Reformatted gamepad patch

This commit is contained in:
Jan 2021-08-21 15:20:26 +02:00
parent d4d1520f65
commit ea8c35e063
2 changed files with 646 additions and 611 deletions

View File

@ -89,7 +89,8 @@ namespace Components
if (gamePad.enabled)
{
if (std::fabs(gamePad.sticks[0]) > 0.0f || std::fabs(gamePad.sticks[1]) > 0.0f) {
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 = 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()));
@ -99,11 +100,13 @@ namespace Components
const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
if (pressingLeftTrigger != previouslyPressingLeftTrigger)
{
if (pressingLeftTrigger) {
if (pressingLeftTrigger)
{
Command::Execute("+speed_throw");
isADS = true;
}
else {
else
{
Command::Execute("-speed_throw");
isADS = false;
}
@ -113,10 +116,12 @@ namespace Components
const bool previouslyPressingRightTrigger = gamePad.lastAnalogs[1] > TRIGGER_THRESHOLD_F;
if (pressingRightTrigger != previouslyPressingRightTrigger)
{
if (pressingRightTrigger) {
if (pressingRightTrigger)
{
Command::Execute("+attack");
}
else {
else
{
Command::Execute("-attack");
}
}
@ -128,28 +133,35 @@ namespace Components
auto action = mapping.action;
auto antiAction = mapping.action;
if (mapping.isReversible) {
if (mapping.isReversible)
{
action = "+" + mapping.action;
antiAction = "-" + mapping.action;
}
else if (mapping.wasPressed) {
if (gamePad.digitals & mapping.input) {
else if (mapping.wasPressed)
{
if (gamePad.digitals & mapping.input)
{
// Button still pressed, do not send info
}
else {
else
{
i.wasPressed = false;
}
continue;
}
if (gamePad.digitals & mapping.input) {
if (mapping.spamWhenHeld || !i.wasPressed) {
if (gamePad.digitals & mapping.input)
{
if (mapping.spamWhenHeld || !i.wasPressed)
{
Command::Execute(action);
}
i.wasPressed = true;
}
else if (mapping.isReversible && mapping.wasPressed) {
else if (mapping.isReversible && mapping.wasPressed)
{
i.wasPressed = false;
Command::Execute(antiAction);
}
@ -273,35 +285,44 @@ namespace Components
std::chrono::milliseconds timeSinceLastNavigation = now - lastNavigationTime;
bool canNavigate = timeSinceLastNavigation > msBetweenNavigations;
if (gamePad.stickDown[1][GPAD_STICK_POS]) {
if (canNavigate) {
if (gamePad.stickDown[1][GPAD_STICK_POS])
{
if (canNavigate)
{
Game::Menu_SetPrevCursorItem(Game::uiContext, menuDef, 1);
lastMenuNavigationDirection = GPAD_STICK_POS;
lastNavigationTime = now;
}
}
else if (gamePad.stickDown[1][GPAD_STICK_NEG]) {
if (canNavigate) {
else if (gamePad.stickDown[1][GPAD_STICK_NEG])
{
if (canNavigate)
{
Game::Menu_SetNextCursorItem(Game::uiContext, menuDef, 1);
lastMenuNavigationDirection = GPAD_STICK_NEG;
lastNavigationTime = now;
}
}
else {
else
{
lastMenuNavigationDirection = GPAD_STICK_DIR_COUNT;
}
for (auto& mapping : menuMappings)
{
if (mapping.wasPressed) {
if (gamePad.digitals & mapping.input) {
if (mapping.wasPressed)
{
if (gamePad.digitals & mapping.input)
{
// Button still pressed, do not send info
}
else {
else
{
mapping.wasPressed = false;
}
}
else if (gamePad.digitals & mapping.input) {
else if (gamePad.digitals & mapping.input)
{
Game::UI_KeyEvent(0, mapping.keystroke, 1);
mapping.wasPressed = true;
}
@ -316,15 +337,18 @@ namespace Components
if (gamePad.enabled)
{
if (keyCode == Game::keyNum_t::K_MOUSE2) {
if (keyCode == Game::keyNum_t::K_MOUSE2)
{
const bool pressingLeftTrigger = gamePad.analogs[0] > TRIGGER_THRESHOLD_F;
const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
if (pressingLeftTrigger != previouslyPressingLeftTrigger)
{
if (pressingLeftTrigger) {
if (pressingLeftTrigger)
{
return 1;
}
else {
else
{
return 0;
}
}
@ -353,13 +377,17 @@ namespace Components
float viewStickY = gamePad.sticks[3];
// Gamepad horizontal acceleration on view
if (abs(viewStickX) > 0.80f) {
if (!Gamepad::isHoldingMaxLookX) {
if (abs(viewStickX) > 0.80f)
{
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()) - Gamepad::timeAtFirstHeldMaxLookX;
else
{
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;
@ -370,7 +398,8 @@ namespace Components
#endif
}
}
else {
else
{
Gamepad::isHoldingMaxLookX = false;
Gamepad::timeAtFirstHeldMaxLookX = 0ms;
viewStickX *= lockedSensitivityMultiplier;
@ -381,11 +410,13 @@ namespace Components
auto ps = &clientActive->snap.ps;
// DO NOT use clientActive->usingAds ! It only works for toggle ADS
if (Game::PM_IsAdsAllowed(ps) && Gamepad::isADS) {
if (Game::PM_IsAdsAllowed(ps) && Gamepad::isADS)
{
adsMultiplier = xpadAdsMultiplier.get<float>();
}
if (viewStickX != 0 || viewStickY != 0) {
if (viewStickX != 0 || viewStickY != 0)
{
*(my) = viewStickX * viewSensitivityMultiplier * generalXSensitivityMultiplier * adsMultiplier;
*(mx) = -viewStickY * viewSensitivityMultiplier * generalYSensitivityMultiplier * adsMultiplier;
}
@ -397,9 +428,11 @@ namespace Components
{
bool* isInPredator = reinterpret_cast<bool*>(0x8EE3B8);
if (pressingRightTrigger) {
if (pressingRightTrigger)
{
Utils::Hook::Set(0xA1C4F4, Game::LOC_SEL_INPUT_CONFIRM);
if (*isInPredator) {
if (*isInPredator)
{
// Yea, that's how we boost
// Command::execute is sync by default so the predator event gets fired properly
Command::Execute("+attack");
@ -408,7 +441,6 @@ namespace Components
}
}
}
}
// Game -> Client DLL
@ -652,9 +684,11 @@ namespace Components
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_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_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");
@ -702,7 +736,8 @@ namespace Components
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");
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.");

View File

@ -8,8 +8,8 @@ namespace Components
static constexpr float TRIGGER_THRESHOLD_F = static_cast<float>(XINPUT_GAMEPAD_TRIGGER_THRESHOLD) / static_cast<float>(0xFF);
public:
Gamepad();
enum GamePadStickDir
{
GPAD_STICK_POS = 0x0,