iw4x-client/src/Components/Modules/Gamepad.hpp

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#pragma once
namespace Game
{
static constexpr auto MAX_GAMEPADS = 1;
static constexpr auto GPAD_VALUE_MASK = 0xFFFFFFFu;
static constexpr auto GPAD_DPAD_MASK = XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_DPAD_RIGHT;
static constexpr auto GPAD_DIGITAL_MASK = 1u << 28;
static constexpr auto GPAD_ANALOG_MASK = 1u << 29;
static constexpr auto GPAD_STICK_MASK = 1u << 30;
enum GamePadButton
{
GPAD_NONE = 0,
GPAD_UP = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_UP & GPAD_VALUE_MASK),
GPAD_DOWN = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_DOWN & GPAD_VALUE_MASK),
GPAD_LEFT = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_LEFT & GPAD_VALUE_MASK),
GPAD_RIGHT = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_RIGHT & GPAD_VALUE_MASK),
GPAD_START = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_START & GPAD_VALUE_MASK),
GPAD_BACK = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_BACK & GPAD_VALUE_MASK),
GPAD_L3 = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_LEFT_THUMB & GPAD_VALUE_MASK),
GPAD_R3 = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_RIGHT_THUMB & GPAD_VALUE_MASK),
GPAD_L_SHLDR = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_LEFT_SHOULDER & GPAD_VALUE_MASK),
GPAD_R_SHLDR = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_RIGHT_SHOULDER & GPAD_VALUE_MASK),
GPAD_A = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_A & GPAD_VALUE_MASK),
GPAD_B = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_B & GPAD_VALUE_MASK),
GPAD_X = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_X & GPAD_VALUE_MASK),
GPAD_Y = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_Y & GPAD_VALUE_MASK),
GPAD_L_TRIG = GPAD_ANALOG_MASK | (0 & GPAD_VALUE_MASK),
GPAD_R_TRIG = GPAD_ANALOG_MASK | (1 & GPAD_VALUE_MASK),
};
enum GamePadStick
{
GPAD_INVALID = 0x0,
GPAD_LX = GPAD_STICK_MASK | (0 & GPAD_VALUE_MASK),
GPAD_LY = GPAD_STICK_MASK | (1 & GPAD_VALUE_MASK),
GPAD_RX = GPAD_STICK_MASK | (2 & GPAD_VALUE_MASK),
GPAD_RY = GPAD_STICK_MASK | (3 & GPAD_VALUE_MASK),
};
enum GamePadButtonEvent
{
GPAD_BUTTON_RELEASED = 0x0,
GPAD_BUTTON_PRESSED = 0x1,
GPAD_BUTTON_UPDATE = 0x2,
};
enum GamepadPhysicalAxis
{
GPAD_PHYSAXIS_NONE = -1,
GPAD_PHYSAXIS_RSTICK_X = 0x0,
GPAD_PHYSAXIS_RSTICK_Y = 0x1,
GPAD_PHYSAXIS_LSTICK_X = 0x2,
GPAD_PHYSAXIS_LSTICK_Y = 0x3,
GPAD_PHYSAXIS_RTRIGGER = 0x4,
GPAD_PHYSAXIS_LTRIGGER = 0x5,
GPAD_PHYSAXIS_COUNT,
};
enum GamepadVirtualAxis
{
GPAD_VIRTAXIS_NONE = -1,
GPAD_VIRTAXIS_SIDE = 0x0,
GPAD_VIRTAXIS_FORWARD = 0x1,
GPAD_VIRTAXIS_UP = 0x2,
GPAD_VIRTAXIS_YAW = 0x3,
GPAD_VIRTAXIS_PITCH = 0x4,
GPAD_VIRTAXIS_ATTACK = 0x5,
GPAD_VIRTAXIS_COUNT
};
enum GamePadStickDir
{
GPAD_STICK_POS = 0x0,
GPAD_STICK_NEG = 0x1,
GPAD_STICK_DIR_COUNT
};
enum GamepadMapping
{
GPAD_MAP_NONE = -1,
GPAD_MAP_LINEAR = 0x0,
GPAD_MAP_SQUARED = 0x1,
GPAD_MAP_COUNT
};
struct ButtonToCodeMap_t
{
GamePadButton padButton;
int code;
};
struct StickToCodeMap_t
{
GamePadStick padStick;
int posCode;
int negCode;
};
struct GamepadVirtualAxisMapping
{
GamepadPhysicalAxis physicalAxis;
GamepadMapping mapType;
};
struct GpadAxesGlob
{
float axesValues[GPAD_PHYSAXIS_COUNT];
GamepadVirtualAxisMapping virtualAxes[GPAD_VIRTAXIS_COUNT];
};
struct AimAssistPlayerState
{
float velocity[3];
int eFlags;
int linkFlags;
int pm_flags;
int weapFlags;
int weaponState;
float fWeaponPosFrac;
int weapIndex;
bool hasAmmo;
bool isDualWielding;
bool isThirdPerson;
bool isExtendedMelee;
};
struct AimTweakables
{
float slowdownRegionWidth;
float slowdownRegionHeight;
float autoAimRegionWidth;
float autoAimRegionHeight;
float autoMeleeRegionWidth;
float autoMeleeRegionHeight;
float lockOnRegionWidth;
float lockOnRegionHeight;
};
struct AimScreenTarget
{
int entIndex;
float clipMins[2];
float clipMaxs[2];
float aimPos[3];
float velocity[3];
float distSqr;
float crosshairDistSqr;
};
enum AutoMeleeState
{
AIM_MELEE_STATE_OFF = 0x0,
AIM_MELEE_STATE_TARGETED = 0x1,
AIM_MELEE_STATE_UPDATING = 0x2,
};
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#pragma warning(push)
#pragma warning(disable: 4324)
struct __declspec(align(16)) AimAssistGlobals
{
AimAssistPlayerState ps;
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char _pad1[4];
float screenMtx[4][4];
float invScreenMtx[4][4];
bool initialized;
int prevButtons;
AimTweakables tweakables;
float eyeOrigin[3];
float viewOrigin[3];
float viewAngles[3];
float viewAxis[3][3];
float fovTurnRateScale;
float fovScaleInv;
float adsLerp;
float pitchDelta;
float yawDelta;
float screenWidth;
float screenHeight;
AimScreenTarget screenTargets[64];
int screenTargetCount;
int autoAimTargetEnt;
bool autoAimPressed;
bool autoAimActive;
float autoAimPitch;
float autoAimPitchTarget;
float autoAimYaw;
float autoAimYawTarget;
AutoMeleeState autoMeleeState;
int autoMeleeTargetEnt;
float autoMeleePitch;
float autoMeleePitchTarget;
float autoMeleeYaw;
float autoMeleeYawTarget;
int lockOnTargetEnt;
};
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#pragma warning(pop)
}
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namespace Components
{
class Gamepad : public Component
{
static constexpr float TRIGGER_THRESHOLD_F = static_cast<float>(XINPUT_GAMEPAD_TRIGGER_THRESHOLD) / static_cast<float>(0xFF);
public:
Gamepad();
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struct GamePad
{
bool enabled;
bool inUse;
int portIndex;
unsigned short digitals;
unsigned short lastDigitals;
float analogs[2];
float lastAnalogs[2];
float sticks[4];
float lastSticks[4];
bool stickDown[4][Game::GPAD_STICK_DIR_COUNT];
bool stickDownLast[4][Game::GPAD_STICK_DIR_COUNT];
float lowRumble;
float highRumble;
XINPUT_VIBRATION rumble;
XINPUT_CAPABILITIES caps;
};
struct GamePadGlobals
{
Game::GpadAxesGlob axes;
unsigned nextScrollTime;
GamePadGlobals();
};
private:
static GamePad gamePads[Game::MAX_GAMEPADS];
static GamePadGlobals gamePadGlobals[Game::MAX_GAMEPADS];
static int gamePadBindingsModifiedFlags;
static bool isHoldingMaxLookX;
static std::chrono::milliseconds timeAtFirstHeldMaxLookX;
static bool isADS;
static std::chrono::milliseconds lastNavigationTime;
static std::chrono::milliseconds msBetweenNavigations;
static Game::GamePadStickDir lastMenuNavigationDirection;
static Dvar::Var gpad_enabled;
static Dvar::Var gpad_debug;
static Dvar::Var gpad_present;
static Dvar::Var gpad_in_use;
static Dvar::Var gpad_sticksConfig;
static Dvar::Var gpad_buttonConfig;
static Dvar::Var gpad_menu_scroll_delay_first;
static Dvar::Var gpad_menu_scroll_delay_rest;
static Dvar::Var gpad_rumble;
static Dvar::Var gpad_stick_pressed_hysteresis;
static Dvar::Var gpad_stick_pressed;
static Dvar::Var gpad_stick_deadzone_max;
static Dvar::Var gpad_stick_deadzone_min;
static Dvar::Var gpad_button_deadzone;
static Dvar::Var gpad_button_rstick_deflect_max;
static Dvar::Var gpad_button_lstick_deflect_max;
static Dvar::Var input_viewSensitivity;
static Dvar::Var aim_turnrate_pitch;
static Dvar::Var aim_turnrate_pitch_ads;
static Dvar::Var aim_turnrate_yaw;
static Dvar::Var aim_turnrate_yaw_ads;
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static Dvar::Var aim_accel_turnrate_enabled;
static Dvar::Var aim_accel_turnrate_lerp;
static Dvar::Var aim_input_graph_enabled;
static Dvar::Var aim_input_graph_index;
static Dvar::Var aim_scale_view_axis;
static Dvar::Var xpadSensitivity;
static Dvar::Var xpadEarlyTime;
static Dvar::Var xpadEarlyMultiplier;
static Dvar::Var xpadHorizontalMultiplier;
static Dvar::Var xpadVerticalMultiplier;
static Dvar::Var xpadAdsMultiplier;
static void MSG_WriteDeltaUsercmdKeyStub();
static void ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to);
static void MSG_ReadDeltaUsercmdKeyStub();
static void MSG_ReadDeltaUsercmdKeyStub2();
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static float LinearTrack(float target, float current, float rate, float deltaTime);
static void AimAssist_CalcAdjustedAxis(const Game::AimInput* input, float* pitchAxis, float* yawAxis);
static void AimAssist_CalcSlowdown(const Game::AimInput* input, float* pitchScale, float* yawScale);
static float AimAssist_Lerp(float from, float to, float fraction);
static void AimAssist_ApplyTurnRates(const Game::AimInput* input, Game::AimOutput* output);
static void AimAssist_UpdateGamePadInput(const Game::AimInput* input, Game::AimOutput* output);
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static bool CG_ShouldUpdateViewAngles(int localClientNum);
static float CL_GamepadAxisValue(int gamePadIndex, Game::GamepadVirtualAxis virtualAxis);
static char ClampChar(int value);
static void CL_GamepadMove(int gamePadIndex, Game::usercmd_s* cmd, float frame_time_base);
static void CL_MouseMove_Stub();
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static bool Key_IsValidGamePadChar(int key);
static void CL_GamepadResetMenuScrollTime(int gamePadIndex, int key, bool down, unsigned int time);
static bool CL_CheckForIgnoreDueToRepeat(int gamePadIndex, int key, int repeatCount, unsigned int time);
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static void UI_GamepadKeyEvent(int gamePadIndex, int key, bool down);
static void CL_GamepadGenerateAPad(int gamePadIndex, Game::GamepadPhysicalAxis physicalAxis, unsigned time);
static void CL_GamepadEvent(int gamePadIndex, Game::GamepadPhysicalAxis physicalAxis, float value, unsigned time);
static void CL_GamepadButtonEvent(int gamePadIndex, int key, Game::GamePadButtonEvent buttonEvent, unsigned time, Game::GamePadButton button);
static void CL_GamepadButtonEventForPort(int gamePadIndex, int key, Game::GamePadButtonEvent buttonEvent, unsigned int time, Game::GamePadButton button);
static void GPad_ConvertStickToFloat(short x, short y, float& outX, float& outY);
static float GPad_GetStick(int gamePadIndex, Game::GamePadStick stick);
static float GPad_GetButton(int gamePadIndex, Game::GamePadButton button);
static bool GPad_IsButtonPressed(int gamePadIndex, Game::GamePadButton button);
static bool GPad_ButtonRequiresUpdates(int gamePadIndex, Game::GamePadButton button);
static bool GPad_IsButtonReleased(int gamePadIndex, Game::GamePadButton button);
static void GPad_UpdateSticksDown(int gamePadIndex);
static void GPad_UpdateSticks(int gamePadIndex, const XINPUT_GAMEPAD& state);
static void GPad_UpdateDigitals(int gamePadIndex, const XINPUT_GAMEPAD& state);
static void GPad_UpdateAnalogs(int gamePadIndex, const XINPUT_GAMEPAD& state);
static bool GPad_Check(int gamePadIndex, int portIndex);
static void GPad_RefreshAll();
static void GPad_UpdateAll();
static void IN_GamePadsMove();
static void IN_Frame_Hk();
static void Gamepad_WriteBindings(int gamePadIndex, int handle);
static void Key_WriteBindings_Hk(int localClientNum, int handle);
static void Com_WriteConfiguration_Modified_Stub();
static void Gamepad_BindAxis(int gamePadIndex, Game::GamepadPhysicalAxis realIndex, Game::GamepadVirtualAxis axisIndex, Game::GamepadMapping mapType);
static Game::GamepadPhysicalAxis StringToPhysicalAxis(const char* str);
static Game::GamepadVirtualAxis StringToVirtualAxis(const char* str);
static Game::GamepadMapping StringToGamePadMapping(const char* str);
static void Axis_Bind_f(Command::Params* params);
static void Axis_Unbindall_f(Command::Params* params);
static void Bind_GP_SticksConfigs_f(Command::Params* params);
static void Bind_GP_ButtonsConfigs_f(Command::Params* params);
static void InitDvars();
static void IN_Init_Hk();
static int Key_GetCommandAssignmentInternal_Hk(const char* cmd, int(*keys)[2]);
static bool IsGamePadInUse();
static void CL_KeyEvent_Hk(int localClientNum, int key, int down, unsigned int time);
static int CL_MouseEvent_Hk(int x, int y, int dx, int dy);
static bool UI_RefreshViewport_Hk();
static void CreateKeyNameMap();
};
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}