Slight refactor, tweaked the acceleration value and deadzones a little bit
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ea926dfe67
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cbfdde2029
@ -16,6 +16,7 @@ namespace Components
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std::chrono::milliseconds XInput::lastNavigationTime = 0ms;
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std::chrono::milliseconds XInput::lastNavigationTime = 0ms;
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std::chrono::milliseconds XInput::msBetweenNavigations = 220ms;
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std::chrono::milliseconds XInput::msBetweenNavigations = 220ms;
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// This should be read from a text file in the players/ folder, most probably / or from config_mp.cfg
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std::vector<XInput::ActionMapping> mappings = {
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std::vector<XInput::ActionMapping> mappings = {
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XInput::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
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XInput::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
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XInput::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
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XInput::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
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@ -33,6 +34,7 @@ namespace Components
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XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 4"),
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XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 4"),
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};
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};
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// Same thing
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std::vector<XInput::MenuMapping> menuMappings = {
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std::vector<XInput::MenuMapping> menuMappings = {
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XInput::MenuMapping(XINPUT_GAMEPAD_A, Game::keyNum_t::K_KP_ENTER),
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XInput::MenuMapping(XINPUT_GAMEPAD_A, Game::keyNum_t::K_KP_ENTER),
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XInput::MenuMapping(XINPUT_GAMEPAD_B, Game::keyNum_t::K_ESCAPE),
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XInput::MenuMapping(XINPUT_GAMEPAD_B, Game::keyNum_t::K_ESCAPE),
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@ -42,16 +44,24 @@ namespace Components
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XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
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XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
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};
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};
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void GetLeftStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
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void XInput::GetLeftStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
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float maxValue = (float)(std::numeric_limits<SHORT>().max() - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
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GamepadStickTo01(xiState->Gamepad.sThumbLX, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, x);
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x = abs(xiState->Gamepad.sThumbLX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbLX - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbLX)) / maxValue : .0f;
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GamepadStickTo01(xiState->Gamepad.sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, y);
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y = abs(xiState->Gamepad.sThumbLY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbLY - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbLY)) / maxValue : .0f;
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}
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}
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void GetRightStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
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void XInput::GetRightStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
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float maxValue = (float)(std::numeric_limits<SHORT>().max() - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE);
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GamepadStickTo01(xiState->Gamepad.sThumbRX, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE, x);
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x = abs(xiState->Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbRX - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbRX)) / maxValue : .0f;
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GamepadStickTo01(xiState->Gamepad.sThumbRY, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE, y);
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y = abs(xiState->Gamepad.sThumbRY) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? (xiState->Gamepad.sThumbRY - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * SIGN(xiState->Gamepad.sThumbRY)) / maxValue : .0f;
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}
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void XInput::GamepadStickTo01(SHORT value, SHORT deadzone, float& output01) {
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float maxValue = (float)(std::numeric_limits<SHORT>().max() - deadzone);
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output01 = abs(value) > deadzone ? (value - deadzone * SIGN(value)) / maxValue : .0f;
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// log2 allows for a more neat value curve from 0 to 1
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// It is not functional yet, because I suck at maths
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//float test = (log2(abs(output01) + 1.f) - 1.f) * SIGN(value);
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}
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}
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void XInput::Vibrate(int leftVal, int rightVal)
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void XInput::Vibrate(int leftVal, int rightVal)
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@ -380,8 +390,12 @@ namespace Components
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float viewStickX, viewStickY;
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float viewStickX, viewStickY;
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GetRightStick01Value(xiState, viewStickX, viewStickY);
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GetRightStick01Value(xiState, viewStickX, viewStickY);
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#ifdef DEBUG
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Components::Logger::Print("X:%f \nY:%f\n(holdingMaxX: %d)\n", viewStickX, viewStickY, XInput::isHoldingMaxLookX);
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#endif
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// Gamepad horizontal acceleration on view
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// Gamepad horizontal acceleration on view
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if (abs(viewStickX) > 0.9f) {
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if (abs(viewStickX) > 0.80f) {
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if (!XInput::isHoldingMaxLookX) {
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if (!XInput::isHoldingMaxLookX) {
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XInput::isHoldingMaxLookX = true;
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XInput::isHoldingMaxLookX = true;
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XInput::timeAtFirstHeldMaxLookX = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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XInput::timeAtFirstHeldMaxLookX = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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@ -402,6 +416,8 @@ namespace Components
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XInput::isHoldingMaxLookX = false;
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XInput::isHoldingMaxLookX = false;
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XInput::timeAtFirstHeldMaxLookX = 0ms;
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XInput::timeAtFirstHeldMaxLookX = 0ms;
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viewStickX *= lockedSensitivityMultiplier;
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viewStickX *= lockedSensitivityMultiplier;
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Components::Logger::Print("multiplier will be %f\n", lockedSensitivityMultiplier);
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}
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}
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float adsMultiplier = 1.0f;
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float adsMultiplier = 1.0f;
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@ -497,7 +513,7 @@ namespace Components
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Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick();
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Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick();
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Game::Dvar_RegisterFloat("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
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Game::Dvar_RegisterFloat("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
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Game::Dvar_RegisterInt("xpad_early_time", 200, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
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Game::Dvar_RegisterInt("xpad_early_time", 130, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
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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");
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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");
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Game::Dvar_RegisterFloat("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier");
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Game::Dvar_RegisterFloat("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier");
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Game::Dvar_RegisterFloat("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier");
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Game::Dvar_RegisterFloat("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier");
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@ -52,7 +52,6 @@ namespace Components
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static int unk_CheckKeyHook(int localClientNum, Game::keyNum_t keyCode);
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static int unk_CheckKeyHook(int localClientNum, Game::keyNum_t keyCode);
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static void MouseOverride(Game::clientActive_t* clientActive, float* my, float* mx);
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static void MouseOverride(Game::clientActive_t* clientActive, float* my, float* mx);
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static char MovementOverride(int a1, Game::usercmd_s* cmd);
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static void Vibrate(int leftVal = 0, int rightVal = 0);
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static void Vibrate(int leftVal = 0, int rightVal = 0);
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static void CL_FrameStub();
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static void CL_FrameStub();
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@ -68,5 +67,9 @@ namespace Components
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static void MSG_ReadDeltaUsercmdKeyStub();
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static void MSG_ReadDeltaUsercmdKeyStub();
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static void MSG_ReadDeltaUsercmdKeyStub2();
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static void MSG_ReadDeltaUsercmdKeyStub2();
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static void GetLeftStick01Value(XINPUT_STATE* xiState, float& x, float& y);
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static void GetRightStick01Value(XINPUT_STATE* xiState, float& x, float& y);
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static void GamepadStickTo01(SHORT value, SHORT deadzone, float& output01);
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};
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};
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}
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}
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