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 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 = 0x2
};
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_PHYSAXIS_COUNT];
};
}
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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;
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
{
unsigned nextScrollTime;
};
struct ActionMapping
{
int input;
std::string action;
bool isReversible;
bool wasPressed = false;
bool spamWhenHeld = false;
ActionMapping(int input, std::string action, bool isReversible = true, bool spamWhenHeld = false)
{
this->action = action;
this->isReversible = isReversible;
this->input = input;
this->spamWhenHeld = spamWhenHeld;
}
};
private:
static GamePad gamePads[Game::MAX_GAMEPADS];
static GamePadGlobals gamePadGlobals[Game::MAX_GAMEPADS];
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_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 xpadSensitivity;
static Dvar::Var xpadEarlyTime;
static Dvar::Var xpadEarlyMultiplier;
static Dvar::Var xpadHorizontalMultiplier;
static Dvar::Var xpadVerticalMultiplier;
static Dvar::Var xpadAdsMultiplier;
static void CL_GetMouseMovementCl(Game::clientActive_t* result, float* mx, float* my);
static int unk_CheckKeyHook(int localClientNum, Game::keyNum_t keyCode);
static void MouseOverride(Game::clientActive_t* clientActive, float* my, float* mx);
static void Vibrate(int leftVal = 0, int rightVal = 0);
static void CL_FrameStub();
static void PollXInputDevices();
static void CL_CreateCmdStub();
static void CL_GamepadMove(int, Game::usercmd_s*);
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();
static void GetLeftStick01Value(XINPUT_STATE* xiState, float& x, float& y);
static void GetRightStick01Value(XINPUT_STATE* xiState, float& x, float& y);
static void GamepadStickTo01(SHORT value, SHORT deadzone, float& output01);
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 InitDvars();
static void IN_Init_Hk();
static void CreateKeyNameMap();
};
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}