Implement cod native controller support like xinput value retrieval

This commit is contained in:
Jan 2021-08-21 15:16:51 +02:00
parent 64fdd04343
commit d4d1520f65
5 changed files with 533 additions and 282 deletions

View File

@ -101,7 +101,7 @@ namespace Components
Loader::Register(new StructuredData());
Loader::Register(new ConnectProtocol());
Loader::Register(new StartupMessages());
Loader::Register(new XInput());
Loader::Register(new Gamepad());
Loader::Register(new Client());

View File

@ -1,154 +1,117 @@
#include "STDInclude.hpp"
#include <limits>
#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
{
XINPUT_STATE XInput::xiStates[XUSER_MAX_COUNT];
XINPUT_STATE XInput::lastXiState = { 0 };
int XInput::xiPlayerNum = -1;
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)
bool XInput::isHoldingMaxLookX = false;
bool XInput::isADS;
Gamepad::GamePad Gamepad::gamePads[1]{};
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)
bool Gamepad::isHoldingMaxLookX = false;
bool Gamepad::isADS;
Dvar::Var XInput::xpadSensitivity;
Dvar::Var XInput::xpadEarlyTime;
Dvar::Var XInput::xpadEarlyMultiplier;
Dvar::Var XInput::xpadHorizontalMultiplier;
Dvar::Var XInput::xpadVerticalMultiplier;
Dvar::Var XInput::xpadAdsMultiplier;
Dvar::Var Gamepad::gpad_enabled;
Dvar::Var Gamepad::gpad_debug;
Dvar::Var Gamepad::gpad_present;
Dvar::Var Gamepad::gpad_sticksConfig;
Dvar::Var Gamepad::gpad_buttonConfig;
Dvar::Var Gamepad::gpad_menu_scroll_delay_first;
Dvar::Var Gamepad::gpad_menu_scroll_delay_rest;
Dvar::Var Gamepad::gpad_rumble;
Dvar::Var Gamepad::gpad_stick_pressed_hysteresis;
Dvar::Var Gamepad::gpad_stick_pressed;
Dvar::Var Gamepad::gpad_stick_deadzone_max;
Dvar::Var Gamepad::gpad_stick_deadzone_min;
Dvar::Var Gamepad::gpad_button_deadzone;
Dvar::Var Gamepad::gpad_button_rstick_deflect_max;
Dvar::Var Gamepad::gpad_button_lstick_deflect_max;
float XInput::lastMenuNavigationDirection = .0f;
std::chrono::milliseconds XInput::lastNavigationTime = 0ms;
std::chrono::milliseconds XInput::msBetweenNavigations = 220ms;
Dvar::Var Gamepad::xpadSensitivity;
Dvar::Var Gamepad::xpadEarlyTime;
Dvar::Var Gamepad::xpadEarlyMultiplier;
Dvar::Var Gamepad::xpadHorizontalMultiplier;
Dvar::Var Gamepad::xpadVerticalMultiplier;
Dvar::Var Gamepad::xpadAdsMultiplier;
Gamepad::GamePadStickDir Gamepad::lastMenuNavigationDirection = GPAD_STICK_DIR_COUNT;
std::chrono::milliseconds Gamepad::lastNavigationTime = 0ms;
std::chrono::milliseconds Gamepad::msBetweenNavigations = 220ms;
// This should be read from a text file in the players/ folder, most probably / or from config_mp.cfg
std::vector<XInput::ActionMapping> mappings = {
XInput::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
XInput::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
XInput::ActionMapping(XINPUT_GAMEPAD_X, "usereload"),
XInput::ActionMapping(XINPUT_GAMEPAD_Y, "weapnext", false),
XInput::ActionMapping(XINPUT_GAMEPAD_LEFT_SHOULDER, "smoke"),
XInput::ActionMapping(XINPUT_GAMEPAD_RIGHT_SHOULDER, "frag"),
XInput::ActionMapping(XINPUT_GAMEPAD_LEFT_THUMB, "breath_sprint"),
XInput::ActionMapping(XINPUT_GAMEPAD_RIGHT_THUMB, "melee"),
XInput::ActionMapping(XINPUT_GAMEPAD_START, "togglemenu", false),
XInput::ActionMapping(XINPUT_GAMEPAD_BACK, "scores"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_LEFT, "actionslot 3"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_RIGHT, "actionslot 2"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_DOWN, "actionslot 1"),
XInput::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 4"),
std::vector<Gamepad::ActionMapping> mappings = {
Gamepad::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_X, "usereload"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_Y, "weapnext", false),
Gamepad::ActionMapping(XINPUT_GAMEPAD_LEFT_SHOULDER, "smoke"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_RIGHT_SHOULDER, "frag"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_LEFT_THUMB, "breath_sprint"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_RIGHT_THUMB, "melee"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_START, "togglemenu", false),
Gamepad::ActionMapping(XINPUT_GAMEPAD_BACK, "scores"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_LEFT, "actionslot 3"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_RIGHT, "actionslot 2"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_DOWN, "actionslot 1"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 4"),
};
// Same thing
std::vector<XInput::MenuMapping> menuMappings = {
XInput::MenuMapping(XINPUT_GAMEPAD_A, Game::keyNum_t::K_KP_ENTER),
XInput::MenuMapping(XINPUT_GAMEPAD_B, Game::keyNum_t::K_ESCAPE),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_RIGHT, Game::keyNum_t::K_KP_RIGHTARROW),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_LEFT, Game::keyNum_t::K_KP_LEFTARROW),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_UP, Game::keyNum_t::K_KP_UPARROW),
XInput::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
std::vector<Gamepad::MenuMapping> menuMappings = {
Gamepad::MenuMapping(XINPUT_GAMEPAD_A, Game::keyNum_t::K_KP_ENTER),
Gamepad::MenuMapping(XINPUT_GAMEPAD_B, Game::keyNum_t::K_ESCAPE),
Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_RIGHT, Game::keyNum_t::K_KP_RIGHTARROW),
Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_LEFT, Game::keyNum_t::K_KP_LEFTARROW),
Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_UP, Game::keyNum_t::K_KP_UPARROW),
Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
};
void XInput::GetLeftStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
GamepadStickTo01(xiState->Gamepad.sThumbLX, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, x);
GamepadStickTo01(xiState->Gamepad.sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, y);
}
// void Gamepad::Vibrate(int leftVal, int rightVal)
// {
// // Create a Vibraton State
// XINPUT_VIBRATION Vibration;
//
// // Zeroise the Vibration
// ZeroMemory(&Vibration, sizeof(XINPUT_VIBRATION));
//
// // Set the Vibration Values
// Vibration.wLeftMotorSpeed = leftVal;
// Vibration.wRightMotorSpeed = rightVal;
//
// // Vibrate the controller
// XInputSetState(xiPlayerNum, &Vibration);
// }
void XInput::GetRightStick01Value(XINPUT_STATE* xiState, float& x, float& y) {
GamepadStickTo01(xiState->Gamepad.sThumbRX, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE, x);
GamepadStickTo01(xiState->Gamepad.sThumbRY, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE, y);
}
void XInput::GamepadStickTo01(SHORT value, SHORT deadzone, float& output01) {
float maxValue = (float)(std::numeric_limits<SHORT>().max() - deadzone);
output01 = abs(value) > deadzone ? (value - deadzone * SIGN(value)) / maxValue : .0f;
// log2 allows for a more neat value curve from 0 to 1
// It is not functional yet, because I suck at maths
//float test = (log2(abs(output01) + 1.f) - 1.f) * SIGN(value);
}
void XInput::Vibrate(int leftVal, int rightVal)
void Gamepad::CL_GamepadMove(int, Game::usercmd_s* cmd)
{
// Create a Vibraton State
XINPUT_VIBRATION Vibration;
auto& gamePad = gamePads[0];
// Zeroise the Vibration
ZeroMemory(&Vibration, sizeof(XINPUT_VIBRATION));
// Set the Vibration Values
Vibration.wLeftMotorSpeed = leftVal;
Vibration.wRightMotorSpeed = rightVal;
// Vibrate the controller
XInputSetState(xiPlayerNum, &Vibration);
}
void XInput::PollXInputDevices()
if (gamePad.enabled)
{
XInput::xiPlayerNum = -1;
for (int i = XUSER_MAX_COUNT - 1; i >= 0; i--)
{
if (XInputGetState(i, &xiStates[i]) == ERROR_SUCCESS)
XInput::xiPlayerNum = i;
}
}
__declspec(naked) void XInput::CL_FrameStub()
{
__asm
{
// poll the xinput devices on every client frame
call XInput::PollXInputDevices
// execute the code we patched over
sub esp, 0Ch
push ebx
push ebp
push esi
// return back to original code
push 0x486976
retn
}
}
void XInput::CL_GamepadMove(int, Game::usercmd_s* cmd)
{
if (XInput::xiPlayerNum != -1)
{
XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
// Deadzones
float moveStickX, moveStickY;
GetLeftStick01Value(xiState, moveStickX, moveStickY);
if (moveStickX != 0 || moveStickY != 0) {
if (std::fabs(gamePad.sticks[0]) > 0.0f || std::fabs(gamePad.sticks[1]) > 0.0f) {
// 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->forwardmove = moveStickY * std::numeric_limits<char>().max();
cmd->rightmove = static_cast<char>(gamePad.sticks[0] * static_cast<float>(std::numeric_limits<char>().max()));
cmd->forwardmove = static_cast<char>(gamePad.sticks[1] * static_cast<float>(std::numeric_limits<char>().max()));
}
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) {
Command::Execute("+speed_throw");
XInput::isADS = true;
isADS = true;
}
else {
Command::Execute("-speed_throw");
XInput::isADS = false;
isADS = false;
}
}
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)
{
if (pressingRightTrigger) {
Command::Execute("+attack");
@ -159,9 +122,9 @@ namespace Components
}
// Buttons (on/off) mappings
for (size_t i = 0; i < mappings.size(); i++)
for (auto& i : mappings)
{
auto mapping = mappings[i];
auto mapping = i;
auto action = mapping.action;
auto antiAction = mapping.action;
@ -170,40 +133,38 @@ namespace Components
antiAction = "-" + mapping.action;
}
else if (mapping.wasPressed) {
if (xiState->Gamepad.wButtons & mapping.input) {
if (gamePad.digitals & mapping.input) {
// Button still pressed, do not send info
}
else {
mappings[i].wasPressed = false;
i.wasPressed = false;
}
continue;
}
if (xiState->Gamepad.wButtons & mapping.input) {
if (mapping.spamWhenHeld || !mappings[i].wasPressed) {
Command::Execute(action.c_str());
if (gamePad.digitals & mapping.input) {
if (mapping.spamWhenHeld || !i.wasPressed) {
Command::Execute(action);
}
mappings[i].wasPressed = true;
i.wasPressed = true;
}
else if (mapping.isReversible && mapping.wasPressed) {
mappings[i].wasPressed = false;
Command::Execute(antiAction.c_str());
i.wasPressed = false;
Command::Execute(antiAction);
}
}
}
}
memcpy(&XInput::lastXiState, xiState, sizeof XINPUT_STATE);
}
}
__declspec(naked) void XInput::CL_CreateCmdStub()
__declspec(naked) void Gamepad::CL_CreateCmdStub()
{
__asm
{
// do xinput!
push esi
push ebp
call XInput::CL_GamepadMove
call CL_GamepadMove
add esp, 8h
// execute code we patched over
@ -217,7 +178,7 @@ namespace Components
}
}
__declspec(naked) void XInput::MSG_WriteDeltaUsercmdKeyStub()
__declspec(naked) void Gamepad::MSG_WriteDeltaUsercmdKeyStub()
{
__asm
{
@ -241,7 +202,7 @@ namespace Components
}
}
void XInput::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
void Gamepad::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
{
char forward;
char right;
@ -263,7 +224,7 @@ namespace Components
to->rightmove = right;
}
__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub()
__declspec(naked) void Gamepad::MSG_ReadDeltaUsercmdKeyStub()
{
__asm
{
@ -271,7 +232,7 @@ namespace Components
push ebp // from
push edi // key
push esi // msg
call XInput::ApplyMovement
call ApplyMovement
add esp, 10h
// return back
@ -280,7 +241,7 @@ namespace Components
}
}
__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub2()
__declspec(naked) void Gamepad::MSG_ReadDeltaUsercmdKeyStub2()
{
__asm
{
@ -288,7 +249,7 @@ namespace Components
push ebp // from
push edi // key
push esi // msg
call XInput::ApplyMovement
call ApplyMovement
add esp, 10h
// return back
@ -299,72 +260,66 @@ namespace Components
}
}
void XInput::MenuNavigate() {
void Gamepad::MenuNavigate()
{
auto& gamePad = gamePads[0];
Game::menuDef_t* menuDef = Game::Menu_GetFocused(Game::uiContext);
if (menuDef) {
PollXInputDevices();
if (XInput::xiPlayerNum != -1)
if (menuDef)
{
if (gamePad.enabled)
{
XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
// Up/Down
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 timeSinceLastNavigation = now - lastNavigationTime;
bool canNavigate = timeSinceLastNavigation > msBetweenNavigations;
if (moveStickY > .0f) {
if (canNavigate || SIGN(moveStickY) != SIGN(lastMenuNavigationDirection)) {
if (gamePad.stickDown[1][GPAD_STICK_POS]) {
if (canNavigate) {
Game::Menu_SetPrevCursorItem(Game::uiContext, menuDef, 1);
lastMenuNavigationDirection = moveStickY;
lastMenuNavigationDirection = GPAD_STICK_POS;
lastNavigationTime = now;
}
}
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);
}
}

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@ -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();
};
}

View File

@ -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)

View File

@ -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);