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

@ -67,21 +67,21 @@ namespace Components
Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
};
// 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 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 Gamepad::CL_GamepadMove(int, Game::usercmd_s* cmd)
{
@ -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
@ -499,9 +531,9 @@ namespace Components
auto& gamePad = gamePads[gamePadIndex];
for(auto stickIndex = 0u; stickIndex < std::extent_v<decltype(GamePad::sticks)>; stickIndex++)
for (auto stickIndex = 0u; stickIndex < std::extent_v<decltype(GamePad::sticks)>; stickIndex++)
{
for(auto dir = 0; dir < GPAD_STICK_DIR_COUNT; dir++)
for (auto dir = 0; dir < GPAD_STICK_DIR_COUNT; dir++)
{
gamePad.stickDownLast[stickIndex][dir] = gamePad.stickDown[stickIndex][dir];
@ -512,7 +544,7 @@ namespace Components
else
threshold += gpad_stick_pressed_hysteresis.get<float>();
if(dir == GPAD_STICK_POS)
if (dir == GPAD_STICK_POS)
{
gamePad.stickDown[stickIndex][dir] = gamePad.sticks[stickIndex] > threshold;
}
@ -546,8 +578,8 @@ namespace Components
GPad_UpdateSticksDown(gamePadIndex);
#ifdef DEBUG
if(gpad_debug.get<bool>())
#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]);
@ -556,7 +588,7 @@ namespace Components
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
#endif
}
void Gamepad::GPad_UpdateDigitals(const int gamePadIndex, const XINPUT_GAMEPAD& state)
@ -569,10 +601,10 @@ namespace Components
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)
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)
if (std::fabs(gamePad.sticks[2]) > leftDeflect || std::fabs(gamePad.sticks[3]) > rightDeflect)
gamePad.digitals &= ~static_cast<short>(XINPUT_GAMEPAD_RIGHT_THUMB);
#ifdef DEBUG
@ -614,14 +646,14 @@ namespace Components
{
GPad_RefreshAll();
for(auto currentGamePadIndex = 0; currentGamePadIndex < MAX_GAMEPADS; currentGamePadIndex++)
for (auto currentGamePadIndex = 0; currentGamePadIndex < MAX_GAMEPADS; currentGamePadIndex++)
{
const auto& gamePad = gamePads[currentGamePadIndex];
if(!gamePad.enabled)
if (!gamePad.enabled)
continue;
XINPUT_STATE inputState;
if(XInputGetState(gamePad.portIndex, &inputState) != ERROR_SUCCESS)
if (XInputGetState(gamePad.portIndex, &inputState) != ERROR_SUCCESS)
continue;
GPad_UpdateSticks(currentGamePadIndex, inputState.Gamepad);
@ -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,