Implement cod native controller support like xinput value retrieval
This commit is contained in:
parent
64fdd04343
commit
d4d1520f65
@ -101,7 +101,7 @@ namespace Components
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Loader::Register(new StructuredData());
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Loader::Register(new ConnectProtocol());
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Loader::Register(new StartupMessages());
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Loader::Register(new XInput());
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Loader::Register(new Gamepad());
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Loader::Register(new Client());
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@ -1,154 +1,117 @@
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#include "STDInclude.hpp"
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#include <limits>
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#define XINPUT_SENSITIVITY_MULTIPLIER 4 // Arbitrary value I multiply the xinput senstivity dvar with to get nicer values (0-10 range or something)
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#define SIGN(d) ((d > 0) - (d < 0))
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namespace Components
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{
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XINPUT_STATE XInput::xiStates[XUSER_MAX_COUNT];
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XINPUT_STATE XInput::lastXiState = { 0 };
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int XInput::xiPlayerNum = -1;
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std::chrono::milliseconds XInput::timeAtFirstHeldMaxLookX = 0ms; // "For how much time in milliseconds has the player been holding a horizontal direction on their stick, fully" (-1.0 or 1.0)
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bool XInput::isHoldingMaxLookX = false;
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bool XInput::isADS;
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Gamepad::GamePad Gamepad::gamePads[1]{};
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std::chrono::milliseconds Gamepad::timeAtFirstHeldMaxLookX = 0ms; // "For how much time in milliseconds has the player been holding a horizontal direction on their stick, fully" (-1.0 or 1.0)
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bool Gamepad::isHoldingMaxLookX = false;
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bool Gamepad::isADS;
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Dvar::Var XInput::xpadSensitivity;
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Dvar::Var XInput::xpadEarlyTime;
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Dvar::Var XInput::xpadEarlyMultiplier;
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Dvar::Var XInput::xpadHorizontalMultiplier;
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Dvar::Var XInput::xpadVerticalMultiplier;
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Dvar::Var XInput::xpadAdsMultiplier;
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Dvar::Var Gamepad::gpad_enabled;
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Dvar::Var Gamepad::gpad_debug;
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Dvar::Var Gamepad::gpad_present;
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Dvar::Var Gamepad::gpad_sticksConfig;
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Dvar::Var Gamepad::gpad_buttonConfig;
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Dvar::Var Gamepad::gpad_menu_scroll_delay_first;
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Dvar::Var Gamepad::gpad_menu_scroll_delay_rest;
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Dvar::Var Gamepad::gpad_rumble;
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Dvar::Var Gamepad::gpad_stick_pressed_hysteresis;
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Dvar::Var Gamepad::gpad_stick_pressed;
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Dvar::Var Gamepad::gpad_stick_deadzone_max;
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Dvar::Var Gamepad::gpad_stick_deadzone_min;
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Dvar::Var Gamepad::gpad_button_deadzone;
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Dvar::Var Gamepad::gpad_button_rstick_deflect_max;
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Dvar::Var Gamepad::gpad_button_lstick_deflect_max;
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float XInput::lastMenuNavigationDirection = .0f;
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std::chrono::milliseconds XInput::lastNavigationTime = 0ms;
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std::chrono::milliseconds XInput::msBetweenNavigations = 220ms;
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Dvar::Var Gamepad::xpadSensitivity;
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Dvar::Var Gamepad::xpadEarlyTime;
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Dvar::Var Gamepad::xpadEarlyMultiplier;
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Dvar::Var Gamepad::xpadHorizontalMultiplier;
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Dvar::Var Gamepad::xpadVerticalMultiplier;
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Dvar::Var Gamepad::xpadAdsMultiplier;
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Gamepad::GamePadStickDir Gamepad::lastMenuNavigationDirection = GPAD_STICK_DIR_COUNT;
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std::chrono::milliseconds Gamepad::lastNavigationTime = 0ms;
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std::chrono::milliseconds Gamepad::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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XInput::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
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XInput::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
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XInput::ActionMapping(XINPUT_GAMEPAD_X, "usereload"),
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XInput::ActionMapping(XINPUT_GAMEPAD_Y, "weapnext", false),
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XInput::ActionMapping(XINPUT_GAMEPAD_LEFT_SHOULDER, "smoke"),
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XInput::ActionMapping(XINPUT_GAMEPAD_RIGHT_SHOULDER, "frag"),
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XInput::ActionMapping(XINPUT_GAMEPAD_LEFT_THUMB, "breath_sprint"),
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XInput::ActionMapping(XINPUT_GAMEPAD_RIGHT_THUMB, "melee"),
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XInput::ActionMapping(XINPUT_GAMEPAD_START, "togglemenu", false),
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XInput::ActionMapping(XINPUT_GAMEPAD_BACK, "scores"),
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XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_LEFT, "actionslot 3"),
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XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_RIGHT, "actionslot 2"),
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XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_DOWN, "actionslot 1"),
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XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 4"),
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std::vector<Gamepad::ActionMapping> mappings = {
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Gamepad::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_X, "usereload"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_Y, "weapnext", false),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_LEFT_SHOULDER, "smoke"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_RIGHT_SHOULDER, "frag"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_LEFT_THUMB, "breath_sprint"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_RIGHT_THUMB, "melee"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_START, "togglemenu", false),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_BACK, "scores"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_LEFT, "actionslot 3"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_RIGHT, "actionslot 2"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_DOWN, "actionslot 1"),
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Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 4"),
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};
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// Same thing
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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_B, Game::keyNum_t::K_ESCAPE),
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XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_RIGHT, Game::keyNum_t::K_KP_RIGHTARROW),
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XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_LEFT, Game::keyNum_t::K_KP_LEFTARROW),
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XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_UP, Game::keyNum_t::K_KP_UPARROW),
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XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
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std::vector<Gamepad::MenuMapping> menuMappings = {
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Gamepad::MenuMapping(XINPUT_GAMEPAD_A, Game::keyNum_t::K_KP_ENTER),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_B, Game::keyNum_t::K_ESCAPE),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_RIGHT, Game::keyNum_t::K_KP_RIGHTARROW),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_LEFT, Game::keyNum_t::K_KP_LEFTARROW),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_UP, Game::keyNum_t::K_KP_UPARROW),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
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};
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void XInput::GetLeftStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
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GamepadStickTo01(xiState->Gamepad.sThumbLX, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, x);
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GamepadStickTo01(xiState->Gamepad.sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, y);
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}
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// void Gamepad::Vibrate(int leftVal, int rightVal)
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// {
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// // Create a Vibraton State
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// XINPUT_VIBRATION Vibration;
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//
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// // Zeroise the Vibration
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// ZeroMemory(&Vibration, sizeof(XINPUT_VIBRATION));
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//
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// // Set the Vibration Values
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// Vibration.wLeftMotorSpeed = leftVal;
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// Vibration.wRightMotorSpeed = rightVal;
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//
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// // Vibrate the controller
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// XInputSetState(xiPlayerNum, &Vibration);
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// }
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void XInput::GetRightStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
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GamepadStickTo01(xiState->Gamepad.sThumbRX, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE, x);
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GamepadStickTo01(xiState->Gamepad.sThumbRY, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE, y);
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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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void XInput::Vibrate(int leftVal, int rightVal)
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void Gamepad::CL_GamepadMove(int, Game::usercmd_s* cmd)
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{
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// Create a Vibraton State
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XINPUT_VIBRATION Vibration;
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auto& gamePad = gamePads[0];
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// Zeroise the Vibration
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ZeroMemory(&Vibration, sizeof(XINPUT_VIBRATION));
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// Set the Vibration Values
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Vibration.wLeftMotorSpeed = leftVal;
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Vibration.wRightMotorSpeed = rightVal;
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// Vibrate the controller
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XInputSetState(xiPlayerNum, &Vibration);
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}
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void XInput::PollXInputDevices()
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if (gamePad.enabled)
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{
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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)
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XInput::xiPlayerNum = i;
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}
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}
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__declspec(naked) void XInput::CL_FrameStub()
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{
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__asm
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{
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// poll the xinput devices on every client frame
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call XInput::PollXInputDevices
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// execute the code we patched over
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sub esp, 0Ch
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push ebx
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push ebp
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push esi
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// return back to original code
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push 0x486976
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retn
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}
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}
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void XInput::CL_GamepadMove(int, Game::usercmd_s* cmd)
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{
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if (XInput::xiPlayerNum != -1)
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{
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XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
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// Deadzones
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float moveStickX, moveStickY;
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GetLeftStick01Value(xiState, moveStickX, moveStickY);
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if (moveStickX != 0 || moveStickY != 0) {
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if (std::fabs(gamePad.sticks[0]) > 0.0f || std::fabs(gamePad.sticks[1]) > 0.0f) {
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// 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
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cmd->rightmove = moveStickX * std::numeric_limits<char>().max();
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cmd->forwardmove = moveStickY * std::numeric_limits<char>().max();
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cmd->rightmove = static_cast<char>(gamePad.sticks[0] * static_cast<float>(std::numeric_limits<char>().max()));
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cmd->forwardmove = static_cast<char>(gamePad.sticks[1] * static_cast<float>(std::numeric_limits<char>().max()));
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}
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bool pressingLeftTrigger = xiState->Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD ? true : false;
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if (pressingLeftTrigger != XInput::lastXiState.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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const bool pressingLeftTrigger = gamePad.analogs[0] > TRIGGER_THRESHOLD_F;
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const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
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if (pressingLeftTrigger != previouslyPressingLeftTrigger)
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{
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if (pressingLeftTrigger) {
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Command::Execute("+speed_throw");
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XInput::isADS = true;
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isADS = true;
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}
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else {
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Command::Execute("-speed_throw");
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XInput::isADS = false;
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isADS = false;
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}
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}
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bool pressingRightTrigger = xiState->Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD ? true : false;
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if (pressingRightTrigger != XInput::lastXiState.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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const bool pressingRightTrigger = gamePad.analogs[1] > TRIGGER_THRESHOLD_F;
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const bool previouslyPressingRightTrigger = gamePad.lastAnalogs[1] > TRIGGER_THRESHOLD_F;
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if (pressingRightTrigger != previouslyPressingRightTrigger)
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{
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if (pressingRightTrigger) {
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Command::Execute("+attack");
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@ -159,9 +122,9 @@ namespace Components
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}
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// Buttons (on/off) mappings
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for (size_t i = 0; i < mappings.size(); i++)
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for (auto& i : mappings)
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{
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auto mapping = mappings[i];
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auto mapping = i;
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auto action = mapping.action;
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auto antiAction = mapping.action;
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@ -170,40 +133,38 @@ namespace Components
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antiAction = "-" + mapping.action;
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}
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else if (mapping.wasPressed) {
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if (xiState->Gamepad.wButtons & mapping.input) {
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if (gamePad.digitals & mapping.input) {
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// Button still pressed, do not send info
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}
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else {
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mappings[i].wasPressed = false;
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i.wasPressed = false;
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}
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continue;
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}
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if (xiState->Gamepad.wButtons & mapping.input) {
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if (mapping.spamWhenHeld || !mappings[i].wasPressed) {
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Command::Execute(action.c_str());
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if (gamePad.digitals & mapping.input) {
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if (mapping.spamWhenHeld || !i.wasPressed) {
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Command::Execute(action);
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}
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mappings[i].wasPressed = true;
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i.wasPressed = true;
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}
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else if (mapping.isReversible && mapping.wasPressed) {
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mappings[i].wasPressed = false;
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Command::Execute(antiAction.c_str());
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i.wasPressed = false;
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Command::Execute(antiAction);
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}
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}
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}
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}
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memcpy(&XInput::lastXiState, xiState, sizeof XINPUT_STATE);
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}
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}
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__declspec(naked) void XInput::CL_CreateCmdStub()
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__declspec(naked) void Gamepad::CL_CreateCmdStub()
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{
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__asm
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{
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// do xinput!
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push esi
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push ebp
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call XInput::CL_GamepadMove
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call CL_GamepadMove
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add esp, 8h
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// execute code we patched over
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@ -217,7 +178,7 @@ namespace Components
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}
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}
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__declspec(naked) void XInput::MSG_WriteDeltaUsercmdKeyStub()
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__declspec(naked) void Gamepad::MSG_WriteDeltaUsercmdKeyStub()
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{
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__asm
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{
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@ -241,7 +202,7 @@ namespace Components
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}
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}
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void XInput::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
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void Gamepad::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
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{
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char forward;
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char right;
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@ -263,7 +224,7 @@ namespace Components
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to->rightmove = right;
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}
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__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub()
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__declspec(naked) void Gamepad::MSG_ReadDeltaUsercmdKeyStub()
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{
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__asm
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{
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@ -271,7 +232,7 @@ namespace Components
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push ebp // from
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push edi // key
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push esi // msg
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call XInput::ApplyMovement
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call ApplyMovement
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add esp, 10h
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// return back
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@ -280,7 +241,7 @@ namespace Components
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}
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}
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__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub2()
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__declspec(naked) void Gamepad::MSG_ReadDeltaUsercmdKeyStub2()
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{
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__asm
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{
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@ -288,7 +249,7 @@ namespace Components
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push ebp // from
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push edi // key
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push esi // msg
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call XInput::ApplyMovement
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call ApplyMovement
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add esp, 10h
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// return back
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@ -299,72 +260,66 @@ namespace Components
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}
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}
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void XInput::MenuNavigate() {
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void Gamepad::MenuNavigate()
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{
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auto& gamePad = gamePads[0];
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Game::menuDef_t* menuDef = Game::Menu_GetFocused(Game::uiContext);
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if (menuDef) {
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PollXInputDevices();
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if (XInput::xiPlayerNum != -1)
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if (menuDef)
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{
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if (gamePad.enabled)
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{
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XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
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// Up/Down
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float moveStickY = abs(xiState->Gamepad.sThumbLY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE ? xiState->Gamepad.sThumbLY / (float)std::numeric_limits<SHORT>().max() : .0f;
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std::chrono::milliseconds now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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std::chrono::milliseconds timeSinceLastNavigation = now - lastNavigationTime;
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bool canNavigate = timeSinceLastNavigation > msBetweenNavigations;
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if (moveStickY > .0f) {
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if (canNavigate || SIGN(moveStickY) != SIGN(lastMenuNavigationDirection)) {
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if (gamePad.stickDown[1][GPAD_STICK_POS]) {
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if (canNavigate) {
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Game::Menu_SetPrevCursorItem(Game::uiContext, menuDef, 1);
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lastMenuNavigationDirection = moveStickY;
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lastMenuNavigationDirection = GPAD_STICK_POS;
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lastNavigationTime = now;
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}
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}
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else if (moveStickY < .0f) {
|
||||
if (canNavigate || SIGN(moveStickY) != SIGN(lastMenuNavigationDirection)) {
|
||||
else if (gamePad.stickDown[1][GPAD_STICK_NEG]) {
|
||||
if (canNavigate) {
|
||||
Game::Menu_SetNextCursorItem(Game::uiContext, menuDef, 1);
|
||||
lastMenuNavigationDirection = moveStickY;
|
||||
lastMenuNavigationDirection = GPAD_STICK_NEG;
|
||||
lastNavigationTime = now;
|
||||
}
|
||||
}
|
||||
else {
|
||||
lastMenuNavigationDirection = .0f;
|
||||
lastMenuNavigationDirection = GPAD_STICK_DIR_COUNT;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < menuMappings.size(); i++)
|
||||
for (auto& mapping : menuMappings)
|
||||
{
|
||||
MenuMapping mapping = menuMappings[i];
|
||||
|
||||
if (mapping.wasPressed) {
|
||||
if (xiState->Gamepad.wButtons & mapping.input) {
|
||||
if (gamePad.digitals & mapping.input) {
|
||||
// Button still pressed, do not send info
|
||||
}
|
||||
else {
|
||||
menuMappings[i].wasPressed = false;
|
||||
mapping.wasPressed = false;
|
||||
}
|
||||
}
|
||||
else if (xiState->Gamepad.wButtons & mapping.input) {
|
||||
else if (gamePad.digitals & mapping.input) {
|
||||
Game::UI_KeyEvent(0, mapping.keystroke, 1);
|
||||
menuMappings[i].wasPressed = true;
|
||||
mapping.wasPressed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int XInput::unk_CheckKeyHook(int localClientNum, Game::keyNum_t keyCode) {
|
||||
|
||||
if (XInput::xiPlayerNum != -1)
|
||||
int Gamepad::unk_CheckKeyHook(int localClientNum, Game::keyNum_t keyCode)
|
||||
{
|
||||
XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
|
||||
const auto& gamePad = gamePads[0];
|
||||
|
||||
if (gamePad.enabled)
|
||||
{
|
||||
if (keyCode == Game::keyNum_t::K_MOUSE2) {
|
||||
bool pressingLeftTrigger = xiState->Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD ? true : false;
|
||||
if (pressingLeftTrigger != XInput::lastXiState.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
const bool pressingLeftTrigger = gamePad.analogs[0] > TRIGGER_THRESHOLD_F;
|
||||
const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
|
||||
if (pressingLeftTrigger != previouslyPressingLeftTrigger)
|
||||
{
|
||||
if (pressingLeftTrigger) {
|
||||
return 1;
|
||||
@ -376,17 +331,17 @@ namespace Components
|
||||
}
|
||||
}
|
||||
|
||||
Utils::Hook::Call<int(int, Game::keyNum_t)>(0x48B2D0)(localClientNum, keyCode);
|
||||
return Utils::Hook::Call<int(int, Game::keyNum_t)>(0x48B2D0)(localClientNum, keyCode);
|
||||
}
|
||||
|
||||
void XInput::MouseOverride(Game::clientActive_t* clientActive, float* mx, float* my) {
|
||||
|
||||
XInput::CL_GetMouseMovementCl(clientActive, mx, my);
|
||||
|
||||
if (XInput::xiPlayerNum != -1)
|
||||
void Gamepad::MouseOverride(Game::clientActive_t* clientActive, float* mx, float* my)
|
||||
{
|
||||
XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
|
||||
Gamepad::CL_GetMouseMovementCl(clientActive, mx, my);
|
||||
|
||||
const auto& gamePad = gamePads[0];
|
||||
|
||||
if (gamePad.enabled)
|
||||
{
|
||||
float viewSensitivityMultiplier = xpadSensitivity.get<float>() * XINPUT_SENSITIVITY_MULTIPLIER;
|
||||
|
||||
float lockedSensitivityMultiplier = xpadEarlyMultiplier.get<float>();
|
||||
@ -394,21 +349,17 @@ namespace Components
|
||||
float generalYSensitivityMultiplier = xpadVerticalMultiplier.get<float>();
|
||||
std::chrono::milliseconds msBeforeUnlockingSensitivity = std::chrono::milliseconds(xpadEarlyTime.get<int>());
|
||||
|
||||
float viewStickX, viewStickY;
|
||||
GetRightStick01Value(xiState, viewStickX, viewStickY);
|
||||
|
||||
#ifdef DEBUG
|
||||
Components::Logger::Print("X:%f \nY:%f\n(holdingMaxX: %d)\n", viewStickX, viewStickY, XInput::isHoldingMaxLookX);
|
||||
#endif
|
||||
float viewStickX = gamePad.sticks[2];
|
||||
float viewStickY = gamePad.sticks[3];
|
||||
|
||||
// Gamepad horizontal acceleration on view
|
||||
if (abs(viewStickX) > 0.80f) {
|
||||
if (!XInput::isHoldingMaxLookX) {
|
||||
XInput::isHoldingMaxLookX = true;
|
||||
XInput::timeAtFirstHeldMaxLookX = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
|
||||
if (!Gamepad::isHoldingMaxLookX) {
|
||||
Gamepad::isHoldingMaxLookX = true;
|
||||
Gamepad::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;
|
||||
std::chrono::milliseconds hasBeenHoldingLeftXForMs = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()) - Gamepad::timeAtFirstHeldMaxLookX;
|
||||
#ifdef STEP_SENSITIVITY
|
||||
if (hasBeenHoldingLeftXForMs < msBeforeUnlockingSensitivity) {
|
||||
viewStickX *= lockedSensitivityMultiplier;
|
||||
@ -420,8 +371,8 @@ namespace Components
|
||||
}
|
||||
}
|
||||
else {
|
||||
XInput::isHoldingMaxLookX = false;
|
||||
XInput::timeAtFirstHeldMaxLookX = 0ms;
|
||||
Gamepad::isHoldingMaxLookX = false;
|
||||
Gamepad::timeAtFirstHeldMaxLookX = 0ms;
|
||||
viewStickX *= lockedSensitivityMultiplier;
|
||||
}
|
||||
|
||||
@ -430,7 +381,7 @@ namespace Components
|
||||
auto ps = &clientActive->snap.ps;
|
||||
|
||||
// DO NOT use clientActive->usingAds ! It only works for toggle ADS
|
||||
if (Game::PM_IsAdsAllowed(ps) && XInput::isADS) {
|
||||
if (Game::PM_IsAdsAllowed(ps) && Gamepad::isADS) {
|
||||
adsMultiplier = xpadAdsMultiplier.get<float>();
|
||||
}
|
||||
|
||||
@ -440,8 +391,9 @@ namespace Components
|
||||
}
|
||||
|
||||
// Handling killstreaks
|
||||
bool pressingRightTrigger = xiState->Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD ? true : false;
|
||||
if (pressingRightTrigger != XInput::lastXiState.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
const bool pressingRightTrigger = gamePad.analogs[1] > TRIGGER_THRESHOLD_F;
|
||||
const bool previouslyPressingRightTrigger = gamePad.lastAnalogs[1] > TRIGGER_THRESHOLD_F;
|
||||
if (pressingRightTrigger != previouslyPressingRightTrigger)
|
||||
{
|
||||
bool* isInPredator = reinterpret_cast<bool*>(0x8EE3B8);
|
||||
|
||||
@ -459,7 +411,6 @@ namespace Components
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Game -> Client DLL
|
||||
__declspec(naked) void CL_GetMouseMovementStub()
|
||||
{
|
||||
@ -468,15 +419,14 @@ namespace Components
|
||||
push edx;
|
||||
push ecx;
|
||||
push eax;
|
||||
call XInput::MouseOverride;
|
||||
call Gamepad::MouseOverride;
|
||||
add esp, 0xC;
|
||||
ret;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Client DLL -> Game
|
||||
void XInput::CL_GetMouseMovementCl(Game::clientActive_t* result, float* mx, float* my)
|
||||
void Gamepad::CL_GetMouseMovementCl(Game::clientActive_t* result, float* mx, float* my)
|
||||
{
|
||||
__asm
|
||||
{
|
||||
@ -494,42 +444,269 @@ namespace Components
|
||||
}
|
||||
}
|
||||
|
||||
XInput::XInput()
|
||||
bool Gamepad::GPad_Check(const int gamePadIndex, const int portIndex)
|
||||
{
|
||||
// poll xinput devices every client frame
|
||||
Utils::Hook(0x486970, XInput::CL_FrameStub, HOOK_JUMP).install()->quick();
|
||||
auto& gamePad = gamePads[gamePadIndex];
|
||||
|
||||
if (XInputGetCapabilities(portIndex, XINPUT_FLAG_GAMEPAD, &gamePad.caps) == ERROR_SUCCESS)
|
||||
{
|
||||
gamePad.enabled = true;
|
||||
gamePad.portIndex = portIndex;
|
||||
return true;
|
||||
}
|
||||
|
||||
gamePad.enabled = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
void Gamepad::GPad_RefreshAll()
|
||||
{
|
||||
auto currentGamePadNum = 0;
|
||||
|
||||
for (auto currentPort = 0; currentPort < XUSER_MAX_COUNT && currentGamePadNum < MAX_GAMEPADS; currentPort++)
|
||||
{
|
||||
if (GPad_Check(currentGamePadNum, currentPort))
|
||||
currentGamePadNum++;
|
||||
}
|
||||
}
|
||||
|
||||
void Gamepad::GPad_ConvertStickToFloat(const short x, const short y, float& outX, float& outY)
|
||||
{
|
||||
Game::vec2_t stickVec;
|
||||
stickVec[0] = static_cast<float>(x) / static_cast<float>(std::numeric_limits<short>::max());
|
||||
stickVec[1] = static_cast<float>(y) / static_cast<float>(std::numeric_limits<short>::max());
|
||||
|
||||
const auto deadZoneTotal = gpad_stick_deadzone_min.get<float>() + gpad_stick_deadzone_max.get<float>();
|
||||
auto len = Game::Vec2Normalize(stickVec);
|
||||
|
||||
if (gpad_stick_deadzone_min.get<float>() <= len)
|
||||
{
|
||||
if (1.0f - gpad_stick_deadzone_max.get<float>() >= len)
|
||||
len = (len - gpad_stick_deadzone_min.get<float>()) / (1.0f - deadZoneTotal);
|
||||
else
|
||||
len = 1.0f;
|
||||
}
|
||||
else
|
||||
len = 0.0f;
|
||||
|
||||
outX = stickVec[0] * len;
|
||||
outY = stickVec[1] * len;
|
||||
}
|
||||
|
||||
void Gamepad::GPad_UpdateSticksDown(int gamePadIndex)
|
||||
{
|
||||
assert(gamePadIndex < MAX_GAMEPADS);
|
||||
|
||||
auto& gamePad = gamePads[gamePadIndex];
|
||||
|
||||
for(auto stickIndex = 0u; stickIndex < std::extent_v<decltype(GamePad::sticks)>; stickIndex++)
|
||||
{
|
||||
for(auto dir = 0; dir < GPAD_STICK_DIR_COUNT; dir++)
|
||||
{
|
||||
gamePad.stickDownLast[stickIndex][dir] = gamePad.stickDown[stickIndex][dir];
|
||||
|
||||
auto threshold = gpad_stick_pressed.get<float>();
|
||||
|
||||
if (gamePad.stickDownLast[stickIndex][dir])
|
||||
threshold -= gpad_stick_pressed_hysteresis.get<float>();
|
||||
else
|
||||
threshold += gpad_stick_pressed_hysteresis.get<float>();
|
||||
|
||||
if(dir == GPAD_STICK_POS)
|
||||
{
|
||||
gamePad.stickDown[stickIndex][dir] = gamePad.sticks[stickIndex] > threshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(dir == GPAD_STICK_NEG);
|
||||
gamePad.stickDown[stickIndex][dir] = gamePad.sticks[stickIndex] < -threshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Gamepad::GPad_UpdateSticks(const int gamePadIndex, const XINPUT_GAMEPAD& state)
|
||||
{
|
||||
assert(gamePadIndex < MAX_GAMEPADS);
|
||||
|
||||
auto& gamePad = gamePads[gamePadIndex];
|
||||
|
||||
Game::vec2_t lVec, rVec;
|
||||
GPad_ConvertStickToFloat(state.sThumbLX, state.sThumbLY, lVec[0], lVec[1]);
|
||||
GPad_ConvertStickToFloat(state.sThumbRX, state.sThumbRY, rVec[0], rVec[1]);
|
||||
|
||||
gamePad.lastSticks[0] = gamePad.sticks[0];
|
||||
gamePad.sticks[0] = lVec[0];
|
||||
gamePad.lastSticks[1] = gamePad.sticks[1];
|
||||
gamePad.sticks[1] = lVec[1];
|
||||
gamePad.lastSticks[2] = gamePad.sticks[2];
|
||||
gamePad.sticks[2] = rVec[0];
|
||||
gamePad.lastSticks[3] = gamePad.sticks[3];
|
||||
gamePad.sticks[3] = rVec[1];
|
||||
|
||||
GPad_UpdateSticksDown(gamePadIndex);
|
||||
|
||||
#ifdef DEBUG
|
||||
if(gpad_debug.get<bool>())
|
||||
{
|
||||
Logger::Print("Left: X: %f Y: %f\n", lVec[0], lVec[1]);
|
||||
Logger::Print("Right: X: %f Y: %f\n", rVec[0], rVec[1]);
|
||||
Logger::Print("Down: %i:%i %i:%i %i:%i %i:%i\n", gamePad.stickDown[0][GPAD_STICK_POS], gamePad.stickDown[0][GPAD_STICK_NEG],
|
||||
gamePad.stickDown[1][GPAD_STICK_POS], gamePad.stickDown[1][GPAD_STICK_NEG],
|
||||
gamePad.stickDown[2][GPAD_STICK_POS], gamePad.stickDown[2][GPAD_STICK_NEG],
|
||||
gamePad.stickDown[3][GPAD_STICK_POS], gamePad.stickDown[3][GPAD_STICK_NEG]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Gamepad::GPad_UpdateDigitals(const int gamePadIndex, const XINPUT_GAMEPAD& state)
|
||||
{
|
||||
assert(gamePadIndex < MAX_GAMEPADS);
|
||||
|
||||
auto& gamePad = gamePads[gamePadIndex];
|
||||
|
||||
gamePad.lastDigitals = gamePad.digitals;
|
||||
gamePad.digitals = state.wButtons;
|
||||
|
||||
const auto leftDeflect = gpad_button_lstick_deflect_max.get<float>();
|
||||
if(std::fabs(gamePad.sticks[0]) > leftDeflect || std::fabs(gamePad.sticks[1]) > leftDeflect)
|
||||
gamePad.digitals &= ~static_cast<short>(XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
const auto rightDeflect = gpad_button_rstick_deflect_max.get<float>();
|
||||
if(std::fabs(gamePad.sticks[2]) > leftDeflect || std::fabs(gamePad.sticks[3]) > rightDeflect)
|
||||
gamePad.digitals &= ~static_cast<short>(XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
|
||||
#ifdef DEBUG
|
||||
if (gpad_debug.get<bool>())
|
||||
{
|
||||
Logger::Print("Buttons: %x\n", gamePad.digitals);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Gamepad::GPad_UpdateAnalogs(const int gamePadIndex, const XINPUT_GAMEPAD& state)
|
||||
{
|
||||
assert(gamePadIndex < MAX_GAMEPADS);
|
||||
|
||||
auto& gamePad = gamePads[gamePadIndex];
|
||||
|
||||
const auto buttonDeadZone = gpad_button_deadzone.get<float>();
|
||||
|
||||
gamePad.lastAnalogs[0] = gamePad.analogs[0];
|
||||
gamePad.analogs[0] = static_cast<float>(state.bLeftTrigger) / static_cast<float>(std::numeric_limits<unsigned char>::max());
|
||||
if (gamePad.analogs[0] < buttonDeadZone)
|
||||
gamePad.analogs[0] = 0.0f;
|
||||
|
||||
|
||||
gamePad.lastAnalogs[1] = gamePad.analogs[1];
|
||||
gamePad.analogs[1] = static_cast<float>(state.bRightTrigger) / static_cast<float>(std::numeric_limits<unsigned char>::max());
|
||||
if (gamePad.analogs[1] < buttonDeadZone)
|
||||
gamePad.analogs[1] = 0.0f;
|
||||
|
||||
#ifdef DEBUG
|
||||
if (gpad_debug.get<bool>())
|
||||
{
|
||||
Logger::Print("Triggers: %f %f\n", gamePad.analogs[0], gamePad.analogs[1]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Gamepad::GPad_UpdateAll()
|
||||
{
|
||||
GPad_RefreshAll();
|
||||
|
||||
for(auto currentGamePadIndex = 0; currentGamePadIndex < MAX_GAMEPADS; currentGamePadIndex++)
|
||||
{
|
||||
const auto& gamePad = gamePads[currentGamePadIndex];
|
||||
if(!gamePad.enabled)
|
||||
continue;
|
||||
|
||||
XINPUT_STATE inputState;
|
||||
if(XInputGetState(gamePad.portIndex, &inputState) != ERROR_SUCCESS)
|
||||
continue;
|
||||
|
||||
GPad_UpdateSticks(currentGamePadIndex, inputState.Gamepad);
|
||||
GPad_UpdateDigitals(currentGamePadIndex, inputState.Gamepad);
|
||||
GPad_UpdateAnalogs(currentGamePadIndex, inputState.Gamepad);
|
||||
}
|
||||
}
|
||||
|
||||
void Gamepad::IN_GamePadsMove()
|
||||
{
|
||||
GPad_UpdateAll();
|
||||
}
|
||||
|
||||
|
||||
void Gamepad::IN_Frame_Hk()
|
||||
{
|
||||
// Call original method
|
||||
Utils::Hook::Call<void()>(0x64C490)();
|
||||
|
||||
IN_GamePadsMove();
|
||||
}
|
||||
|
||||
void Gamepad::InitDvars()
|
||||
{
|
||||
gpad_enabled = Dvar::Register<bool>("gpad_enabled", false, Game::DVAR_FLAG_SAVED, "Game pad enabled");
|
||||
gpad_debug = Dvar::Register<bool>("gpad_debug", false, 0, "Game pad debugging");
|
||||
gpad_present = Dvar::Register<bool>("gpad_present", false, 0, "Game pad present");
|
||||
gpad_sticksConfig = Dvar::Register<const char*>("gpad_sticksConfig", "thumbstick_default", Game::DVAR_FLAG_SAVED, "Game pad stick configuration");
|
||||
gpad_buttonConfig = Dvar::Register<const char*>("gpad_buttonConfig", "buttons_default", Game::DVAR_FLAG_SAVED, "Game pad button configuration");
|
||||
gpad_menu_scroll_delay_first = Dvar::Register<int>("gpad_menu_scroll_delay_first", 420, 0, 1000, Game::DVAR_FLAG_SAVED, "Menu scroll key-repeat delay, for the first repeat, in milliseconds");
|
||||
gpad_menu_scroll_delay_rest = Dvar::Register<int>("gpad_menu_scroll_delay_rest", 210, 0, 1000, Game::DVAR_FLAG_SAVED, "Menu scroll key-repeat delay, for repeats after the first, in milliseconds");
|
||||
gpad_rumble = Dvar::Register<bool>("gpad_rumble", true, Game::DVAR_FLAG_SAVED, "Enable game pad rumble");
|
||||
gpad_stick_pressed_hysteresis = Dvar::Register<float>("gpad_stick_pressed_hysteresis", 0.1f, 0.0f, 1.0f, 0, "Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing");
|
||||
gpad_stick_pressed = Dvar::Register<float>("gpad_stick_pressed", 0.4f, 0.0, 1.0, 0, "Game pad stick pressed threshhold");
|
||||
gpad_stick_deadzone_max = Dvar::Register<float>("gpad_stick_deadzone_max", 0.01f, 0.0f, 1.0f, 0, "Game pad maximum stick deadzone");
|
||||
gpad_stick_deadzone_min = Dvar::Register<float>("gpad_stick_deadzone_min", 0.2f, 0.0f, 1.0f, 0, "Game pad minimum stick deadzone");
|
||||
gpad_button_deadzone = Dvar::Register<float>("gpad_button_deadzone", 0.13f, 0.0f, 1.0f, 0, "Game pad button deadzone threshhold");
|
||||
gpad_button_lstick_deflect_max = Dvar::Register<float>("gpad_button_lstick_deflect_max", 1.0f, 0.0f, 1.0f, 0, "Game pad maximum pad stick pressed value");
|
||||
gpad_button_rstick_deflect_max = Dvar::Register<float>("gpad_button_rstick_deflect_max", 1.0f, 0.0f, 1.0f, 0, "Game pad maximum pad stick pressed value");
|
||||
}
|
||||
|
||||
void Gamepad::IN_Init_Hk()
|
||||
{
|
||||
// Call original method
|
||||
Utils::Hook::Call<void()>(0x45D620)();
|
||||
|
||||
InitDvars();
|
||||
}
|
||||
|
||||
Gamepad::Gamepad()
|
||||
{
|
||||
if (Dedicated::IsEnabled() || ZoneBuilder::IsEnabled())
|
||||
return;
|
||||
|
||||
Utils::Hook(0x467C03, IN_Init_Hk, HOOK_CALL).install()->quick();
|
||||
|
||||
Utils::Hook(0x475E9E, IN_Frame_Hk, HOOK_CALL).install()->quick();
|
||||
|
||||
// use the xinput state when creating a usercmd
|
||||
Utils::Hook(0x5A6DB9, XInput::CL_CreateCmdStub, HOOK_JUMP).install()->quick();
|
||||
Utils::Hook(0x5A6DB9, Gamepad::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();
|
||||
Utils::Hook(0x60E38D, Gamepad::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);
|
||||
|
||||
// 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();
|
||||
Utils::Hook(0x492127, Gamepad::MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
|
||||
Utils::Hook(0x492009, Gamepad::MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick();
|
||||
|
||||
Utils::Hook(0x5A617D, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
|
||||
Utils::Hook(0x5A6816, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
|
||||
Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick();
|
||||
|
||||
XInput::xpadSensitivity = Dvar::Register<float>("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
|
||||
XInput::xpadEarlyTime = Dvar::Register<int>("xpad_early_time", 130, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
|
||||
XInput::xpadEarlyMultiplier = Dvar::Register<float>("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");
|
||||
XInput::xpadHorizontalMultiplier = Dvar::Register<float>("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier");
|
||||
XInput::xpadVerticalMultiplier = Dvar::Register<float>("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier");
|
||||
XInput::xpadAdsMultiplier = Dvar::Register<float>("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();
|
||||
|
||||
if (xiPlayerNum >= 0) {
|
||||
Vibrate(3000, 3000);
|
||||
}
|
||||
|
||||
Scheduler::OnFrame(MenuNavigate);
|
||||
|
||||
xpadSensitivity = Dvar::Register<float>("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
|
||||
xpadEarlyTime = Dvar::Register<int>("xpad_early_time", 130, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
|
||||
xpadEarlyMultiplier = Dvar::Register<float>("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");
|
||||
xpadHorizontalMultiplier = Dvar::Register<float>("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier");
|
||||
xpadVerticalMultiplier = Dvar::Register<float>("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier");
|
||||
xpadAdsMultiplier = Dvar::Register<float>("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.");
|
||||
|
||||
MessageBoxA(NULL, __FUNCTION__, "", 0);
|
||||
}
|
||||
}
|
||||
|
@ -2,12 +2,43 @@
|
||||
|
||||
namespace Components
|
||||
{
|
||||
class XInput : public Component
|
||||
class Gamepad : public Component
|
||||
{
|
||||
public:
|
||||
XInput();
|
||||
static constexpr auto MAX_GAMEPADS = 1;
|
||||
static constexpr float TRIGGER_THRESHOLD_F = static_cast<float>(XINPUT_GAMEPAD_TRIGGER_THRESHOLD) / static_cast<float>(0xFF);
|
||||
|
||||
struct ActionMapping {
|
||||
public:
|
||||
|
||||
Gamepad();
|
||||
enum GamePadStickDir
|
||||
{
|
||||
GPAD_STICK_POS = 0x0,
|
||||
GPAD_STICK_NEG = 0x1,
|
||||
|
||||
GPAD_STICK_DIR_COUNT
|
||||
};
|
||||
|
||||
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][GPAD_STICK_DIR_COUNT];
|
||||
bool stickDownLast[4][GPAD_STICK_DIR_COUNT];
|
||||
float lowRumble;
|
||||
float highRumble;
|
||||
|
||||
XINPUT_VIBRATION rumble;
|
||||
XINPUT_CAPABILITIES caps;
|
||||
};
|
||||
|
||||
struct ActionMapping
|
||||
{
|
||||
int input;
|
||||
std::string action;
|
||||
bool isReversible;
|
||||
@ -23,7 +54,8 @@ namespace Components
|
||||
}
|
||||
};
|
||||
|
||||
struct MenuMapping {
|
||||
struct MenuMapping
|
||||
{
|
||||
int input;
|
||||
Game::keyNum_t keystroke;
|
||||
bool wasPressed = false;
|
||||
@ -36,9 +68,7 @@ namespace Components
|
||||
};
|
||||
|
||||
private:
|
||||
static XINPUT_STATE xiStates[XUSER_MAX_COUNT];
|
||||
static int xiPlayerNum;
|
||||
static XINPUT_STATE lastXiState;
|
||||
static GamePad gamePads[MAX_GAMEPADS];
|
||||
|
||||
static bool isHoldingMaxLookX;
|
||||
static std::chrono::milliseconds timeAtFirstHeldMaxLookX;
|
||||
@ -46,14 +76,30 @@ namespace Components
|
||||
|
||||
static std::chrono::milliseconds lastNavigationTime;
|
||||
static std::chrono::milliseconds msBetweenNavigations;
|
||||
static float lastMenuNavigationDirection;
|
||||
static GamePadStickDir lastMenuNavigationDirection;
|
||||
|
||||
static Dvar::Var XInput::xpadSensitivity;
|
||||
static Dvar::Var XInput::xpadEarlyTime;
|
||||
static Dvar::Var XInput::xpadEarlyMultiplier;
|
||||
static Dvar::Var XInput::xpadHorizontalMultiplier;
|
||||
static Dvar::Var XInput::xpadVerticalMultiplier;
|
||||
static Dvar::Var XInput::xpadAdsMultiplier;
|
||||
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);
|
||||
@ -78,5 +124,21 @@ namespace Components
|
||||
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 GPad_ConvertStickToFloat(short x, short y, float& outX, float& outY);
|
||||
|
||||
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();
|
||||
};
|
||||
}
|
||||
|
@ -704,12 +704,23 @@ namespace Game
|
||||
return atoi(StringTable_Lookup(rankTable, 0, maxrank, 7));
|
||||
}
|
||||
|
||||
void Vec3Normalize(vec3_t& vec)
|
||||
float Vec2Normalize(vec2_t& vec)
|
||||
{
|
||||
const float length = std::sqrt((vec[0] * vec[0]) + (vec[1] * vec[1]));
|
||||
|
||||
vec[0] /= length;
|
||||
vec[1] /= length;
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
float Vec3Normalize(vec3_t& vec)
|
||||
{
|
||||
const float length = static_cast<float>(std::sqrt(std::pow(vec[0], 2) + std::pow(vec[1], 2) + std::pow(vec[2], 2)));
|
||||
vec[0] /= length;
|
||||
vec[1] /= length;
|
||||
vec[2] /= length;
|
||||
return length;
|
||||
}
|
||||
|
||||
void Vec2UnpackTexCoords(const PackedTexCoords in, vec2_t* out)
|
||||
|
@ -936,7 +936,8 @@ namespace Game
|
||||
|
||||
void Image_Setup(GfxImage* image, unsigned int width, unsigned int height, unsigned int depth, unsigned int flags, _D3DFORMAT format);
|
||||
|
||||
void Vec3Normalize(vec3_t& vec);
|
||||
float Vec2Normalize(vec2_t& vec);
|
||||
float Vec3Normalize(vec3_t& vec);
|
||||
void Vec2UnpackTexCoords(const PackedTexCoords in, vec2_t* out);
|
||||
void MatrixVecMultiply(const float(&mulMat)[3][3], const vec3_t& mulVec, vec3_t& solution);
|
||||
void QuatRot(vec3_t* vec, const vec4_t* quat);
|
||||
|
Loading…
Reference in New Issue
Block a user