moveStickY * std::numeric_limits<char>().max();
}
// Gamepad horizontal acceleration on view
if (abs(viewStickX) > 0.9f) {
if (!XInput::isHoldingMaxLookX) {
XInput::isHoldingMaxLookX = true;
XInput::timeAtFirstHeldMaxLookX = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
}
else {
std::chrono::milliseconds hasBeenHoldingLeftXForMs = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()) - XInput::timeAtFirstHeldMaxLookX;
#ifdef STEP_SENSITIVITY
if (hasBeenHoldingLeftXForMs < XInput::msBeforeUnlockingSensitivity) {
viewStickX *= XInput::lockedSensitivityMultiplier;
}
#else
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float coeff = std::clamp(hasBeenHoldingLeftXForMs.count() / (float)XInput::msBeforeUnlockingSensitivity.count(), 0.0F, 1.0F);
viewStickX *= XInput::lockedSensitivityMultiplier + coeff * (1.0f - XInput::lockedSensitivityMultiplier);
#endif
}
}
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else {
XInput::isHoldingMaxLookX = false;
XInput::timeAtFirstHeldMaxLookX = 0ms;
}
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Game::cl_angles[0] -= viewStickY * generalYSensitivityMultiplier;
Game::cl_angles[1] -= viewStickX * generalXSensitivityMultiplier;
bool pressingLeftTrigger = xiState->Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD ? true : false;
if (pressingLeftTrigger != XInput::lastXiState.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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{
if (pressingLeftTrigger)
Command::Execute("+speed");
else
Command::Execute("-speed");
}
bool pressingRightTrigger = xiState->Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD ? true : false;
if (pressingRightTrigger != XInput::lastXiState.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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{
if (pressingRightTrigger)
Command::Execute("+attack");
else
Command::Execute("-attack");
}
// Buttons (on/off) mappings
for (size_t i = 0; i < mappings.size(); i++)
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{
auto mapping = mappings[i];
auto action = mapping.action;
auto antiAction = mapping.action;
if (mapping.isReversible) {
action = "+" + mapping.action;
antiAction = "-" + mapping.action;
}
else if (mapping.wasPressed) {
if (xiState->Gamepad.wButtons & mapping.input) {
// Button still pressed, do not send info
}
else {
mappings[i].wasPressed = false;
}
continue;
}
if (xiState->Gamepad.wButtons & mapping.input) {
if (mapping.spamWhenHeld || !mappings[i].wasPressed) {
Command::Execute(action.c_str());
}
mappings[i].wasPressed = true;
}
else if (mapping.isReversible && mapping.wasPressed) {
mappings[i].wasPressed = false;
Command::Execute(antiAction.c_str());
}
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}
memcpy(&XInput::lastXiState, xiState, sizeof XINPUT_STATE);
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}
}
__declspec(naked) void XInput::CL_CreateCmdStub()
{
__asm
{
// do xinput!
push esi
push ebp
call XInput::CL_GamepadMove
add esp, 8h
// execute code we patched over
add esp, 4
fld st
pop ebx
// return back
push 0x5A6DBF
retn
}
}
__declspec(naked) void XInput::MSG_WriteDeltaUsercmdKeyStub()
{
__asm
{
// fix stack pointer
add esp, 0Ch
// put both forward move and rightmove values in the movement button
mov dl, byte ptr[edi + 1Ah] // to_forwardMove
mov dh, byte ptr[edi + 1Bh] // to_rightMove
mov[esp + 30h], dx // to_buttons
mov dl, byte ptr[ebp + 1Ah] // from_forwardMove
mov dh, byte ptr[ebp + 1Bh] // from_rightMove
mov[esp + 2Ch], dx // from_buttons
// return back
push 0x60E40E
retn
}
}
void XInput::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
{
char forward;
char right;
if (Game::MSG_ReadBit(msg))
{
short movementBits = static_cast<short>(key ^ Game::MSG_ReadBits(msg, 16));
forward = static_cast<char>(movementBits);
right = static_cast<char>(movementBits >> 8);
}
else
{
forward = from->forwardmove;
right = from->rightmove;
}
to->forwardmove = forward;
to->rightmove = right;
}
__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub()
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call XInput::ApplyMovement
add esp, 10h
// return back
push 0x4921BF
ret
}
}
__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub2()
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call XInput::ApplyMovement
add esp, 10h
// return back
push 3
push esi
push 0x492085
ret
}
}
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void XInput::MenuNavigate() {
Game::menuDef_t* menuDef = Game::Menu_GetFocused(Game::uiContext);
#define SIGN(d) ((d > 0) - (d < 0))
if (menuDef) {
PollXInputDevices();
if (XInput::xiPlayerNum != -1)
{
XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
// Up/Down
float moveStickX = abs(xiState->Gamepad.sThumbLX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? xiState->Gamepad.sThumbLX / (float)std::numeric_limits<SHORT>().max() : .0f;
float moveStickY = abs(xiState->Gamepad.sThumbLY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? xiState->Gamepad.sThumbLY / (float)std::numeric_limits<SHORT>().max() : .0f;
std::chrono::milliseconds now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
std::chrono::milliseconds timeSinceLastNavigation = now - lastNavigationTime;
bool canNavigate = timeSinceLastNavigation > msBetweenNavigations;
if (moveStickY > .0f) {
if (canNavigate || SIGN(moveStickY) != SIGN(lastMenuNavigationDirection)) {
Game::Menu_SetPrevCursorItem(Game::uiContext, menuDef, 1);
lastMenuNavigationDirection = moveStickY;
lastNavigationTime = now;
}
}
else if (moveStickY < .0f) {
if (canNavigate || SIGN(moveStickY) != SIGN(lastMenuNavigationDirection)) {
Game::Menu_SetNextCursorItem(Game::uiContext, menuDef, 1);
lastMenuNavigationDirection = moveStickY;
lastNavigationTime = now;
}
}
else {
lastMenuNavigationDirection = .0f;
}
for (size_t i = 0; i < menuMappings.size(); i++)
{
MenuMapping mapping = menuMappings[i];
auto action = mapping.keystroke;
if (mapping.wasPressed) {
if (xiState->Gamepad.wButtons & mapping.input) {
// Button still pressed, do not send info
}
else {
menuMappings[i].wasPressed = false;
}
}
else if(xiState->Gamepad.wButtons & mapping.input){
Game::UI_KeyEvent(0, mapping.keystroke, 1);
menuMappings[i].wasPressed = true;
}
}
}
}
}
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XInput::XInput()
{
// poll xinput devices every client frame
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Utils::Hook(0x486970, XInput::CL_FrameStub, HOOK_JUMP).install()->quick();
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// use the xinput state when creating a usercmd
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Utils::Hook(0x5A6DB9, XInput::CL_CreateCmdStub, HOOK_JUMP).install()->quick();
// package the forward and right move components in the move buttons
Utils::Hook(0x60E38D, XInput::MSG_WriteDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
// send two bytes for sending movement data
Utils::Hook::Set<BYTE>(0x60E501, 16);
Utils::Hook::Set<BYTE>(0x60E5CD, 16);
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// make sure to parse the movement data properly and apply it
Utils::Hook(0x492127, XInput::MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x492009, XInput::MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick();
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PollXInputDevices();
if (xiPlayerNum >= 0) {
Vibrate(3000, 3000);
}
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Scheduler::OnFrame(MenuNavigate);
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}
}