Better deadzone handling for view / movement

This commit is contained in:
rackover 2021-05-09 18:56:10 +02:00
parent 7f8995cf3e
commit 3157f60e6b

View File

@ -1,6 +1,7 @@
#include "STDInclude.hpp" #include "STDInclude.hpp"
#define XINPUT_SENSITIVITY_MULTIPLIER 4 // Arbitrary value I multiply the xinput senstivity dvar with to get nicer values (0-10 range or something) #define XINPUT_SENSITIVITY_MULTIPLIER 4 // Arbitrary value I multiply the xinput senstivity dvar with to get nicer values (0-10 range or something)
#define SIGN(d) ((d > 0) - (d < 0))
namespace Components namespace Components
{ {
@ -41,6 +42,18 @@ namespace Components
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW) XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
}; };
void GetLeftStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
float maxValue = (float)(std::numeric_limits<SHORT>().max() - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
x = abs(xiState->Gamepad.sThumbLX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbLX - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbLX)) / maxValue : .0f;
y = abs(xiState->Gamepad.sThumbLY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbLY - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbLY)) / maxValue : .0f;
}
void GetRightStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
float maxValue = (float)(std::numeric_limits<SHORT>().max() - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE);
x = abs(xiState->Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbRX - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbRX)) / maxValue : .0f;
y = abs(xiState->Gamepad.sThumbRY) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbRY - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbRY)) / maxValue : .0f;
}
void XInput::Vibrate(int leftVal, int rightVal) void XInput::Vibrate(int leftVal, int rightVal)
{ {
// Create a Vibraton State // Create a Vibraton State
@ -95,9 +108,9 @@ namespace Components
XINPUT_STATE* xiState = &xiStates[xiPlayerNum]; XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
// Deadzones // Deadzones
float moveStickX = abs(xiState->Gamepad.sThumbLX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? xiState->Gamepad.sThumbLX / (float)std::numeric_limits<SHORT>().max() : .0f; float moveStickX, moveStickY;
float moveStickY = abs(xiState->Gamepad.sThumbLY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? xiState->Gamepad.sThumbLY / (float)std::numeric_limits<SHORT>().max() : .0f; GetLeftStick01Value(xiState, moveStickX, moveStickY);
if (moveStickX != 0 || moveStickY != 0) { 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 // 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->rightmove = moveStickX * std::numeric_limits<char>().max();
@ -273,8 +286,6 @@ namespace Components
Game::menuDef_t* menuDef = Game::Menu_GetFocused(Game::uiContext); Game::menuDef_t* menuDef = Game::Menu_GetFocused(Game::uiContext);
#define SIGN(d) ((d > 0) - (d < 0))
if (menuDef) { if (menuDef) {
PollXInputDevices(); PollXInputDevices();
@ -283,7 +294,6 @@ namespace Components
XINPUT_STATE* xiState = &xiStates[xiPlayerNum]; XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
// Up/Down // 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; 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 now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
@ -311,7 +321,6 @@ namespace Components
for (size_t i = 0; i < menuMappings.size(); i++) for (size_t i = 0; i < menuMappings.size(); i++)
{ {
MenuMapping mapping = menuMappings[i]; MenuMapping mapping = menuMappings[i];
auto action = mapping.keystroke;
if (mapping.wasPressed) { if (mapping.wasPressed) {
if (xiState->Gamepad.wButtons & mapping.input) { if (xiState->Gamepad.wButtons & mapping.input) {
@ -368,8 +377,8 @@ namespace Components
float generalYSensitivityMultiplier = Dvar::Var("xpad_vertical_multiplier").get<float>(); float generalYSensitivityMultiplier = Dvar::Var("xpad_vertical_multiplier").get<float>();
std::chrono::milliseconds msBeforeUnlockingSensitivity = std::chrono::milliseconds(Dvar::Var("xpad_early_time").get<int>()); std::chrono::milliseconds msBeforeUnlockingSensitivity = std::chrono::milliseconds(Dvar::Var("xpad_early_time").get<int>());
float viewStickX = abs(xiState->Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRX / (float)std::numeric_limits<SHORT>().max() : .0f; float viewStickX, viewStickY;
float viewStickY = abs(xiState->Gamepad.sThumbRY) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRY / (float)std::numeric_limits<SHORT>().max() : .0f; GetRightStick01Value(xiState, viewStickX, viewStickY);
// Gamepad horizontal acceleration on view // Gamepad horizontal acceleration on view
if (abs(viewStickX) > 0.9f) { if (abs(viewStickX) > 0.9f) {
@ -392,6 +401,7 @@ namespace Components
else { else {
XInput::isHoldingMaxLookX = false; XInput::isHoldingMaxLookX = false;
XInput::timeAtFirstHeldMaxLookX = 0ms; XInput::timeAtFirstHeldMaxLookX = 0ms;
viewStickX *= lockedSensitivityMultiplier;
} }
float adsMultiplier = 1.0f; float adsMultiplier = 1.0f;
@ -481,17 +491,17 @@ namespace Components
// make sure to parse the movement data properly and apply it // make sure to parse the movement data properly and apply it
Utils::Hook(0x492127, XInput::MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick(); Utils::Hook(0x492127, XInput::MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x492009, XInput::MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick(); Utils::Hook(0x492009, XInput::MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick();
Utils::Hook(0x5A617D, CL_GetMouseMovementStub, HOOK_CALL).install()->quick(); Utils::Hook(0x5A617D, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
Utils::Hook(0x5A6816, CL_GetMouseMovementStub, HOOK_CALL).install()->quick(); Utils::Hook(0x5A6816, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick(); Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick();
Game::Dvar_RegisterFloat("xpad_sensitivity", 1.0f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads"); Game::Dvar_RegisterFloat("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
Game::Dvar_RegisterInt("xpad_early_time", 350, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity"); Game::Dvar_RegisterInt("xpad_early_time", 200, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
Game::Dvar_RegisterFloat("xpad_early_multiplier", 0.45f, 0.01f, 1.0f, Game::DVAR_FLAG_SAVED, "By how much the view sensitivity is multiplied during xpad_early_time when moving the view stick"); Game::Dvar_RegisterFloat("xpad_early_multiplier", 0.25f, 0.01f, 1.0f, Game::DVAR_FLAG_SAVED, "By how much the view sensitivity is multiplied during xpad_early_time when moving the view stick");
Game::Dvar_RegisterFloat("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier"); Game::Dvar_RegisterFloat("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier");
Game::Dvar_RegisterFloat("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier"); Game::Dvar_RegisterFloat("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier");
Game::Dvar_RegisterFloat("xpad_ads_multiplier", 0.3f, 0.1f, 1.0f, Game::DVAR_FLAG_SAVED, "By how much the view sensitivity is multiplied when aiming down the sights."); Game::Dvar_RegisterFloat("xpad_ads_multiplier", 0.7f, 0.1f, 1.0f, Game::DVAR_FLAG_SAVED, "By how much the view sensitivity is multiplied when aiming down the sights.");
PollXInputDevices(); PollXInputDevices();