Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _XBOX
//#include <windows.h>
#endif
#include "cbase.h"
#include "convar.h"
#ifdef SIXENSE
#include "in_buttons.h"
#include "sixense/in_sixense.h"
#include "sixense/sixense_convars_extern.h"
#if !defined( HL2_CLIENT_DLL) && !defined( TF_CLIENT_DLL )
#include "weapon_csbase.h"
#endif
#if defined( HL2_CLIENT_DLL )
#include "c_basehlplayer.h"
#endif
#if defined( TF_CLIENT_DLL )
#include "c_tf_player.h"
#include "tf_weaponbase.h"
#include "tf_weapon_sniperrifle.h"
#include "tf_gamerules.h"
#include "backpack_panel.h"
#include "baseviewport.h"
extern ConVar _cl_classmenuopen;
extern const char *COM_GetModDirectory();
#endif
#if defined( CSTRIKE15 ) || defined (CSTRIKE_DLL)
#include "c_cs_player.h"
#endif
#include <isixense.h>
#include <sixense_math.hpp>
#include <sixense_utils/interfaces.hpp>
using sixenseMath::Vector2;
using sixenseMath::Vector3;
using sixenseMath::Vector4;
using sixenseMath::Quat;
using sixenseMath::Line;
#if defined( WIN32 ) && !defined( _X360 )
#define _WIN32_WINNT 0x0502
#endif
#include <winlite.h>
#include "vgui/IVGui.h"
#include "vgui/IInput.h"
#include "vgui/ISurface.h"
#include "vgui_controls/Label.h"
#include "ienginevgui.h"
#include "vgui_controls/ImagePanel.h"
#include "flashlighteffect.h"
#include "weapon_selection.h"
#include "iinput.h"
#include "game/client/iviewport.h"
#include "filesystem.h"
#include "sourcevr/isourcevirtualreality.h"
#ifdef TF_CLIENT_DLL
#include "tf_hud_menu_engy_build.h"
#include "tf_hud_menu_engy_destroy.h"
#include "tf_hud_menu_spy_disguise.h"
#endif
#ifdef PORTAL2
#include "BasePanel.h"
#include "usermessages.h"
#include "cdll_int.h"
#include "iclientmode.h"
#include "c_gameinstructor.h"
#include "glow_outline_effect.h"
#include "portal2/vsixensevideohint.h"
#include "portal2/basemodframe.h"
#include "portal2/c_prop_weightedcube.h"
#include "portal/c_portal_player.h"
#include "c_weapon_portalgun.h"
#include "radialmenu.h"
#endif
#ifdef CSTRIKE15
#include "basepanel.h"
#endif
using sixenseMath::Plane;
using sixenseMath::Vector3;
matrix3x4_t ConvertMatrix( sixenseMath::Matrix4 ss_mat );
static void SixenseSensitivityLevelChanged( IConVar *var, const char *pOldValue, float flOldValue );
static void SixenseConvarChanged( IConVar *var, const char *pOldValue, float flOldValue );
extern ConVar cl_forwardspeed;
extern ConVar cl_sidespeed;
#ifdef PORTAL2
extern BaseModUI::SixenseVideoHint *_video_hint_panel;
static SixenseBaseWarning *base_warning = NULL;
#endif
// sixense variables
ConVar sixense_weapon_select_sensitivity( "sixense_weapon_select_sensitivity", "1.65", FCVAR_ARCHIVE );
ConVar sixense_crouch_sensitivity( "sixense_crouch_sensitivity", "1.5", FCVAR_ARCHIVE );
ConVar sixense_jump_sensitivity( "sixense_jump_sensitivity", "1.2", FCVAR_ARCHIVE );
ConVar sixense_reload_sensitivity( "sixense_reload_sensitivity", "1.5", FCVAR_ARCHIVE );
ConVar sixense_left_handed( "sixense_left_handed", "0", FCVAR_ARCHIVE );
#ifdef PORTAL2
ConVar sixense_scale_disables_jump_timer( "sixense_scale_disables_jump_timer", "1.0" );
ConVar sixense_auto_one_to_one_enabled( "sixense_auto_one_to_one_enabled", "0", FCVAR_ARCHIVE );
ConVar sixense_auto_one_to_one_center_z_bias( "sixense_auto_one_to_one_center_z_bias", "0", FCVAR_ARCHIVE );
ConVar sixense_large_objects_lock_one_to_one( "sixense_large_objects_lock_one_to_one", "0", FCVAR_ARCHIVE );
ConVar sixense_large_objects_lock_one_to_one_size( "sixense_large_objects_lock_one_to_one_size", "3.0", FCVAR_ARCHIVE );
ConVar sixense_dist_one_to_one_enabled( "sixense_dist_one_to_one_enabled", "1", FCVAR_ARCHIVE );
ConVar sixense_dist_one_to_one_dist( "sixense_dist_one_to_one_dist", "65", FCVAR_ARCHIVE );
ConVar sixense_dist_one_to_one_end_ratchet_delay( "sixense_dist_one_to_one_end_ratchet_delay", "0.05", FCVAR_ARCHIVE );
ConVar sixense_pickup_momentary_time( "sixense_pickup_momentary_time", "45", FCVAR_ARCHIVE );
ConVar sixense_auto_one_to_one_start_vel( "sixense_auto_one_to_one_start_vel", "550.0f", FCVAR_ARCHIVE );
ConVar sixense_auto_one_to_one_start_accel( "sixense_auto_one_to_one_start_accel", "2500.0f", FCVAR_ARCHIVE );
ConVar sixense_auto_one_to_one_start_accel_timer( "sixense_auto_one_to_one_start_accel_timer", "800", FCVAR_ARCHIVE );
ConVar sixense_auto_one_to_one_angle_thresh( "sixense_auto_one_to_one_angle_thresh", "0.5235f", FCVAR_ARCHIVE );
ConVar sixense_auto_one_to_one_stop_xy_dist( "sixense_auto_one_to_one_stop_xy_dist", "100", FCVAR_ARCHIVE );
ConVar sixense_auto_one_to_one_stop_z_dist( "sixense_auto_one_to_one_stop_z_dist", "10.0f", FCVAR_ARCHIVE );
ConVar sixense_hold_spin_start_screen_ratio( "sixense_hold_spin_start_screen_ratio", "0.5", FCVAR_ARCHIVE );
ConVar sixense_hold_spin_speed( "sixense_hold_spin_speed", "1.0", FCVAR_ARCHIVE );
ConVar sixense_hold_spin_speed_bias( "sixense_hold_spin_speed_bias", "0.2", FCVAR_ARCHIVE );
ConVar sixense_hold_spin_fade_min_dist( "sixense_hold_spin_fade_min_dist", "0.0", FCVAR_ARCHIVE );
ConVar sixense_hold_spin_fade_max_dist( "sixense_hold_spin_fade_max_dist", "0.0", FCVAR_ARCHIVE );
ConVar sixense_hold_spin_damp( "sixense_hold_spin_damp", "0.95", FCVAR_ARCHIVE, "dampening for camera panning, 0 is no dampening" );
ConVar sixense_hold_spin_max_angle( "sixense_hold_spin_max_angle", "75", FCVAR_ARCHIVE, "disallow camera tracking if the held object is greater than this angle relative to the players view" );
ConVar sixense_hold_slide_z_min_dist( "sixense_hold_slide_z_min_dist", "20.0f", FCVAR_ARCHIVE );
ConVar sixense_hold_slide_xy_radius( "sixense_hold_slide_xy_radius", "80.0f", FCVAR_ARCHIVE );
ConVar sixense_played_tutorial("sixense_played_tutorial", "0", FCVAR_ARCHIVE);
#endif
// 0 = low, 1 = med, 2 = high, 3 = custom
ConVar sixense_sensitivity_level( "sixense_sensitivity_level", "-1", FCVAR_ARCHIVE );
ConVar sixense_controller_angle_mode( "sixense_controller_angle_mode", "0.0f", FCVAR_ARCHIVE );
ConVar sixense_roll_correct_blend( "sixense_roll_correct_blend", "0.965f", FCVAR_ARCHIVE );
ConVar sixense_exit_one_to_one_dot( "sixense_exit_one_to_one_dot", "0.85", FCVAR_ARCHIVE );
ConVar sixense_exit_metroid_blend( "sixense_exit_metroid_blend", "0.95f", FCVAR_ARCHIVE );
ConVar sixense_max_charge_spin( "sixense_max_charge_spin", "3.0f", FCVAR_ARCHIVE );
ConVar sixense_zoom_momentary_time( "sixense_zoom_momentary_time", "500", FCVAR_ARCHIVE );
ConVar sixense_base_offset_x( "sixense_base_offset_x", "0.0", FCVAR_ARCHIVE );
ConVar sixense_base_offset_y( "sixense_base_offset_y", "0.0", FCVAR_ARCHIVE );
ConVar sixense_base_offset_z( "sixense_base_offset_z", "-20.0", FCVAR_ARCHIVE );
ConVar sixense_trigger_threshold( "sixense_trigger_threshold", "0.05", FCVAR_ARCHIVE );
ConVar sixense_tilt_gesture_angle_threshold( "sixense_tilt_gesture_angle_threshold", "35.0", FCVAR_ARCHIVE );
ConVar sixense_point_gesture_angle_threshold( "sixense_point_gesture_angle_threshold", "15.0", FCVAR_ARCHIVE );
ConVar sixense_mouse_enabled( "sixense_mouse_enabled", "1.0",FCVAR_ARCHIVE );
ConVar sixense_mouse_sensitivity( "sixense_mouse_sensitivity", "1.0", FCVAR_ARCHIVE );
ConVar sixense_spring_view_enabled( "sixense_spring_view_enabled", "1.0f", FCVAR_ARCHIVE );
ConVar sixense_spring_view_min_spring( "sixense_spring_view_min_spring", "0.025f", FCVAR_ARCHIVE );
ConVar sixense_spring_view_max_spring( "sixense_spring_view_max_spring", "0.9999f", FCVAR_ARCHIVE );
ConVar sixense_spring_view_min_angle( "sixense_spring_view_min_angle", "1.0f", FCVAR_ARCHIVE );
ConVar sixense_spring_view_max_angle( "sixense_spring_view_max_angle", "45.0f", FCVAR_ARCHIVE );
// mode 0:
ConVar sixense_aim_freeaim_heading_multiplier( "sixense_aim_freeaim_heading_multiplier", "1.5", FCVAR_ARCHIVE );
ConVar sixense_aim_freeaim_pitch_multiplier( "sixense_aim_freeaim_pitch_multiplier", "1.5", FCVAR_ARCHIVE );
ConVar sixense_aim_freeaim_dead_zone_radius( "sixense_aim_freeaim_dead_zone_radius", "0.25", FCVAR_ARCHIVE );
ConVar sixense_aim_freeaim_accel_band_size( "sixense_aim_freeaim_accel_band_size", "20.0", FCVAR_ARCHIVE );
ConVar sixense_aim_freeaim_max_speed( "sixense_aim_freeaim_max_speed", "7.0", FCVAR_ARCHIVE );
ConVar sixense_aim_freeaim_auto_level_rate( "sixense_aim_freeaim_auto_level_rate", "1.0", FCVAR_ARCHIVE );
ConVar sixense_aim_freeaim_accel_band_exponent( "sixense_aim_freeaim_accel_band_exponent", "1.0", FCVAR_ARCHIVE );
ConVar sixense_aim_freeaim_switch_blend_time_enter( "sixense_aim_freeaim_switch_blend_time_enter", "0.5", FCVAR_CHEAT );
ConVar sixense_aim_freeaim_switch_blend_time_exit( "sixense_aim_freeaim_switch_blend_time_exit", "0.25", FCVAR_ARCHIVE );
ConVar sixense_teleport_metroid_blend_time( "sixense_teleport_metroid_blend_time", "3.0", FCVAR_CHEAT );
ConVar sixense_teleport_wait_to_blend_time( "sixense_teleport_wait_to_blend_time", "0.75", FCVAR_CHEAT );
// mode 1:
ConVar sixense_aim_1to1_ratchet_vertical( "sixense_aim_1to1_ratchet_vertical", "1.0", FCVAR_ARCHIVE );
ConVar sixense_aim_1to1_heading_multiplier( "sixense_aim_1to1_heading_multiplier", "3.0", FCVAR_ARCHIVE );
ConVar sixense_aim_1to1_pitch_multiplier( "sixense_aim_1to1_pitch_multiplier", "2.0", FCVAR_ARCHIVE );
ConVar sixense_feet_angles_offset_stick_spin_horiz_multiplier( "sixense_feet_angles_offset_stick_spin_horiz_multiplier", "4.0", FCVAR_ARCHIVE );
ConVar sixense_feet_angles_offset_stick_spin_vert_multiplier( "sixense_feet_angles_offset_stick_spin_vert_multiplier", "2.0", FCVAR_ARCHIVE );
ConVar sixense_feet_angles_offset_stick_spin_invert_pitch( "sixense_feet_angles_offset_stick_spin_invert_pitch", "1.0", FCVAR_ARCHIVE );
ConVar sixense_feet_angles_offset_stick_spin_exponent( "sixense_feet_angles_offset_stick_spin_exponent", "1.0", FCVAR_ARCHIVE );
ConVar sixense_aim_scope_heading_multiplier( "sixense_aim_scope_heading_multiplier", "0.6", FCVAR_ARCHIVE );
ConVar sixense_aim_scope_pitch_multiplier( "sixense_aim_scope_pitch_multiplier", "0.6", FCVAR_ARCHIVE );
ConVar sixense_melee_pitch_blend_val( "sixense_melee_pitch_blend_val", "0.99", FCVAR_ARCHIVE );
ConVar sixense_crosshair_horiz_multiplier( "sixense_crosshair_horiz_multiplier", "1.0", FCVAR_ARCHIVE );
ConVar sixense_crosshair_vert_multiplier( "sixense_crosshair_vert_multiplier", "1.0", FCVAR_ARCHIVE );
ConVar sixense_always_draw_crosshair( "sixense_always_draw_crosshair", "1", FCVAR_ARCHIVE );
// walking
ConVar sixense_walking_dead_zone_percent( "sixense_walking_dead_zone_percent", "10.0", FCVAR_ARCHIVE );
ConVar sixense_walking_exponent( "sixense_walking_exponent", "1.0", FCVAR_ARCHIVE );
SixenseGUIFrame *SixenseInput::m_SixenseFrame = NULL;
SixenseInput *g_pSixenseInput = NULL;
CSysModule *g_pSixenseModule = NULL;
CSysModule *g_pSixenseUtilsModule = NULL;
// A bunch of our convars have their values pushed down into the sixense_utils lib, so install a handler on each
// to let us know if there are any changes
void SixenseInput::InstallConvarCallbacks()
{
sixense_mode.InstallChangeCallback( SixenseConvarChanged );
sixense_weapon_select_sensitivity.InstallChangeCallback( SixenseConvarChanged );
sixense_crouch_sensitivity.InstallChangeCallback( SixenseConvarChanged );
sixense_jump_sensitivity.InstallChangeCallback( SixenseConvarChanged );
sixense_reload_sensitivity.InstallChangeCallback( SixenseConvarChanged );
sixense_controller_angle_mode.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_freeaim_heading_multiplier.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_freeaim_pitch_multiplier.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_freeaim_dead_zone_radius.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_freeaim_accel_band_size.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_freeaim_auto_level_rate.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_freeaim_accel_band_exponent.InstallChangeCallback( SixenseConvarChanged );
#ifdef PORTAL2
sixense_auto_one_to_one_start_vel.InstallChangeCallback( SixenseConvarChanged );
sixense_auto_one_to_one_start_accel.InstallChangeCallback( SixenseConvarChanged );
sixense_auto_one_to_one_start_accel_timer.InstallChangeCallback( SixenseConvarChanged );
sixense_auto_one_to_one_angle_thresh.InstallChangeCallback( SixenseConvarChanged );
sixense_auto_one_to_one_stop_xy_dist.InstallChangeCallback( SixenseConvarChanged );
sixense_auto_one_to_one_stop_z_dist.InstallChangeCallback( SixenseConvarChanged );
#endif
sixense_aim_freeaim_switch_blend_time_exit.InstallChangeCallback( SixenseConvarChanged );
sixense_roll_correct_blend.InstallChangeCallback( SixenseConvarChanged );
sixense_exit_metroid_blend.InstallChangeCallback( SixenseConvarChanged );
sixense_spring_view_min_spring.InstallChangeCallback( SixenseConvarChanged );
sixense_spring_view_max_spring.InstallChangeCallback( SixenseConvarChanged );
sixense_spring_view_min_angle.InstallChangeCallback( SixenseConvarChanged );
sixense_spring_view_max_angle.InstallChangeCallback( SixenseConvarChanged );
sixense_melee_pitch_blend_val.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_1to1_ratchet_vertical.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_1to1_heading_multiplier.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_1to1_pitch_multiplier.InstallChangeCallback( SixenseConvarChanged );
sixense_spring_view_enabled.InstallChangeCallback( SixenseConvarChanged );
sixense_feet_angles_offset_stick_spin_horiz_multiplier.InstallChangeCallback( SixenseConvarChanged );
sixense_feet_angles_offset_stick_spin_vert_multiplier.InstallChangeCallback( SixenseConvarChanged );
sixense_feet_angles_offset_stick_spin_invert_pitch.InstallChangeCallback( SixenseConvarChanged );
sixense_feet_angles_offset_stick_spin_exponent.InstallChangeCallback( SixenseConvarChanged );
sixense_walking_dead_zone_percent.InstallChangeCallback( SixenseConvarChanged );
sixense_walking_exponent.InstallChangeCallback( SixenseConvarChanged );
sixense_tilt_gesture_angle_threshold.InstallChangeCallback( SixenseConvarChanged );
sixense_point_gesture_angle_threshold.InstallChangeCallback( SixenseConvarChanged );
sixense_trigger_threshold.InstallChangeCallback( SixenseConvarChanged );
sixense_aim_scope_heading_multiplier.InstallChangeCallback( SixenseConvarChanged );
}
// If any of the interesting convars changed this frame, this call will push all the values to where they need to be.
void SixenseInput::UpdateValuesFromConvars()
{
if( !m_pFPSEvents )
{
return;
}
int mode = sixense_mode.GetInt();
if ( mode < 0 || mode > 2 )
{
mode = 0;
}
SetMode( mode );
// Set all the parameters from the cvars
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::WEAPON_SELECT_SENSITIVITY, sixense_weapon_select_sensitivity.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::CROUCH_SENSITIVITY, sixense_crouch_sensitivity.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::JUMP_SENSITIVITY, sixense_jump_sensitivity.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::RELOAD_SENSITIVITY, sixense_reload_sensitivity.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::CONTROLLER_ANGLE_MODE, sixense_controller_angle_mode.GetFloat() );
#ifdef PORTAL2
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::AUTO_ONE_TO_ONE_START_VEL, sixense_auto_one_to_one_start_vel.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::AUTO_ONE_TO_ONE_START_ACCEL, sixense_auto_one_to_one_start_accel.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::AUTO_ONE_TO_ONE_START_ACCEL_TIMER, sixense_auto_one_to_one_start_accel_timer.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::AUTO_ONE_TO_ONE_START_ANGLE_THRESH, sixense_auto_one_to_one_angle_thresh.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::AUTO_ONE_TO_ONE_STOP_XY_DIST, sixense_auto_one_to_one_stop_xy_dist.GetFloat() );
m_pFPSEvents->setParameter( sixenseUtils::IFPSEvents::AUTO_ONE_TO_ONE_STOP_Z_DIST, sixense_auto_one_to_one_stop_z_dist.GetFloat() );
#endif
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_HEADING_MULTIPLIER, sixense_aim_freeaim_heading_multiplier.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_PITCH_MULTIPLIER, sixense_aim_freeaim_pitch_multiplier.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_DEAD_ZONE_RADIUS, sixense_aim_freeaim_dead_zone_radius.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_ACCEL_BAND_SIZE, sixense_aim_freeaim_accel_band_size.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_AUTO_LEVEL_RATE, sixense_aim_freeaim_auto_level_rate.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_ACCEL_BAND_EXPONENT, sixense_aim_freeaim_accel_band_exponent.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_SWITCH_BLEND_TIME_EXIT, sixense_aim_freeaim_switch_blend_time_exit.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::CONTROLLER_ANGLE_MODE, sixense_controller_angle_mode.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::ROLL_CORRECTION_BLEND, sixense_roll_correct_blend.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::EXIT_METROID_BLEND, sixense_exit_metroid_blend.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::SPRING_VIEW_MIN_SPRING, sixense_spring_view_min_spring.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::SPRING_VIEW_MAX_SPRING, sixense_spring_view_max_spring.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::SPRING_VIEW_MIN_ANGLE, sixense_spring_view_min_angle.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::SPRING_VIEW_MAX_ANGLE, sixense_spring_view_max_angle.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::PITCH_CHANGE_BLEND_VAL, sixense_melee_pitch_blend_val.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_1TO1_RATCHET_VERTICAL, sixense_aim_1to1_ratchet_vertical.GetFloat() );
// In metroid mode, we switch into mouselook when looking down scope, so configure mouselook differently.
if( sixense_mode.GetInt() == 1 )
{
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_1TO1_HEADING_MULTIPLIER, sixense_aim_1to1_heading_multiplier.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_1TO1_PITCH_MULTIPLIER, sixense_aim_1to1_pitch_multiplier.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::SPRING_VIEW_ENABLED, sixense_spring_view_enabled.GetFloat() );
}
else if( sixense_mode.GetInt() == 0 )
{
// Use scope sensitivites in metroid mode, so when we look down the scope it's set correctly
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_1TO1_HEADING_MULTIPLIER, sixense_aim_scope_heading_multiplier.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_1TO1_PITCH_MULTIPLIER, sixense_aim_scope_pitch_multiplier.GetFloat() );
// No springview when looking down scope
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::SPRING_VIEW_ENABLED, 0 );
}
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::FEET_ANGLES_OFFSET_STICK_SPIN_HORIZ_MULTIPLIER, sixense_feet_angles_offset_stick_spin_horiz_multiplier.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::FEET_ANGLES_OFFSET_STICK_SPIN_VERT_MULTIPLIER, sixense_feet_angles_offset_stick_spin_vert_multiplier.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::FEET_ANGLES_OFFSET_STICK_SPIN_INVERT_PITCH, sixense_feet_angles_offset_stick_spin_invert_pitch.GetFloat() );
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::FEET_ANGLES_OFFSET_STICK_SPIN_EXPONENT, sixense_feet_angles_offset_stick_spin_exponent.GetFloat() );
m_pFPSPlayerMovement->setParameter( sixenseUtils::IFPSPlayerMovement::DEAD_ZONE_PERCENT, sixense_walking_dead_zone_percent.GetFloat() );
m_pFPSPlayerMovement->setParameter( sixenseUtils::IFPSPlayerMovement::EXPONENTIAL, sixense_walking_exponent.GetFloat() );
m_pLeftButtonStates->setAbsoluteTiltAngleThresholdInDeg( sixense_tilt_gesture_angle_threshold.GetFloat() );
m_pLeftButtonStates->setRelativeTiltAngleThresholdInDeg( sixense_point_gesture_angle_threshold.GetFloat() );
m_pLeftButtonStates->setTriggerThreshold( sixense_trigger_threshold.GetFloat() );
m_pRightButtonStates->setTriggerThreshold( sixense_trigger_threshold.GetFloat() );
}
// Try to load sixense.dll and sixense_utils.dll
bool SixenseInput::LoadModules()
{
// If the modules are already loaded return success
if( m_bModulesLoaded )
return true;
// Try to load the sixense DLLs
g_pSixenseModule = Sys_LoadModule( "sixense" );
if( !g_pSixenseModule )
{
Msg("Failed to load sixense.dll\n");
return false;
}
g_pSixenseUtilsModule = Sys_LoadModule( "sixense_utils" );
if( !g_pSixenseUtilsModule )
{
Msg("Failed to load sixense_utils.dll\n");
return false;
}
Msg("Successfully loaded sixense modules.\n");
bool found_objects = false;
if(g_pSixenseModule)
{
CreateInterfaceFn factory = Sys_GetFactory( g_pSixenseModule );
if( factory )
{
m_pSixenseAPI = reinterpret_cast< ISixenseAPI* >( factory( "SixenseAPI", NULL ) );
if( m_pSixenseAPI )
{
found_objects = true;
}
}
}
if( !found_objects )
{
Msg("Failed to find factory in sixense.dll\n");
return false;
}
// Now try to init from sixense_utils
found_objects = false;
if(g_pSixenseUtilsModule)
{
CreateInterfaceFn factory = Sys_GetFactory( g_pSixenseUtilsModule );
if( factory )
{
m_pFPSViewAngles = reinterpret_cast< sixenseUtils::IFPSViewAngles* >( factory( "FPSViewAngles0", NULL ) );
m_pFPSPlayerMovement = reinterpret_cast< sixenseUtils::IFPSPlayerMovement* >( factory( "FPSPlayerMovement0", NULL ) );
m_pFPSEvents = reinterpret_cast< sixenseUtils::IFPSEvents* >( factory( "FPSEvents0", NULL ) );
m_pLaserPointer = reinterpret_cast< sixenseUtils::ILaserPointer* >( factory( "LaserPointer0", NULL ) );
m_pLeftDeriv = reinterpret_cast< sixenseUtils::IDerivatives* >( factory( "Derivatives0", NULL ) );
m_pRightDeriv = reinterpret_cast< sixenseUtils::IDerivatives* >( factory( "Derivatives1", NULL ) );
m_pLeftButtonStates = reinterpret_cast< sixenseUtils::IButtonStates* >( factory( "ButtonStates0", NULL ) );
m_pRightButtonStates = reinterpret_cast< sixenseUtils::IButtonStates* >( factory( "ButtonStates1", NULL ) );
m_pControllerManager = reinterpret_cast< sixenseUtils::IControllerManager* >( factory( "ControllerManager", NULL ) );
if( m_pFPSViewAngles && m_pFPSPlayerMovement && m_pFPSEvents && m_pLaserPointer && m_pLeftDeriv &&
m_pRightDeriv && m_pLeftButtonStates && m_pRightButtonStates && m_pControllerManager )
{
found_objects = true;
}
}
}
if( !found_objects )
{
Msg("Failed to find factory in sixense_utils.dll\n");
return false;
}
m_bModulesLoaded = true;
Init();
// We can't set the mode until modules are loaded, so do it now
SetMode( sixense_mode.GetInt() );
return true;
}
bool SixenseInput::UnloadModules()
{
if( g_pSixenseModule )
{
Sys_UnloadModule( g_pSixenseModule );
g_pSixenseModule = NULL;
}
if( g_pSixenseUtilsModule )
{
Sys_UnloadModule( g_pSixenseUtilsModule );
g_pSixenseUtilsModule = NULL;
}
m_bModulesLoaded = false;
Shutdown();
return true;
}
#if 0
static void update_controller_manager_visibility( sixenseAllControllerData *acd )
{
if( !SixenseInput::m_SixenseFrame ) return;
bool controllers_docked = acd->controllers[0].is_docked || acd->controllers[1].is_docked;
bool power_up_screens_showing = false;
// It's ok for there to be no device plugged in, don't show the controller manager in that case
std::string current_step = m_pControllerManager->getTextureFileName();
if( current_step == "1P2C/p1c2_power_up_0.tif" || current_step == "1P2C/p1c2_power_up_1.tif" )
{
power_up_screens_showing = true;
}
//Msg("current step %s\n", current_step.c_str() );
// if sixense is enabled, and the cm is trying to say something, and it's not trying to show the power up screens, and the controllers arent docked show the frame
if( g_pSixenseInput->IsEnabled() &&
m_pControllerManager->isMenuVisible() &&
!power_up_screens_showing &&
!controllers_docked )
{
if( !SixenseInput::m_SixenseFrame->IsVisible() )
{
SixenseInput::m_SixenseFrame->SetVisible( true );
SixenseInput::m_SixenseFrame->MoveToFront();
// Pause the engine if we can...
engine->ClientCmd_Unrestricted( "setpause nomsg" );
}
}
else
{
if( SixenseInput::m_SixenseFrame->IsVisible() ) // otherwise turn it off
{
SixenseInput::m_SixenseFrame->SetVisible( false );
engine->ClientCmd_Unrestricted( "unpause nomsg" );
}
}
}
#endif
static void controller_manager_setup_callback( sixenseUtils::IControllerManager::setup_step SetupStep )
{
g_pSixenseInput->controllerManagerCallback( (int)SetupStep );
}
void SixenseInput::controllerManagerCallback( int iSetupStep )
{
#if 0
Msg( "controller_manager_setup_callback: %s\n", m_pControllerManager->getTextureFileName() );
if ( m_pControllerManager->isMenuVisible() )
{
if ( SixenseInput::m_SixenseFrame )
{
sixenseUtils::sixense_utils_string tex_name = m_pControllerManager->getTextureFileName();
std::string image_name( tex_name.begin(), tex_name.end() );
image_name = image_name.substr( image_name.find_last_of( '/' ) );
image_name = image_name.substr( 0, image_name.find_first_of( '.' ) );
CUtlString cm_str( "../sixense_controller_manager" );
cm_str.Append( image_name.c_str() );
SixenseInput::m_SixenseFrame->setImage( cm_str );
}
}
if ( m_pControllerManager->shouldPlaySound() == sixenseUtils::IControllerManager::SUCCESS_BEEP )
{
vgui::surface()->PlaySound( "UI/buttonclickrelease.wav" );
}
#endif
}
#ifdef PORTAL2
ConCommand sixense_reset_view( "sixense_reset_view", reset_view );
static void reset_view( const CCommand &args )
{
if ( args.ArgC() != 4 )
{
Warning( "Incorrect parameters. Format: sixense_reset_view <pitch> <yaw> <roll>\n" );
return;
}
QAngle reset_angs;
reset_angs[PITCH] = ( float )atof( args[1] );
reset_angs[YAW] = ( float )atof( args[2] );
reset_angs[ROLL] = ( float )atof( args[3] );
g_pSixenseInput->ResetView( reset_angs );
}
static void SixenseAutosave( const CCommand &args )
{
if ( sixense_enabled.GetInt() )
{
const char szSaveName[32] = "autosave_motionpack";
char szFullSaveFileName[32];
char szComment[32];
engine->SaveGame(
szSaveName,
IsX360(),
szFullSaveFileName,
sizeof( szFullSaveFileName ),
szComment,
sizeof( szComment ) );
}
}
ConCommand sixense_autosave( "sixense_autosave", SixenseAutosave );
#endif
////////////
#define INPUT_EVENTS
#ifdef INPUT_EVENTS
static void sendMouseClick( int click, int release )
{
#ifdef WIN32
// Set up the input event struct
INPUT input_ev[1];
input_ev[0].type = INPUT_MOUSE;
PMOUSEINPUT mouse_evp;
mouse_evp = &input_ev[0].mi;
mouse_evp->dx = 0;
mouse_evp->dy = 0;
mouse_evp->time=0;
if( click )
{
if( click == 1 )
{
mouse_evp->dwFlags = MOUSEEVENTF_LEFTDOWN;
}
else if( click == 2 )
{
mouse_evp->dwFlags = MOUSEEVENTF_RIGHTDOWN;
}
else if( click == 3 )
{
mouse_evp->dwFlags = MOUSEEVENTF_MIDDLEDOWN;
}
SendInput( 1, input_ev, sizeof( INPUT ) );
}
if( release )
{
if( release == 1 )
{
mouse_evp->dwFlags = MOUSEEVENTF_LEFTUP;
}
else if( release == 2 )
{
mouse_evp->dwFlags = MOUSEEVENTF_RIGHTUP;
}
else if( release == 3 )
{
mouse_evp->dwFlags = MOUSEEVENTF_MIDDLEUP;
}
SendInput( 1, input_ev, sizeof( INPUT ) );
}
#endif
}
static void sendKeyState( char key, int press, int release )
{
#ifdef WIN32
// Set up the input event struct
INPUT input_ev[1];
input_ev[0].type = INPUT_KEYBOARD;
PKEYBDINPUT key_evp;
key_evp = &input_ev[0].ki;
key_evp->wScan = key;
key_evp->time = 0;
unsigned short extended = 0;
if( key & 0x80 ) {
extended = KEYEVENTF_EXTENDEDKEY;
key_evp->wScan = key & ~0xff80;
}
if( press ) {
key_evp->dwFlags = extended | KEYEVENTF_SCANCODE;
SendInput( 1, input_ev, sizeof( INPUT ) );
}
if( release ) {
key_evp->dwFlags = extended | KEYEVENTF_SCANCODE | KEYEVENTF_KEYUP;
SendInput( 1, input_ev, sizeof( INPUT ) );
}
#endif
}
static void sendAbsoluteMouseMove( float x, float y )
{
#ifdef WIN32
// Set up the input event struct
INPUT input_ev[1];
input_ev[0].type = INPUT_MOUSE;
PMOUSEINPUT mouse_evp;
mouse_evp = &input_ev[0].mi;
mouse_evp->time=0;
mouse_evp->dwFlags = MOUSEEVENTF_MOVE | MOUSEEVENTF_ABSOLUTE | 0x2000;
mouse_evp->dx = (int)(65535.0f*x);
mouse_evp->dy = 65535-(int)(65535.0f*y);
SendInput( 1, input_ev, sizeof( INPUT ) );
#endif
}
#endif
#if 0
#ifdef DEBUG
extern "C" int sixenseSetDebugParam( const char *param_name, float val );
extern "C" int sixenseGetDebugParam( const char *param_name, float *val );
static void inc_debug_val( const CCommand &args )
{
if ( args.ArgC() != 3 )
{
Warning( "Incorrect parameters. Format: sixense_set_debug_val <var> <val>\n" );
return;
}
float current;
sixenseGetDebugParam( args[1], &current );
float new_val = current + atof( args[2] );
sixenseSetDebugParam( args[1], new_val );
Msg( "set \"%s\" to %f\n", args[1], new_val );
}
ConCommand sixense_inc_debug_val( "sixense_inc_debug_val", inc_debug_val );
#endif
#endif
void SixenseConvarChanged( IConVar *var, const char *pOldValue, float flOldValue )
{
if( g_pSixenseInput )
{
g_pSixenseInput->ConvarChanged();
}
}
void SixenseInput::ConvarChanged()
{
m_bConvarChanged = true;
}
SixenseInput::SixenseInput()
{
m_bModulesLoaded = false;
m_pSixenseAPI = NULL;
m_pFPSViewAngles = NULL;
m_pFPSPlayerMovement = NULL;
m_pFPSEvents = NULL;
m_pLaserPointer = NULL;
m_pLeftDeriv = NULL;
m_pRightDeriv = NULL;
m_pLeftButtonStates = NULL;
m_pRightButtonStates = NULL;
m_bWasInMenuMode = false;
m_pLaserPointer = NULL;
m_pControllerManager = NULL;
m_pACD = NULL;
m_bConvarChanged = true;
m_bIsEnabled = false; // sixense.dll loaded
m_bIsActive = false; // controllers not docked
m_nFilterLevel = 1;
m_bMoveMouseToCenter = false;
m_bShouldSetBaseOffset = false;
m_LastViewMode = sixenseUtils::IFPSViewAngles::FREE_AIM_TWO_CONTROLLER;
sixense_sensitivity_level.InstallChangeCallback( SixenseSensitivityLevelChanged );
// Don't listen to our convars until sixense is loaded
InstallConvarCallbacks();
m_nFreeaimSpinDisabled = 0;
m_nGesturesDisabled = 0;
m_fTeleportWaitToBlendTime = 0.0f;
m_bPlayerValid = false;
m_nShouldUnduck = false;
m_nLeftIndex = -1;
m_nRightIndex = -1;
m_bJustSpawned = false;
// For keeping track of the previous mode when looking down the scope changes it.
m_bScopeSwitchedMode = false;
m_nScopeSwitchedPrevSpringViewEnabled = 0;
m_pGestureBindings = new SixenseGestureBindings;
#ifdef PORTAL2
m_bJustPortalled = false;
m_bIsLeftTriggerDown = false;
m_bIsRightTriggerDown = false;
m_fDisableJumpUntil = 0.0f;
m_AnglesToRightHand.Init();
m_AnglesToLeftHand.Init();
m_bIsIn1to1Mode = false;
m_bIs1to1ModeLocked = false;
m_bIs1to1ModeScaling = false;
m_bIs1to1ModeRatcheting = false;
m_bExitOneWhenAimingForwards = false;
m_bScalingLockedOneToOne = false;
m_bIsTweaking = false;
m_nGlowIndex = -1;
m_fLastHorizSpeedMult = 0.0f;
m_fLastVertSpeedMult = 0.0f;
#endif
}
SixenseInput::~SixenseInput()
{
}
bool SixenseInput::IsSixenseMap()
{
#ifdef PORTAL2
if ( Q_strncmp( engine->GetLevelName(), "maps/sixense_", 13 ) == 0 )
{
return true;
}
#endif
return false;
}
SixenseGestureBindings *SixenseInput::GetGestureBindings()
{
return m_pGestureBindings;
}
void SixenseInput::FireGameEvent( IGameEvent *pEvent )
{
const char *eventName = pEvent->GetName();
if ( !eventName )
return;
if( FStrEq(eventName, "player_spawn") )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer *spawner = UTIL_PlayerByUserId( pEvent->GetInt( "userid" ) );
if( pPlayer == spawner )
{
m_bJustSpawned = true;
}
}
#ifdef PORTAL2
if ( Q_strcmp( type, "sixense_player_teleported" ) == 0 )
{
int playerId = pEvent->GetInt( "userid", 0 );
// Only set view on player that sent the event
C_BasePlayer * pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->GetUserID() == playerId )
{
float x = pEvent->GetFloat( "pitch", 0 );
float y = pEvent->GetFloat( "yaw", 0 );
float z = pEvent->GetFloat( "roll", 0 );
float isInitialSpawn = pEvent->GetBool( "isInitialSpawn", false );
if ( isInitialSpawn )
{
PlayerSpawn();
}
QAngle newAngle;
newAngle.Init( x, y, z );
ResetView( newAngle );
m_fTeleportWaitToBlendTime = gpGlobals->curtime + sixense_teleport_wait_to_blend_time.GetFloat();
}
}
else if ( Q_strcmp( type, "player_drop" ) == 0 )
{
int playerId = pEvent->GetInt( "userid", 0 );
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && ( pPlayer->GetUserID() == playerId ) )
{
PlayerDroppedEntity( pEvent->GetInt( "entity", 0 ) );
}
}
else if ( Q_strcmp( type, "player_use" ) == 0 )
{
int playerId = pEvent->GetInt( "userid", 0 );
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->GetUserID() == playerId )
{
PlayerUsedEntity( pEvent->GetInt( "entity", 0 ) );
}
}
#endif
}
#ifdef PORTAL2
void SixenseInput::PlayerDroppedEntity( int entityID )
{
if ( UTIL_IsScaledCube( cl_entitylist->GetBaseEntity( entityID ) ) &&
!m_bIsIn1to1Mode &&
m_pFPSViewAngles &&
( m_pFPSViewAngles->getParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED ) <= sixense_aim_freeaim_max_speed.GetFloat() ) )
{
m_pFPSViewAngles->forceMetroidBlend( m_pFPSViewAngles->getParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED ) / sixense_aim_freeaim_max_speed.GetFloat() );
}
}
void SixenseInput::PlayerUsedEntity( int entityID )
{
}
void SixenseInput::PlayerPortalled( const VMatrix &PortalMatrix )
{
sixenseMath::Vector3 ss_view_angles = g_pSixenseInput->m_pFPSViewAngles->getViewAngles();
QAngle new_viewangles;
new_viewangles[YAW] = ss_view_angles[0];
new_viewangles[PITCH] = ss_view_angles[1];
new_viewangles[ROLL] = ss_view_angles[2];
QAngle corrected_viewangles;
UTIL_Portal_AngleTransform( PortalMatrix, new_viewangles, corrected_viewangles );
//Msg("Fixed local view angles %f %f %f\n", corrected_viewangles[YAW], corrected_viewangles[PITCH], corrected_viewangles[ROLL] );
g_pSixenseInput->ForceViewAngles( corrected_viewangles );
}
void SixenseInput::SetPortalTweakingParameters( bool bIsTweaking )
{
// set params if state changed
if ( m_bIsTweaking != bIsTweaking )
{
// set new state
m_bIsTweaking = bIsTweaking;
// set params
if ( m_bIsTweaking )
{
// save previous values
m_fTweakSixenseAimFreeaimAccelBandExponent = sixense_aim_freeaim_accel_band_exponent.GetFloat();
m_fTweakSixenseAimFreeaimAutoLevelRate = sixense_aim_freeaim_auto_level_rate.GetFloat();
m_fTweakSixenseAimFreeaimAccelBandSize = sixense_aim_freeaim_accel_band_size.GetFloat();
m_fTweakSixenseAimFreeaimMaxSpeed = sixense_aim_freeaim_max_speed.GetFloat();
m_fTweakSixenseAimFreeaimDeadZoneRadius = sixense_aim_freeaim_dead_zone_radius.GetFloat();
m_fTweakSixenseAimFreeaimHeadingMultiplier = sixense_aim_freeaim_heading_multiplier.GetFloat();
m_fTweakSixenseAimFreeaimPitchMultiplier = sixense_aim_freeaim_pitch_multiplier.GetFloat();
m_fTweakSixenseAim1to1HeadingMultiplier = sixense_aim_1to1_heading_multiplier.GetFloat();
m_fTweakSixenseAim1to1PitchMultiplier = sixense_aim_1to1_pitch_multiplier.GetFloat();
// set tweak values
sixense_aim_freeaim_accel_band_exponent.SetValue( 1.0f );
sixense_aim_freeaim_auto_level_rate.SetValue( 1.0f );
sixense_aim_freeaim_accel_band_size.SetValue( 25.0f );
sixense_aim_freeaim_max_speed.SetValue( 3.0f );
sixense_aim_freeaim_dead_zone_radius.SetValue( 2.0f );
sixense_aim_freeaim_heading_multiplier.SetValue( 1.0f );
sixense_aim_freeaim_pitch_multiplier.SetValue( 1.0f );
sixense_aim_1to1_heading_multiplier.SetValue( 2.0f );
sixense_aim_1to1_pitch_multiplier.SetValue( 1.5f );
}
else
{
// restore values
sixense_aim_freeaim_accel_band_exponent.SetValue( m_fTweakSixenseAimFreeaimAccelBandExponent );
sixense_aim_freeaim_auto_level_rate.SetValue( m_fTweakSixenseAimFreeaimAutoLevelRate );
sixense_aim_freeaim_accel_band_size.SetValue( m_fTweakSixenseAimFreeaimAccelBandSize );
sixense_aim_freeaim_max_speed.SetValue( m_fTweakSixenseAimFreeaimMaxSpeed );
sixense_aim_freeaim_dead_zone_radius.SetValue( m_fTweakSixenseAimFreeaimDeadZoneRadius );
sixense_aim_freeaim_heading_multiplier.SetValue( m_fTweakSixenseAimFreeaimHeadingMultiplier );
sixense_aim_freeaim_pitch_multiplier.SetValue( m_fTweakSixenseAimFreeaimPitchMultiplier );
sixense_aim_1to1_heading_multiplier.SetValue( m_fTweakSixenseAim1to1HeadingMultiplier );
sixense_aim_1to1_pitch_multiplier.SetValue( m_fTweakSixenseAim1to1PitchMultiplier );
// force blend back to original mode
if ( m_pFPSViewAngles->getParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED ) <= sixense_aim_freeaim_max_speed.GetFloat() )
{
m_pFPSViewAngles->forceMetroidBlend( m_pFPSViewAngles->getParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED ) / sixense_aim_freeaim_max_speed.GetFloat() );
}
}
}
}
void SixenseInput::SetOneToOneMode( bool bOnOrOff )
{
// Dont do anything if we're already in that mode
if ( bOnOrOff == m_bIsIn1to1Mode ) return;
Vector glowColor;
glowColor.x = 1.0f;
glowColor.y = 1.0f;
glowColor.z = 0.5f;
if ( bOnOrOff )
{
m_LastViewMode = m_pFPSViewAngles->getMode();
m_pFPSViewAngles->setMode( sixenseUtils::IFPSViewAngles::DUAL_ANALOG );
m_bIsIn1to1Mode = true;
m_bIs1to1ModeLocked = true;
// Start glowing
m_nGlowIndex = g_GlowObjectManager.RegisterGlowObject( GetHeldObject(), glowColor, 0.25f, GET_ACTIVE_SPLITSCREEN_SLOT() );
if ( !sixense_dist_one_to_one_enabled.GetInt() )
{
// Auto calib
SetBaseOffset();
}
}
else
{
m_bScalingLockedOneToOne = false;
m_pFPSViewAngles->setMode( m_LastViewMode );
m_bIsIn1to1Mode = false;
m_bIs1to1ModeLocked = false;
// Stop glowing
if ( m_nGlowIndex != -1 )
{
g_GlowObjectManager.UnregisterGlowObject( m_nGlowIndex );
m_nGlowIndex = -1;
}
}
m_pFPSViewAngles->update( &m_pACD->controllers[m_nLeftIndex], &m_pACD->controllers[m_nRightIndex] );
}
bool SixenseInput::IsHoldingObject()
{
if( GetHeldObject() )
{
return true;
}
else
{
return false;
}
}
C_BaseEntity *SixenseInput::GetHeldObject()
{
C_BasePlayer* pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
return GetPlayerHeldEntity( pLocalPlayer );
}
return NULL;
}
bool SixenseInput::IsInOneToOneMode()
{
// We're never in one to one if sixense features aren't turned on
if ( sixense_features_enabled.GetInt() == 0 )
{
return false;
}
// We're in 1 to one mode if the object is being held and the view is locked.
return m_bIsIn1to1Mode;
}
bool SixenseInput::IsInAlwaysOneToOneMode()
{
// We're never in one to one if sixense features aren't turned on
if ( sixense_features_enabled.GetInt() == 0 )
{
return false;
}
return ( C_BasePlayer::GetLocalPlayer()->GetSixenseFlags() & CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_ALWAYS_ONE_TO_ONE ) ? true : false;
}
#endif
void SixenseInput::BlendView()
{
// blend in view
sixenseUtils::IFPSViewAngles::fps_mode cur_mode = m_pFPSViewAngles->getMode();
m_pFPSViewAngles->setMode( sixenseUtils::IFPSViewAngles::DUAL_ANALOG );
m_pFPSViewAngles->setMode( cur_mode );
}
// We don't seem to have an event that is fired on map load or level change
void SixenseInput::PlayerSpawn()
{
#ifdef PORTAL2
// Hide any hints that were there from a previous level if left on
hide_video_hint();
#endif
// Reset the sensitiviy settings
LoadDefaultSettings( sixense_sensitivity_level.GetInt() );
m_nGesturesDisabled = 0;
m_nFreeaimSpinDisabled = 0;
#ifdef PORTAL2
sixense_disable_scale_reset_lesson.Revert();
sixense_disable_ratchet_lesson.Revert();
sixense_enable_tutorial_ratchet_lesson.Revert();
#endif
m_bPlayerValid = true;
}
// Turns sixense support on and off. Note this is different than m_bIsActive, which gets
// set when the controllers are not in the dock.
void SixenseInput::SetEnabled( bool bEnabled )
{
if ( !m_bIsEnabled && bEnabled )
{
// Just turned on...
// Make sure the modules are either loaded or loaded previously
if( !LoadModules() )
{
// Modules failed to load, disable
sixense_enabled.SetValue( 0 );
m_bIsEnabled = false;
return;
}
}
else if ( m_bIsEnabled && !bEnabled )
{
// Just turned off...
if ( m_bPlayerValid )
{
C_BasePlayer * pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer )
{
// We are just switching off...
QAngle ident;
ident.Init();
pPlayer->SetEyeAngleOffset( ident ); // This is the way the player is looking, and the orientation of the weapon model
}
}
// UnloadModules(); // fix crash on unload in sixense_utils
}
#ifdef PORTAL2
if ( m_bPlayerValid )
{
C_BasePlayer * pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer )
{
GetGameInstructor().ForceStopAllLessons();
}
}
#endif
m_bIsEnabled = bEnabled;
}
void SixenseInput::ResetView( QAngle SpawnAngles )
{
m_pFPSViewAngles->reset();
Vector3 ss_spawn_angles( SpawnAngles[YAW], SpawnAngles[PITCH], SpawnAngles[ROLL] );
m_pFPSViewAngles->forceViewAngles( m_pFPSViewAngles->getMode(), ss_spawn_angles );
}
void SixenseInput::Init()
{
m_pSixenseAPI->sixenseInit();
if( !m_pACD )
{
m_pACD = new sixenseAllControllerData;
}
// init the sixense controller manager
m_pControllerManager->setGameType( sixenseUtils::IControllerManager::ONE_PLAYER_TWO_CONTROLLER );
m_pControllerManager->registerSetupCallback( controller_manager_setup_callback );
#ifdef PORTAL2
m_pFPSViewAngles->setGame( "portal" );
m_pFPSEvents->setGame( "portal" );
#else
m_pFPSViewAngles->setGame( "cstrike15" );
m_pFPSEvents->setGame( "cstrike15" );
#endif
}
void SixenseInput::PostInit()
{
#ifdef PORTAL2
ListenForGameEvent( "sixense_player_teleported" );
ListenForGameEvent( "player_drop" );
ListenForGameEvent( "player_use" );
#endif
ListenForGameEvent( "player_spawn" );
if( sixense_sensitivity_level.GetInt() == -1 )
{
LoadDefaultSettings( 2 );
}
engine->ExecuteClientCmd( "exec sixense_bindings.cfg" );
if( m_pGestureBindings->GetNumBindings() == 0 )
{
// Try to create the default sixense bindings file if it doesn't already exist\n");
m_pGestureBindings->CreateDefaultBindings();
m_pGestureBindings->WriteBindings( "" );
}
}
void SixenseInput::Shutdown()
{
// Clear out pointers fetched from factories
m_pFPSViewAngles = NULL;
m_pFPSPlayerMovement = NULL;
m_pFPSEvents = NULL;
m_pLaserPointer = NULL;
m_pLeftDeriv = NULL;
m_pRightDeriv = NULL;
m_pLeftButtonStates = NULL;
m_pRightButtonStates = NULL;
m_pControllerManager = NULL;
if( m_pACD )
{
delete m_pACD;
}
if ( m_SixenseFrame )
{
if ( !m_SixenseFrame->IsAutoDeleteSet() )
{
m_SixenseFrame->SetParent( (vgui::Panel*)NULL );
delete m_SixenseFrame;
m_SixenseFrame = NULL;
}
}
if( m_pGestureBindings )
{
delete m_pGestureBindings;
m_pGestureBindings = NULL;
}
if( m_pSixenseAPI )
{
m_pSixenseAPI->sixenseExit();
}
}
bool SixenseInput::IsEnabled()
{
return m_bIsEnabled && m_bIsActive;
}
bool SixenseInput::IsLeftHanded()
{
return sixense_left_handed.GetInt()==0?false:true;
}
void SixenseInput::SetBaseOffset()
{
m_bShouldSetBaseOffset = true;
}
void SixenseInput::GetFOV( float *hfov, float *vfov )
{
#if ( defined( HL2_CLIENT_DLL ) || defined( TF_CLIENT_DLL ) || defined( CSTRIKE_DLL ) ) && !defined( CSTRIKE15 ) && !defined( TERROR )
float engineAspectRatio = engine->GetScreenAspectRatio();
#else
// avoid GetLocalPlayer() assert...
if( !engine->IsLocalPlayerResolvable() ) {
// defaults?
*hfov = 90.0f;
*vfov = 50.0f;
return;
}
float engineAspectRatio = engine->GetScreenAspectRatio( ScreenWidth(), ScreenHeight() );
#endif
C_BasePlayer * pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer )
{
*hfov = pPlayer->GetFOV();
*vfov = *hfov / engineAspectRatio;
}
else
{
// defaults?
*hfov = 90.0f;
*vfov = 50.0f;
}
}
void SixenseInput::SetMode( int nNewMode )
{
// The command id's don't match with the enum, so map it here.
sixenseUtils::IFPSViewAngles::fps_mode mode = sixenseUtils::IFPSViewAngles::FREE_AIM_TWO_CONTROLLER;
switch ( nNewMode )
{
case 0:
mode = sixenseUtils::IFPSViewAngles::FREE_AIM_TWO_CONTROLLER;
break;
case 1:
mode = sixenseUtils::IFPSViewAngles::MOUSELOOK;
break;
case 2:
mode = sixenseUtils::IFPSViewAngles::DUAL_ANALOG;
break;
}
if ( m_pFPSViewAngles && (m_pFPSViewAngles->getMode() != mode) )
{
m_pFPSViewAngles->setMode( mode );
m_LastViewMode = m_pFPSViewAngles->getMode();
}
}
bool SixenseInput::InMenuMode()
{
#if defined( CSTRIKE_DLL ) && !defined( TERROR )
bool cstrike_panel_visible = false;
#if defined( CSTRIKE15 ) // csgo
const int num_panels = 16;
char *panel_names[] = {
PANEL_OVERVIEW,
PANEL_CLASS,
PANEL_TEAM,
PANEL_SPECMENU,
PANEL_INFO,
PANEL_BUY,
PANEL_BUY_CT,
PANEL_BUY_TER,
PANEL_BUY_EQUIP_CT,
PANEL_BUY_EQUIP_TER,
PANEL_NAV_PROGRESS,
PANEL_BUYPRESET_MAIN,
PANEL_BUYPRESET_EDIT,
PANEL_INTRO,
PANEL_COMMENTARY_MODELVIEWER,
PANEL_SURVEY
};
#else // css
const int num_panels = 15;
char *panel_names[] = {
PANEL_OVERVIEW,
PANEL_CLASS,
PANEL_TEAM,
PANEL_SPECMENU,
PANEL_INFO,
PANEL_BUY,
PANEL_BUY_CT,
PANEL_BUY_TER,
PANEL_BUY_EQUIP_CT,
PANEL_BUY_EQUIP_TER,
PANEL_NAV_PROGRESS,
PANEL_BUYPRESET_MAIN,
PANEL_BUYPRESET_EDIT,
PANEL_INTRO,
PANEL_COMMENTARY_MODELVIEWER
};
#endif
for( int i=0; i<num_panels; i++ )
{
#ifdef CSTRIKE15
IViewPortPanel *panel = GetViewPortInterface()->FindPanelByName( panel_names[i] );
#else
IViewPortPanel *panel = gViewPortInterface->FindPanelByName( panel_names[i] );
#endif
if( panel )
{
if( panel->IsVisible() )
{
cstrike_panel_visible = true;
//Msg("Menu visible %s\n", panel_names[i] );
}
}
}
#endif
#if defined( TF_CLIENT_DLL )
CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer *>(C_BasePlayer::GetLocalPlayer());
if( pTFPlayer && pTFPlayer->m_Shared.GetState() == TF_STATE_DYING )
{
return true;
}
#endif
if(
#ifdef PORTAL2
( pPlayer && pPlayer->IsTaunting() ) ||
( engine->IsLocalPlayerResolvable() && IsRadialMenuOpen() ) ||
#endif
#if defined( CSTRIKE_DLL ) && !defined( TERROR )
#ifdef CSTRIKE15
BasePanel()->IsScaleformPauseMenuVisible() ||
#endif
cstrike_panel_visible ||
#endif
(SixenseInput::m_SixenseFrame && SixenseInput::m_SixenseFrame->IsVisible() ) ||
engine->IsPaused() ||
( enginevgui && enginevgui->IsGameUIVisible() ) ||
vgui::surface()->IsCursorVisible() ||
( m_pControllerManager && m_pControllerManager->isMenuVisible() ) )
{
return true;
}
return false;
}
bool SixenseInput::SixenseFrame( float flFrametime, CUserCmd *pCmd )
{
if ( sixense_enabled.GetInt() && !m_bIsEnabled )
{
SetEnabled( true );
}
else if ( !sixense_enabled.GetInt() && m_bIsEnabled )
{
SetEnabled( false );
}
#ifdef SIXENSE_PLAYER_DATA
C_BasePlayer * pLocalPlayer = C_BasePlayer::GetLocalPlayer();
// If sixense is disabled, hide the controller manager screens and return
if ( pLocalPlayer )
{
if ( !m_bIsEnabled )
{
pCmd->sixense_flags &= ~CBasePlayer::PLAYER_SIXENSE_ENABLED;
pLocalPlayer->SetSixenseFlags( pLocalPlayer->GetSixenseFlags() & ~CBasePlayer::PLAYER_SIXENSE_ENABLED );
return false;
}
else
{
pCmd->sixense_flags |= CBasePlayer::PLAYER_SIXENSE_ENABLED;
pLocalPlayer->SetSixenseFlags( pLocalPlayer->GetSixenseFlags() | CBasePlayer::PLAYER_SIXENSE_ENABLED );
}
}
#endif
// If sixense isn't enabled just return
if( !m_bIsEnabled )
{
return false;
}
if( m_bConvarChanged )
{
m_bConvarChanged = false;
UpdateValuesFromConvars();
}
m_pSixenseAPI->sixenseGetAllNewestData( m_pACD );
if( m_pACD->controllers[0].enabled && m_pACD->controllers[1].enabled )
{
// Disable sixense when both controllers are docked.
bool controllers_docked = m_pACD->controllers[0].is_docked || m_pACD->controllers[1].is_docked || !m_pSixenseAPI->sixenseIsBaseConnected(0);
if( controllers_docked && m_bIsActive ) {
m_bIsActive = false;
QAngle engine_angles;
engine->GetViewAngles( engine_angles );
QAngle new_engine_angles = engine_angles + GetViewAngleOffset();
engine->SetViewAngles( new_engine_angles );
} else if( !controllers_docked && !m_bIsActive ) {
m_bIsActive = true;
// Reset the view next time through
m_bJustSpawned = true;
// If we're unpausing, flip the mode around so the metroid rotation is blended
sixenseUtils::IFPSViewAngles::fps_mode cur_mode = m_pFPSViewAngles->getMode();
m_pFPSViewAngles->setMode( sixenseUtils::IFPSViewAngles::DUAL_ANALOG );
m_pFPSViewAngles->setMode( cur_mode );
}
}
SixenseUpdateControllerManager();
if( !sixense_left_handed.GetInt() ) {
m_nLeftIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1L );
m_nRightIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1R );
} else {
m_nLeftIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1R );
m_nRightIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1L );
}
if( m_nLeftIndex < 0 || m_nRightIndex < 0 ) return false;
// If the controllers are docked we are inactive, return until they are picked up
if( !m_bIsActive )
return false;
m_pLeftButtonStates->update( &m_pACD->controllers[m_nLeftIndex] );
m_pRightButtonStates->update( &m_pACD->controllers[m_nRightIndex] );
m_pGestureBindings->UpdateBindings( m_pLeftButtonStates, m_pRightButtonStates, AreBindingsDisabled() );
SixenseUpdateKeys( flFrametime, pCmd );
SixenseUpdateMouseCursor();
#ifdef SIXENSE_PLAYER_DATA
if ( !engine->IsPaused() && !( enginevgui && enginevgui->IsGameUIVisible() ) && sixense_features_enabled.GetInt() )
SetPlayerHandPositions( pCmd, flFrametime );
#endif
static unsigned char last_seq = 0;
// Same data as last time, just return
if ( m_pACD->controllers[0].sequence_number == last_seq )
{
return false;
}
#ifdef PORTAL2
C_Portal_Player *pPlayer = GetPortalPlayer();
#endif
// If the controller manager is up or the game is paused, don't do anything.
if ( InMenuMode() )
{
m_bWasInMenuMode = true;
return false;
}
// If the menu just hid, blend the view back in
if( m_bWasInMenuMode )
{
m_bWasInMenuMode = false;
BlendView();
}
#ifdef PORTAL2
// Fail if the video hint is up. Trigger should skip, probably.
if (_video_hint_panel && _video_hint_panel->IsVisible())
{
return false;
}
#endif
last_seq = m_pACD->controllers[0].sequence_number;
float freeAimSpinSpeed = sixense_aim_freeaim_max_speed.GetFloat();
if ( m_nFreeaimSpinDisabled > 0 )
{
float fCurrentSpeed = m_pFPSViewAngles->getParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED );
freeAimSpinSpeed = fCurrentSpeed *= 0.95;
}
else
{
#ifdef PORTAL2
CPropWeightedCube* pScaledCube = UTIL_GetAsScaledCube( GetHeldObject() );
if ( pScaledCube )
{
Vector vecScale = pScaledCube->GetScale();
float fMaxScale = vecScale[0];
if( vecScale[1] > fMaxScale ) fMaxScale = vecScale[1];
if( vecScale[2] > fMaxScale ) fMaxScale = vecScale[2];
float fSpinMult = 1.0 - sqrt( clamp( ( fMaxScale-1.0f ) / ( sixense_scaling_max.GetFloat() - 1.0f ), 0.0f, 1.0f ) );
freeAimSpinSpeed = MAX( freeAimSpinSpeed * fSpinMult, sixense_hold_spin_speed.GetFloat() );
}
#endif
}
static int last_mode = 0;
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED, freeAimSpinSpeed );//sixense_aim_freeaim_max_speed.GetFloat() );
if ( m_fTeleportWaitToBlendTime - gpGlobals->curtime <= 0.0f )
{
// teleport delay complete, blend in the view
if ( m_fTeleportWaitToBlendTime > 0.0f )
{
BlendView();
m_fTeleportWaitToBlendTime = 0.0f;
}
else
{
float fBlendTime = clamp( freeAimSpinSpeed * 0.16f * sixense_aim_freeaim_switch_blend_time_enter.GetFloat(), 0.1f, 2.0f);
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_SWITCH_BLEND_TIME_ENTER, fBlendTime );
}
}
else
{
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED, 0.0f );
}
m_pFPSViewAngles->setParameter( sixenseUtils::IFPSViewAngles::AIM_METROID_MAX_SPEED, freeAimSpinSpeed );//sixense_aim_freeaim_max_speed.GetFloat() );
// Keep the fov up to date
float hfov, vfov;
SixenseInput::GetFOV( &hfov, &vfov );
m_pFPSViewAngles->setFov( hfov, vfov );
m_pLeftDeriv->update( &m_pACD->controllers[m_nLeftIndex] );
m_pRightDeriv->update( &m_pACD->controllers[m_nRightIndex] );
// Update returns false if there aren't enough controllers to play, so disable all the sixense stuff
if ( m_pFPSViewAngles->update( &m_pACD->controllers[m_nLeftIndex], &m_pACD->controllers[m_nRightIndex], flFrametime*1000.0f ) == SIXENSE_FAILURE ||
m_pControllerManager->isMenuVisible() ||
vgui::surface()->IsCursorVisible() )
{
return false;
}
static float filtered_frametime = 0.0f;
const float frametime_filt_param = 0.99f;
filtered_frametime = filtered_frametime * frametime_filt_param + flFrametime * 1000.0f * ( 1.0f - frametime_filt_param );
m_pFPSPlayerMovement->update( &m_pACD->controllers[m_nLeftIndex], &m_pACD->controllers[m_nRightIndex], filtered_frametime );
m_pFPSEvents->update( &m_pACD->controllers[m_nLeftIndex], &m_pACD->controllers[m_nRightIndex], filtered_frametime );
CheckWeaponForScope();
return true;
}
void SixenseInput::CheckWeaponForScope()
{
bool zoomed = false;
#if defined( TERROR ) || defined (CSTRIKE15) || defined (CSTRIKE_DLL)
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()) )
{
zoomed = true;
}
#endif
#if defined( HL2_CLIENT_DLL )
C_BaseHLPlayer *hlPlayer = dynamic_cast<C_BaseHLPlayer *>(C_BasePlayer::GetLocalPlayer());
if ( hlPlayer && hlPlayer->m_HL2Local.m_bZooming )
{
zoomed = true;
}
#endif
#if defined( TF_CLIENT_DLL)
CTFPlayer *ctfPlayer = dynamic_cast<CTFPlayer *>(C_BasePlayer::GetLocalPlayer());
if ( ctfPlayer && ctfPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
{
zoomed = true;
}
#endif
#if !defined( HL2_CLIENT_DLL ) && !defined( CSTRIKE_DLL ) && !defined( TF_CLIENT_DLL)
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer )
{
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if( pWeapon )
{
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase * >( pWeapon );
if( pCSWeapon )
{
const float min_fov = 45.0f;
if ( pCSWeapon->HasScope() && (pPlayer->GetFOV() < min_fov) )
{
zoomed = true;
}
}
}
}
#endif
if( zoomed && !m_bScopeSwitchedMode )
{
// we have a cs weapon that has a scope and we are zoomed.
// Remember the state of some stuff we set
m_nScopeSwitchedPrevMode = m_pFPSViewAngles->getMode();
m_nScopeSwitchedPrevSpringViewEnabled = sixense_spring_view_enabled.GetInt();
m_bScopeSwitchedMode = true;
m_pFPSViewAngles->setMode( sixenseUtils::IFPSViewAngles::MOUSELOOK );
}
else if( !zoomed && m_bScopeSwitchedMode )
{
#if defined( TF_CLIENT_DLL)
// In TF2 wait until we're done reloading before switching back to metroid mode
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer )
{
CTFSniperRifle *tfSniperRifle = dynamic_cast<CTFSniperRifle *>(pPlayer->GetActiveWeapon());
if( tfSniperRifle && (tfSniperRifle->GetRezoomTime() != -1.0f) )
{
return;
}
}
#endif
#if defined( CSTRIKE15 ) || defined (CSTRIKE_DLL)
C_CSPlayer *csPlayer = dynamic_cast<C_CSPlayer *>(C_BasePlayer::GetLocalPlayer());
if( csPlayer && csPlayer->m_bResumeZoom )
{
return;
}
#endif
// not zoomed anymore, put the old mode back
if( m_bScopeSwitchedMode ) {
m_bScopeSwitchedMode = false;
sixense_spring_view_enabled.SetValue( m_nScopeSwitchedPrevSpringViewEnabled );
m_pFPSViewAngles->setMode( m_nScopeSwitchedPrevMode );
}
}
}
void SixenseInput::SwitchViewModes( CUserCmd *pCmd )
{
#ifdef PORTAL2
if( sixense_large_objects_lock_one_to_one.GetInt() )
{
C_BaseEntity *held = GetHeldObject();
if( held )
{
C_PropWeightedCube *scaled_cube = UTIL_GetAsScaledCube( held );
if( scaled_cube )
{
Vector scale = scaled_cube->GetScale();
float max_scale = scale[0];
if( scale[1] > max_scale ) max_scale = scale[1];
if( scale[2] > max_scale ) max_scale = scale[2];
const float scale_force_1to1 = sixense_large_objects_lock_one_to_one_size.GetFloat();
if( max_scale > scale_force_1to1 )
{
// Lock one to one mode on
m_bScalingLockedOneToOne = true;
if( !m_bIsIn1to1Mode )
{
SetOneToOneMode( true );
}
} else {
m_bScalingLockedOneToOne = false;
}
}
}
}
unsigned char lock_button;
lock_button = SIXENSE_BUTTON_1;
//lock_button = SIXENSE_BUTTON_4;
if ( sixense_auto_one_to_one_enabled.GetInt() )
{
lock_button = 0;
}
C_Portal_Player *pPortalPlayer = C_Portal_Player::GetLocalPortalPlayer();
// Whenever we scale, lock into one to one mode until the next drop (block dist one to one from exiting)
//if( pPortalPlayer->IsScalingUseItem() ) {
// m_bScalingLockedOneToOne = true;
//}
// This was old code for controlling 1to1 with a button, but this code was getting hit on drop.
// Go into 1-to-1 when the button is pressed (and we're holding an object, and we're not scaling)
//if ( !m_bIs1to1ModeLocked &&
// !m_bIs1to1ModeScaling &&
// IsHoldingObject() &&
// ( lock_button && m_pRightButtonStates->justPressed( lock_button ) ) &&
// ( pPortalPlayer && !pPortalPlayer->IsScalingUseItem() && !pPortalPlayer->IsScalingUseItemTurret() ) )
//{
// SetOneToOneMode( true );
//}
// exit 1-to-1 if we dropped the object we were holding, or if the lock button was pressed again
if ( ( !IsHoldingObject() && m_bIsIn1to1Mode && !m_bExitOneWhenAimingForwards ) ||
( m_bIs1to1ModeLocked &&
!m_bIs1to1ModeScaling &&
m_pRightButtonStates->justPressed( lock_button ) &&
( pPortalPlayer && !pPortalPlayer->IsScalingUseItem() && !pPortalPlayer->IsScalingUseItemTurret() ) ) )
{
m_bExitOneWhenAimingForwards = true;
}
// Object was dropped while in 1-to-1, don't leave one-to-1 mode until the hand comes back a bit
if( m_bExitOneWhenAimingForwards ) {
if( IsAimingForwards() )
{
m_bIs1to1ModeScaling = false;
m_bIs1to1ModeRatcheting = false;
m_pFPSViewAngles->setRatcheting( false );
SetOneToOneMode( false );
m_bExitOneWhenAimingForwards = false;
}
}
// if we just started scaling go into 1-to-1
else if ( !m_bIs1to1ModeLocked &&
!m_bIs1to1ModeScaling &&
IsHoldingObject() &&
( pPortalPlayer && ( pPortalPlayer->IsScalingUseItem() || pPortalPlayer->IsScalingUseItemTurret() ) ) )
{
m_bIs1to1ModeScaling = true;
SetOneToOneMode( true );
}
// if we just stopped scaling exit 1-to-1
else if (
( !IsHoldingObject() && m_bIsIn1to1Mode ) ||
( m_bIs1to1ModeLocked &&
m_bIs1to1ModeScaling &&
( pPortalPlayer && !pPortalPlayer->IsScalingUseItem() && !pPortalPlayer->IsScalingUseItemTurret() ) ) )
{
m_bIs1to1ModeScaling = false;
m_bIs1to1ModeRatcheting = false;
m_pFPSViewAngles->setRatcheting( false );
if( !m_bScalingLockedOneToOne ) {
SetOneToOneMode( false );
}
}
#endif
}
bool SixenseInput::IsAimingForwards()
{
// Wait until controller is facing forwards again
Quat rot_quat( m_pACD->controllers[m_nRightIndex].rot_quat );
Vector3 forwards = rot_quat * Vector3( 0, 0, -1 );
float dot = forwards * Vector3(0, 0, -1);
if( dot > sixense_exit_one_to_one_dot.GetFloat() ) {
return true;
}
else
{
return false;
}
}
#ifdef SIXENSE_PLAYER_DATA
void SixenseInput::SetPlayerHandPositions( CUserCmd *pCmd, float flFrametime )
{
if ( m_bShouldSetBaseOffset )
{
m_bShouldSetBaseOffset = false;
float base_offset_z_bias = sixense_auto_one_to_one_center_z_bias.GetFloat();
if ( sixense_dist_one_to_one_enabled.GetInt() )
{
base_offset_z_bias = 0.0f;
}
sixense_base_offset_x.SetValue( - m_pACD->controllers[m_nRightIndex].pos[0] );
sixense_base_offset_y.SetValue( - m_pACD->controllers[m_nRightIndex].pos[1] );
sixense_base_offset_z.SetValue( - m_pACD->controllers[m_nRightIndex].pos[2] - base_offset_z_bias );
}
sixenseMath::Vector3 pos;
sixenseMath::Vector3 base_offset( sixense_base_offset_x.GetFloat(), sixense_base_offset_y.GetFloat(), sixense_base_offset_z.GetFloat() );
// Tell the client player about the hand positions. This will get sent to the server player as part of the usercmd
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
// Maintain the player and command one-to-one flags
if ( m_bIsIn1to1Mode && IsHoldingObject() )
{
pCmd->sixense_flags |= C_BasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT;
player->SetSixenseFlags( player->GetSixenseFlags() | CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT );
if ( m_bIs1to1ModeRatcheting )
{
pCmd->sixense_flags |= C_BasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_RATCHETING;
player->SetSixenseFlags( player->GetSixenseFlags() | CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_RATCHETING );
}
else
{
pCmd->sixense_flags &= ~C_BasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_RATCHETING;
player->SetSixenseFlags( player->GetSixenseFlags() & ~CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_RATCHETING );
}
}
else
{
pCmd->sixense_flags &= ~C_BasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT;
pCmd->sixense_flags &= ~C_BasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_RATCHETING;
player->SetSixenseFlags( player->GetSixenseFlags() & ~CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT );
player->SetSixenseFlags( player->GetSixenseFlags() & ~CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_RATCHETING );
}
if ( sixense_dist_one_to_one_enabled.GetInt() )
{
pCmd->sixense_flags |= C_BasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_ALWAYS_ONE_TO_ONE;
player->SetSixenseFlags( player->GetSixenseFlags() | CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_ALWAYS_ONE_TO_ONE );
}
else
{
pCmd->sixense_flags &= ~C_BasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_ALWAYS_ONE_TO_ONE;
player->SetSixenseFlags( player->GetSixenseFlags() & ~CBasePlayer::PLAYER_SIXENSE_HOLDING_OBJECT_ALWAYS_ONE_TO_ONE );
}
// Get the angle mode from the fps angles so we can remove it from the hand orientations
float angle_mode_angle = m_pFPSViewAngles->getParameter( sixenseUtils::IFPSViewAngles::CONTROLLER_ANGLE_MODE );
unsigned char left_sequence, right_sequence;
left_sequence = m_pACD->controllers[m_nLeftIndex].sequence_number;
right_sequence = m_pACD->controllers[m_nRightIndex].sequence_number;
sixenseMath::Matrix4 left_mat;
// Set rotation first
left_mat = sixenseMath::Matrix4::rotation( sixenseMath::Quat( m_pACD->controllers[m_nLeftIndex].rot_quat[0], m_pACD->controllers[m_nLeftIndex].rot_quat[1], m_pACD->controllers[m_nLeftIndex].rot_quat[2], m_pACD->controllers[m_nLeftIndex].rot_quat[3] ) );
// Correct for controller angle mode
left_mat = sixenseMath::Matrix4::rotation( -angle_mode_angle, sixenseMath::Vector3( 1.0f, 0.0f, 0.0f ) ) * left_mat;
// Fill in translation
Vector3 ss_left_pos = sixenseMath::Vector3( m_pACD->controllers[m_nLeftIndex].pos[0], m_pACD->controllers[m_nLeftIndex].pos[1], m_pACD->controllers[m_nLeftIndex].pos[2] ) + base_offset;
left_mat.set_col( 3, sixenseMath::Vector4( ss_left_pos, 1.0f ) );
// This converts between sixense and source coord sys
matrix3x4_t left_mat_source = ConvertMatrix( left_mat );
player->SetSixenseSequence( m_pACD->controllers[0].sequence_number );
// Set the translations
Vector left_pos;
MatrixPosition( left_mat_source, left_pos );
pCmd->hand_pos_left = left_pos;
player->SetHandPosLeft( left_pos );
// Rotations
QAngle left_rot;
MatrixAngles( left_mat_source, left_rot );
pCmd->hand_rot_left = left_rot;
player->SetHandRotLeft( left_rot );
if ( left_sequence != m_nLastLeftSequence )
{
pCmd->left_hand_pos_new = 1;
player->SetLeftHandDataNew( true );
}
else
{
pCmd->left_hand_pos_new = 0;
player->SetLeftHandDataNew( false );
}
m_nLastLeftSequence = left_sequence;
pCmd->sixense_seq = left_sequence;
sixenseMath::Matrix4 right_mat;
// Set rotation first
right_mat = sixenseMath::Matrix4::rotation( sixenseMath::Quat( m_pACD->controllers[m_nRightIndex].rot_quat[0], m_pACD->controllers[m_nRightIndex].rot_quat[1], m_pACD->controllers[m_nRightIndex].rot_quat[2], m_pACD->controllers[m_nRightIndex].rot_quat[3] ) );
// Correct for controller angle mode
right_mat = sixenseMath::Matrix4::rotation( -angle_mode_angle, sixenseMath::Vector3( 1.0f, 0.0f, 0.0f ) ) * right_mat;
// Fill in translation
Vector3 ss_right_pos = sixenseMath::Vector3( m_pACD->controllers[m_nRightIndex].pos[0], m_pACD->controllers[m_nRightIndex].pos[1], m_pACD->controllers[m_nRightIndex].pos[2] ) + base_offset;
// This 'slides' the hold origin if you pull the object back into the player
float min_z_dist = sixense_hold_slide_z_min_dist.GetFloat();
float xy_radius = sixense_hold_slide_xy_radius.GetFloat();
if ( !m_bScalingLockedOneToOne && (Vector3( ss_right_pos[0], ss_right_pos[1], 0.0f ).length() < xy_radius) && (ss_right_pos[2] > min_z_dist) )
{
sixense_base_offset_z.SetValue( sixense_base_offset_z.GetFloat() - ( ss_right_pos[2] - min_z_dist ) );
// Also adjust the position at which the object was grabbed so that the dist one to one slides also
m_GrabPos[2] += ( ss_right_pos[2] - min_z_dist );
ss_right_pos[2] = min_z_dist;
}
right_mat.set_col( 3, sixenseMath::Vector4( ss_right_pos, 1.0f ) );
// This converts between sixense and source coord sys
matrix3x4_t right_mat_source = ConvertMatrix( right_mat );
// Set the translations
Vector right_pos;
MatrixPosition( right_mat_source, right_pos );
pCmd->hand_pos_right = right_pos;
player->SetHandPosRight( right_pos );
// Rotations
QAngle right_rot;
MatrixAngles( right_mat_source, right_rot );
pCmd->hand_rot_right = right_rot;
player->SetHandRotRight( right_rot );
if ( right_sequence != m_nLastRightSequence )
{
pCmd->right_hand_pos_new = 1;
player->SetRightHandDataNew( true );
}
else
{
player->SetRightHandDataNew( false );
pCmd->right_hand_pos_new = 0;
}
m_nLastRightSequence = right_sequence;
// set controller positions for object scaling
pCmd->controller_pos_left.Init( ss_left_pos[0], ss_left_pos[1], ss_left_pos[2] );
pCmd->controller_pos_right.Init( ss_right_pos[0], ss_right_pos[1], ss_right_pos[2] );
player->SetControllerPosLeft( pCmd->controller_pos_left );
player->SetControllerPosRight( pCmd->controller_pos_right );
// set controller rotations for portal tweaking, fix roll so that it goes from (-180 to 180) instead of (-90 to 90)
sixenseMath::Vector3 left_contoller_angles = left_mat.getEulerAngles();
sixenseMath::Vector3 right_contoller_angles = right_mat.getEulerAngles();
QAngle controller_rot_left = QAngle( RAD2DEG( left_contoller_angles[2] ), RAD2DEG( left_contoller_angles[0] ), RAD2DEG( left_contoller_angles[1] ) );
QAngle controller_rot_right = QAngle( RAD2DEG( right_contoller_angles[2] ), RAD2DEG( right_contoller_angles[0] ), RAD2DEG( right_contoller_angles[1] ) );
// QAngle controller_rot_left = left_rot;
// QAngle controller_rot_right = right_rot;
// if( left_mat_source[2][2] < 0.0f ) {
// controller_rot_left.x = (controller_rot_left.x > 0.0f) ? (180.0f - controller_rot_left.x) : (-180.0f + controller_rot_left.x);
// }
// if( right_mat_source[2][2] < 0.0f ) {
// controller_rot_right.x = (controller_rot_right.x > 0.0f) ? (180.0f - controller_rot_right.x) : (-180.0f + controller_rot_right.x);
// }
pCmd->controller_rot_left.Init( controller_rot_left.x, controller_rot_left.y, controller_rot_left.z );
pCmd->controller_rot_right.Init( controller_rot_right.x, controller_rot_right.y, controller_rot_right.z );
player->SetControllerRotLeft( controller_rot_left );
player->SetControllerRotRight( controller_rot_right );
// Set some sixense flags...
if ( m_bIsIn1to1Mode && !m_nFreeaimSpinDisabled )
{
// pan the camera to keep the held object on screen
C_BaseEntity *pHeldObject = GetHeldObject();
if ( pHeldObject )
{
float hold_spin_start_screen_ratio = sixense_hold_spin_start_screen_ratio.GetFloat();
float hold_spin_speed = sixense_hold_spin_speed.GetFloat();
float hold_spin_speed_bias = sixense_hold_spin_speed_bias.GetFloat();
float hold_spin_fade_min_dist = sixense_hold_spin_fade_min_dist.GetFloat();
float hold_spin_fade_max_dist = sixense_hold_spin_fade_max_dist.GetFloat();
float hold_spin_max_angle = sixense_hold_spin_max_angle.GetFloat();
C_Portal_Player *pPlayer = GetPortalPlayer();
// where is the held object in world coordinates
Vector objectLocation = pHeldObject->GetAbsOrigin();
// where the player is
Vector playerLocation = pPlayer->GetAbsOrigin();
float dist_from_player = ( objectLocation - playerLocation ).Length();
// check to see if object is on other side of portal
if ( pPlayer->IsHeldObjectOnOppositeSideOfPortal() )
{
objectLocation = pPlayer->GetGrabLocation();
}
// Don't pan if player is reaching behind, he's probably trying to wind up for a throw
QAngle eyeAngles = pPlayer->EyeAngles();
Vector vForward;
AngleVectors( eyeAngles, &vForward );
float horiz_speed_mult = 0.0f;
float vert_speed_mult = 0.0f;
float angle = acos( ( objectLocation - pPlayer->EyePosition() ).Normalized().Dot( vForward ) ) * 180 / M_PI;
//engine->Con_NPrintf( 1, "angle: %f\n", angle );
if ( angle < hold_spin_max_angle )
{
// world to screen
Vector screen;
ScreenTransform( objectLocation, screen );
screen.x = clamp( screen.x, -1.0f, 1.0f );
screen.y = clamp( screen.y, -1.0f, 1.0f );
// horizontal
if ( abs( screen.x ) > 1.0 - hold_spin_start_screen_ratio )
{
horiz_speed_mult = ( ( abs( screen.x ) - ( 1.0 - hold_spin_start_screen_ratio ) ) / hold_spin_start_screen_ratio );
horiz_speed_mult = Bias( horiz_speed_mult, hold_spin_speed_bias );
if ( screen.x > 0 ) horiz_speed_mult *= -1;
}
// vertical
if ( abs( screen.y ) > 1.0 - hold_spin_start_screen_ratio )
{
vert_speed_mult = ( ( abs( screen.y ) - ( 1.0 - hold_spin_start_screen_ratio ) ) / hold_spin_start_screen_ratio );
vert_speed_mult = Bias( vert_speed_mult, hold_spin_speed_bias );
if ( screen.y > 0 ) vert_speed_mult *= -1;
}
//engine->Con_NPrintf( 1, "x: %f y:%f\n", screen.x, screen.y );
//engine->Con_NPrintf( 2, "horiz_speed: %f\n", horiz_speed);
//engine->Con_NPrintf( 3, "vert_speed: %f\n", vert_speed);
if ( hold_spin_fade_max_dist != 0.0f && hold_spin_fade_max_dist != 0.0f )
{
float spin_fade = ( dist_from_player - hold_spin_fade_min_dist ) / ( hold_spin_fade_max_dist - hold_spin_fade_min_dist );
spin_fade = clamp( spin_fade, 0.0f, 1.0f );
horiz_speed_mult *= spin_fade;
vert_speed_mult *= spin_fade;
}
}
// dampen the camera tracking
float spin_damp = sixense_hold_spin_damp.GetFloat();
horiz_speed_mult = horiz_speed_mult * ( 1.0f - spin_damp ) + m_fLastHorizSpeedMult * spin_damp;
vert_speed_mult = vert_speed_mult * ( 1.0f - spin_damp ) + m_fLastVertSpeedMult * spin_damp;
m_fLastHorizSpeedMult = horiz_speed_mult;
m_fLastVertSpeedMult = vert_speed_mult;
m_pFPSViewAngles->setHoldingTurnSpeed( horiz_speed_mult * hold_spin_speed, vert_speed_mult * hold_spin_speed );
}
}
else
{
m_pFPSViewAngles->setHoldingTurnSpeed( 0.0f, 0.0f );
}
// Compute the angles that point from the player to the hand positions. This can be used to aim the weapon model at the object being moved.
// The goofy offsets are because the gun doesn't rotate around the right position, so they fudge it so it looks like it's pointing correctly
VectorAngles( right_pos + Vector( 250, 0, -25 ), m_AnglesToRightHand );
VectorAngles( left_pos + Vector( 250, 0, -25 ), m_AnglesToLeftHand );
}
#endif
void SixenseInput::SixenseUpdateControllerManager()
{
if( !m_bIsEnabled )
return;
m_pControllerManager->update( m_pACD );
#if 0
update_controller_manager_visibility( &acd );
#endif
}
void SixenseInput::SetFilter( float f )
{
if( f < 0.25f )
{
m_pSixenseAPI->sixenseSetFilterParams( 500.0f, 0.5f, 1600.0f, 0.75f );
Msg("SixenseInput::SetFilter: low\n");
}
else if( f < 0.75f )
{
m_pSixenseAPI->sixenseSetFilterParams( 500.0f, 0.85f, 1600.0f, 0.95f );
Msg("SixenseInput::SetFilter: med\n");
}
else
{
m_pSixenseAPI->sixenseSetFilterParams( 500.0f, 0.96f, 1600.0f, 0.98f );
Msg("SixenseInput::SetFilter: high\n");
}
sixense_filter_level.SetValue( f );
}
void SixenseInput::ForceViewAngles( QAngle angles )
{
Vector3 ssangles( angles[YAW], angles[PITCH], angles[ROLL] );
m_pFPSViewAngles->forceViewAngles( m_pFPSViewAngles->getMode(), ssangles );
}
static QAngle FixAngles( sixenseMath::Vector3 ss_angles )
{
QAngle qa;
qa[YAW] = ss_angles[0];
qa[PITCH] = ss_angles[1];
qa[ROLL] = ss_angles[2];
return qa;
}
sixenseMath::Vector3 FixAngles( QAngle qa )
{
sixenseMath::Vector3 ss_angles;
ss_angles[0] = qa[YAW];
ss_angles[1] = qa[PITCH];
ss_angles[2] = qa[ROLL];
return ss_angles;
}
#if defined( TF_CLIENT_DLL )
static float g_fDemoChargeViewOffsetScale = 1.0f;
#endif
void SixenseInput::SetView( float flInputSampleFrametime, CUserCmd *pCmd )
{
if ( InMenuMode() )
{
return;
}
// Sample the axes, apply the input, and consume sample time.
if ( m_fRemainingFrameTime > 0 )
{
flInputSampleFrametime = MIN( m_fRemainingFrameTime, flInputSampleFrametime );
m_fRemainingFrameTime -= flInputSampleFrametime;
}
// Set the new engine angles. This is the direction the player is really aiming, and the only direction the
// server really cares about.
QAngle spin_speed = -1.0f * FixAngles( m_pFPSViewAngles->getSpinSpeed() );
if( UseVR() )
{
spin_speed[PITCH] = 0.f;
spin_speed[ROLL] = 0.f;
}
#if defined( TF_CLIENT_DLL )
static bool last_charge = false, charging = false;
bool charge_started=false, charge_stopped=false;
CTFPlayer *pPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( pPlayer )
{
charging = pPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE );
if ( charging )
{
if( !last_charge )
{
charge_started = true;
}
}
else
{
if( last_charge )
{
charge_stopped = true;
}
}
}
last_charge = charging;
if( charging )
{
g_fDemoChargeViewOffsetScale *= 0.9f;
}
else
{
g_fDemoChargeViewOffsetScale = g_fDemoChargeViewOffsetScale * 0.9f + 0.1f;
}
#endif
// Keep track of the total accumulated spin angle. This accumulation is done outisde of sixenseUtils because we need to
// keep a close look on the engine time to do proper time sync.
QAngle accumulated_spin_angles;
accumulated_spin_angles = FixAngles( m_pFPSViewAngles->getFeetAnglesMetroid() ) + ( spin_speed * flInputSampleFrametime * 30.0f );
// Clamp it +/- 90
if ( accumulated_spin_angles[PITCH] > 89.0f )
{
accumulated_spin_angles[PITCH] = 89.0f;
}
else if ( accumulated_spin_angles[PITCH] < -89.0f )
{
accumulated_spin_angles[PITCH] = -89.0f;
}
// Tell the view angle system about the total angle so GetViewAngleOffset can compute the player camera angle
m_pFPSViewAngles->setFeetAnglesMetroid( FixAngles( accumulated_spin_angles ) );
if( m_bJustSpawned )
{
m_bJustSpawned = false;
QAngle engine_angles;
engine->GetViewAngles( engine_angles );
ResetView( engine_angles );
return;
}
QAngle new_viewangles = FixAngles( m_pFPSViewAngles->getViewAngles() );
#if defined( TF_CLIENT_DLL )
// Dont turn when charging
if( !charging )
{
engine->SetViewAngles( new_viewangles );
}
if( charge_stopped )
{
QAngle engine_angles;
engine->GetViewAngles( engine_angles );
ForceViewAngles( engine_angles );
Msg("charge stopped\n");
}
#else
// Set the engine's aim direction
engine->SetViewAngles( new_viewangles );
#endif
if ( pCmd )
{
pCmd->mousedx = spin_speed[YAW];
pCmd->mousedy = spin_speed[PITCH];
}
// Also set the player direction, this is the view frustum direction, which in metroid mode counter-rotates
// from the aim direction engine angles.
C_BasePlayer::GetLocalPlayer()->SetEyeAngleOffset( GetViewAngleOffset() ); // This is the way the player is looking, and the orientation of the weapon model
//C_BaseEntity *pEntOrg = C_BasePlayer::GetLocalPlayer()->GetViewEntity();
#ifdef SIXENSE_PLAYER_DATA
// Set the eye offset angles in the ucmd so thay get sent to the server
pCmd->view_angle_offset = GetViewAngleOffset();
#endif
}
void SixenseInput::SixenseUpdateKeys( float flFrametime, CUserCmd *pCmd )
{
static int new_buttons = 0;
// Sometimes we get called but Sixense isn't ready to produce any new data yet. We want to preseve whatever we were doing before,
// ie walking, so keep track of the last state we used.
static int last_buttons = 0;
static float last_forwardmove = 0.0f;
static float last_sidemove = 0.0f;
static int last_sixense_flags = 0;
// If the controller manager is up or the game is paused, don't do anything.
if ( InMenuMode() ||
(C_BasePlayer::GetLocalPlayer() && C_BasePlayer::GetLocalPlayer()->IsObserver()) ||
( m_nLeftIndex == -1 ) ||
( m_nRightIndex == -1 ) ||
( m_nGesturesDisabled == 1 ) )
{
// No new data, set the keys to what they were last time we did have new data
#ifdef PORTAL2
// Unduck here too so if gestures are disabled like in the tutorial we're not stuck ducking
if ( m_pFPSEvents->eventStopped( sixenseUtils::IFPSEvents::CROUCH ) )
{
last_buttons &= ~IN_DUCK;
new_buttons &= ~IN_DUCK;
//engine->ClientCmd( "-duck" );
}
#endif
if( pCmd )
{
// Sometimes we get called but Sixense isn't ready to produce any new data yet. We want to preseve whatever we were doing before,
// ie walking, so keep track of the last state we used.
pCmd->buttons = last_buttons;
#ifdef SIXENSE_PLAYER_DATA
pCmd->sixense_flags = last_sixense_flags;
#endif
pCmd->mousedx = 0;
pCmd->mousedy = 0;
//pCmd->forwardmove = last_forwardmove;
//pCmd->sidemove = last_sidemove;
if( InMenuMode() )
{
// Force walking to stop when menus are up
pCmd->forwardmove = 0.0f;
pCmd->sidemove = 0.0f;
}
}
// hard code some commands for when we're observing
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer && pPlayer->IsObserver() )
{
if( m_pLeftButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_RIGHT ) )
{
engine->ExecuteClientCmd( "spec_next" );
}
if( m_pLeftButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_LEFT ) )
{
engine->ExecuteClientCmd( "spec_prev" );
}
if( m_pLeftButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_UP ) )
{
engine->ExecuteClientCmd( "spec_mode" );
}
if( m_pLeftButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_DOWN ) )
{
engine->ExecuteClientCmd( "spec_mode" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_RIGHT ) )
{
engine->ExecuteClientCmd( "spec_next" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_LEFT ) )
{
engine->ExecuteClientCmd( "spec_prev" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_UP ) )
{
engine->ExecuteClientCmd( "spec_mode" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_DOWN ) )
{
engine->ExecuteClientCmd( "spec_mode" );
}
}
#ifdef TF_CLIENT_DLL
// certain tf menus want '0' to cancel, not escape.
if( gViewPortInterface )
{
IViewPortPanel *panel = gViewPortInterface->GetActivePanel();
if( panel )
{
// if the class or team menus are up hide it with start
if( ( Q_strcmp( panel->GetName(), "class_blue" ) == 0 ) ||
( Q_strcmp( panel->GetName(), "class_red" ) == 0 ) ||
( Q_strcmp( panel->GetName(), "team" ) == 0 ) )
{
if ( m_pLeftButtonStates->buttonJustPressed( SIXENSE_BUTTON_START ) )
{
panel->ShowPanel( false );
}
}
else
{
// otherwise just do esc like normal
if ( m_pLeftButtonStates->buttonJustPressed( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 1, 0); // 0x01 == esc
}
if ( m_pLeftButtonStates->buttonJustReleased( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 0, 1); // 0x01 == esc
}
}
}
}
#else
// Press escape when the menu is up as well so we can exit
if ( m_pLeftButtonStates->buttonJustPressed( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 1, 0); // 0x01 == esc
}
if ( m_pLeftButtonStates->buttonJustReleased( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 0, 1); // 0x01 == esc
}
#endif
return;
}
#ifdef PORTAL2
if ( sixense_features_enabled.GetInt() )
{
SwitchViewModes( pCmd );
}
// If the radial menu is open, all we care about is the release of the radial menu buttons.
if ( engine->IsLocalPlayerResolvable() && IsRadialMenuOpen() )
{
if ( m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_2 ) || m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_4 ) )
{
engine->ClientCmd_Unrestricted( "-mouse_menu" );
}
if ( m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_1 ) || m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_3 ) )
{
engine->ClientCmd_Unrestricted( "-mouse_menu_taunt" );
}
pCmd->buttons = last_buttons;
pCmd->forwardmove = last_forwardmove;
pCmd->sidemove = last_sidemove;
pCmd->sixense_flags = last_sixense_flags;
return;
}
#endif
if( pCmd )
{
float forward = m_pFPSPlayerMovement->getWalkDir()[1] * cl_forwardspeed.GetFloat();
float side = m_pFPSPlayerMovement->getWalkDir()[0] * cl_sidespeed.GetFloat();
float angle = -GetViewAngleOffset()[YAW] * M_PI / 180.0f;
pCmd->forwardmove = forward * cosf( angle ) - side * sinf( angle );
pCmd->sidemove = forward * sinf( angle ) + side * cosf( angle );
}
#ifdef CSTRIKE15
if ( m_pLeftButtonStates->buttonJustPressed( SIXENSE_BUTTON_START ) )
{
BasePanel()->ShowScaleformPauseMenu( true );
}
#else
if ( m_pLeftButtonStates->buttonJustPressed( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 1, 0); // 0x01 == esc scancode
}
if ( m_pLeftButtonStates->buttonJustReleased( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 0, 1); // 0x01 == esc scancode
}
#endif
#ifdef TF_CLIENT_DLL
CHudMenuSpyDisguise *pSpyMenu = ( CHudMenuSpyDisguise * )GET_HUDELEMENT( CHudMenuSpyDisguise );
if( pSpyMenu->IsVisible() )
{
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_LEFT ) )
{
pSpyMenu->HudElementKeyInput( 1, KEY_1, "slot1" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_UP ) )
{
pSpyMenu->HudElementKeyInput( 1, KEY_2, "slot2" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_RIGHT ) )
{
pSpyMenu->HudElementKeyInput( 1, KEY_3, "slot3" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_DOWN ) )
{
engine->ExecuteClientCmd( "lastinv" );
}
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_JOYSTICK ) )
{
pSpyMenu->HudElementKeyInput( 1, KEY_3, "disguiseteam" );
}
}
CHudMenuEngyBuild *pEngBuildMenu = ( CHudMenuEngyBuild * )GET_HUDELEMENT( CHudMenuEngyBuild );
if( pEngBuildMenu->IsVisible() )
{
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_3 ) )
{
pEngBuildMenu->HudElementKeyInput( 1, KEY_1, "slot1" );
}
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_1 ) )
{
pEngBuildMenu->HudElementKeyInput( 1, KEY_2, "slot2" );
}
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_2 ) )
{
pEngBuildMenu->HudElementKeyInput( 1, KEY_3, "slot3" );
}
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_4 ) )
{
pEngBuildMenu->HudElementKeyInput( 1, KEY_4, "slot4" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_DOWN ) )
{
engine->ExecuteClientCmd( "lastinv" );
}
}
CHudMenuEngyDestroy *pEngDestroyMenu = ( CHudMenuEngyDestroy * )GET_HUDELEMENT( CHudMenuEngyDestroy );
if( pEngDestroyMenu->IsVisible() )
{
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_3 ) )
{
pEngDestroyMenu->HudElementKeyInput( 1, KEY_1, "slot1" );
}
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_1 ) )
{
pEngDestroyMenu->HudElementKeyInput( 1, KEY_2, "slot2" );
}
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_2 ) )
{
pEngDestroyMenu->HudElementKeyInput( 1, KEY_3, "slot3" );
}
if( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_4 ) )
{
pEngDestroyMenu->HudElementKeyInput( 1, KEY_4, "slot4" );
}
if( m_pRightButtonStates->stickJustPressed( sixenseUtils::IButtonStates::DIR_DOWN ) )
{
engine->ExecuteClientCmd( "lastinv" );
}
}
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
if( m_pLeftButtonStates->absoluteTiltJustStarted( sixenseUtils::IButtonStates::DIR_UP ) )
{
engine->ClientCmd_Unrestricted( "training_continue" );
}
}
#endif
#ifdef PORTAL2
// coop ping
if ( m_pLeftButtonStates->justPressed( SIXENSE_BUTTON_1 ) || m_pLeftButtonStates->justPressed( SIXENSE_BUTTON_2 ) )
{
engine->ClientCmd_Unrestricted( "+mouse_menu" );
}
if ( m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_1 ) || m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_2 ) )
{
engine->ClientCmd_Unrestricted( "-mouse_menu" );
}
// coop remote view "tab"
if ( m_pRightButtonStates->justPressed( SIXENSE_BUTTON_START ) )
{
engine->ClientCmd_Unrestricted( "+remote_view" );
new_buttons |= IN_REMOTE_VIEW;
}
if ( m_pRightButtonStates->justReleased( SIXENSE_BUTTON_START ) )
{
engine->ClientCmd_Unrestricted( "-remote_view" );
new_buttons &= ~IN_REMOTE_VIEW;
}
// walk
//if ( m_pLeftButtonStates->justPressed( SIXENSE_BUTTON_2 ) )
//{
// new_buttons |= IN_WALK;
//}
//if ( m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_2 ) )
//{
// new_buttons &= ~IN_WALK;
//}
// coop gesture
if ( m_pLeftButtonStates->justPressed( SIXENSE_BUTTON_3 ) || m_pLeftButtonStates->justPressed( SIXENSE_BUTTON_4 ) )
{
engine->ClientCmd_Unrestricted( "+mouse_menu_taunt" );
}
if ( m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_3 ) || m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_4 ) )
{
engine->ClientCmd_Unrestricted( "-mouse_menu_taunt" );
}
// zooom
{
static bool momentary_zoom = false;
static int momentary_zoom_release_count = 0;
static double zoom_button_press_time = 0.0;
// button just pressed and we're not already zooming, start zoom
if ( m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_JOYSTICK ) )
{
new_buttons |= IN_ZOOM;
momentary_zoom_release_count = 30;
momentary_zoom = false;
zoom_button_press_time = sixenseUtils::Time::getTimeInMilliseconds();
}
// check to see how long the zoom button was pressed. If it was really short, we should lock the zoom
if ( ( m_pACD->controllers[m_nRightIndex].buttons & SIXENSE_BUTTON_JOYSTICK ) &&
!momentary_zoom &&
( C_BasePlayer::GetLocalPlayer() && C_BasePlayer::GetLocalPlayer()->IsZoomed() ) )
{
double current_time = sixenseUtils::Time::getTimeInMilliseconds();
double button_held_time = current_time - zoom_button_press_time;
const double momentary_thresh_time = sixense_zoom_momentary_time.GetFloat();
if ( button_held_time > momentary_thresh_time )
{
momentary_zoom = true;
}
}
// button released and we're zooming
if ( momentary_zoom && m_pRightButtonStates->buttonJustReleased( SIXENSE_BUTTON_JOYSTICK ) )
{
new_buttons |= IN_ZOOM;
momentary_zoom_release_count = 30;
}
// delay release
if ( momentary_zoom_release_count )
{
momentary_zoom_release_count--;
if ( momentary_zoom_release_count == 0 )
{
new_buttons &= ~IN_ZOOM;
}
}
}
if ( sixense_features_enabled.GetInt() )
{
// 1d cube scaling on L4 button, use IN_SCALE1D for button mapping
if ( m_pACD->controllers[m_nLeftIndex].buttons & SIXENSE_BUTTON_BUMPER )
{
new_buttons |= IN_SCALE1D;
}
else
{
new_buttons &= ~IN_SCALE1D;
}
// Button one-to-one
if ( !sixense_dist_one_to_one_enabled.GetInt() && sixense_auto_one_to_one_enabled.GetInt() &&
IsHoldingObject() &&
!m_bIs1to1ModeScaling &&
( C_Portal_Player::GetLocalPortalPlayer() &&
!C_Portal_Player::GetLocalPortalPlayer()->IsScalingUseItem() &&
!C_Portal_Player::GetLocalPortalPlayer()->IsScalingUseItemTurret() ) )
{
// one to one
if ( m_pFPSEvents->eventStarted( sixenseUtils::IFPSEvents::ONE_TO_ONE_CARRY ) )
{
SetOneToOneMode( true );
}
if ( m_pFPSEvents->eventStopped( sixenseUtils::IFPSEvents::ONE_TO_ONE_CARRY ) )
{
SetOneToOneMode( false );
}
}
// dist one-to-one
if ( sixense_dist_one_to_one_enabled.GetInt() &&
IsHoldingObject() &&
!m_bIs1to1ModeScaling &&
!m_bScalingLockedOneToOne &&
( C_Portal_Player::GetLocalPortalPlayer() &&
!C_Portal_Player::GetLocalPortalPlayer()->IsScalingUseItem() &&
!C_Portal_Player::GetLocalPortalPlayer()->IsScalingUseItemTurret() ) )
{
Vector3 cur_pos = Vector3( m_pACD->controllers[m_nRightIndex].pos );
Vector3 delta_vec = cur_pos - m_GrabPos;
static float fEndOneToOneRatchetDelayTime = 0.0f;
if ( !IsInOneToOneMode() &&
( C_Portal_Player::GetLocalPortalPlayer() && C_Portal_Player::GetLocalPortalPlayer()->GetActiveWeapon() ) &&
( ( delta_vec[2] < -sixense_dist_one_to_one_dist.GetFloat() ) || // start one to one if you reach forwards
( delta_vec[1] > 1.5f * sixense_dist_one_to_one_dist.GetFloat() ) ) ) // start one to one if you raise up 1.5 times the dist too...
{
SetOneToOneMode( true );
fEndOneToOneRatchetDelayTime = 0.0f;
}
else if ( IsInOneToOneMode() &&
( delta_vec[2] > -sixense_dist_one_to_one_dist.GetFloat() ) &&
( delta_vec[1] < 1.5f * sixense_dist_one_to_one_dist.GetFloat() ) &&
( delta_vec.length() < 2.0f*sixense_dist_one_to_one_dist.GetFloat() ) &&
IsAimingForwards() )
{
// if ratcheting when ending 1to1 mode, first end ratchet, then end 1to1 after a short delay so end ratchet can propogate to server
if ( m_bIs1to1ModeRatcheting )
{
m_pFPSViewAngles->setRatcheting( false );
m_bIs1to1ModeRatcheting = false;
fEndOneToOneRatchetDelayTime = gpGlobals->curtime;
}
else if ( ( fEndOneToOneRatchetDelayTime == 0.0f ) ||
( ( gpGlobals->curtime - fEndOneToOneRatchetDelayTime ) > sixense_dist_one_to_one_end_ratchet_delay.GetFloat() ) )
{
SetOneToOneMode( false );
fEndOneToOneRatchetDelayTime = 0.0f;
}
}
else
{
fEndOneToOneRatchetDelayTime = 0.0f;
}
}
// portal tweaking
if ( sixense_portal_tweaking_enabled.GetInt() )
{
// portal 1 tweaking on left trigger
if ( m_bIsLeftTriggerDown )
{
new_buttons |= IN_TWEAK2;
}
else
{
new_buttons &= ~IN_TWEAK2;
}
// portal 2 tweaking on right trigger
if ( m_bIsRightTriggerDown )
{
new_buttons |= IN_TWEAK1;
}
else
{
new_buttons &= ~IN_TWEAK1;
}
}
}
bool jump_disabled = false;
if ( m_pLeftButtonStates->justReleased( SIXENSE_BUTTON_BUMPER ) )
{
m_fDisableJumpUntil = ( sixenseUtils::Time::getTimeInMilliseconds() ) + sixense_scale_disables_jump_timer.GetFloat() * 1000.0f;
}
// If the disable jump timer is set
if ( m_fDisableJumpUntil != 0.0 && ( m_fDisableJumpUntil > ( sixenseUtils::Time::getTimeInMilliseconds() ) ) )
{
jump_disabled = true;
}
// Or if we're actively scaling
if ( new_buttons & IN_SCALE1D )
{
jump_disabled = true;
}
// jump
if ( !jump_disabled &&
( m_pFPSEvents->eventStarted( sixenseUtils::IFPSEvents::JUMP ) ||
( m_pRightButtonStates->justPressed( SIXENSE_BUTTON_3 ) || m_pRightButtonStates->justPressed( SIXENSE_BUTTON_4 ) ) ) )
{
new_buttons |= IN_JUMP;
}
if ( m_pFPSEvents->eventStopped( sixenseUtils::IFPSEvents::JUMP ) ||
( m_pRightButtonStates->justReleased( SIXENSE_BUTTON_3 ) || m_pRightButtonStates->justReleased( SIXENSE_BUTTON_4 ) ) )
{
new_buttons &= ~IN_JUMP;
}
{
static bool momentary_hold = false;
static bool holding_object = false;
static int momentary_hold_release_count = 0;
static double hold_button_press_time = 0.0;
if( m_pRightButtonStates->justPressed( SIXENSE_BUTTON_1 ) )
{
// button just pressed and we're not already holding, start holding
// This is a hack to center wheatley. Basically recenter whenever the 1 button is pressed. It's ok to recenter on drop.
SetBaseOffset();
m_GrabPos = Vector3( m_pACD->controllers[m_nRightIndex].pos );
}
if ( ( m_pRightButtonStates->justPressed( SIXENSE_BUTTON_1 ) || m_pRightButtonStates->justPressed( SIXENSE_BUTTON_2 ) ) && !( last_buttons & IN_USE ) )
{
new_buttons |= IN_USE;
momentary_hold_release_count = 30;
momentary_hold = false;
hold_button_press_time = sixenseUtils::Time::getTimeInMilliseconds();
if( !IsHoldingObject() ) {
// If distance one to one is enabled, reset the hold offset on pickup
if ( sixense_dist_one_to_one_enabled.GetInt() )
{
SetBaseOffset();
}
m_GrabPos = Vector3( m_pACD->controllers[m_nRightIndex].pos );
}
}
if ( ( ( m_pACD->controllers[m_nRightIndex].buttons & SIXENSE_BUTTON_1 ) || ( m_pACD->controllers[m_nRightIndex].buttons & SIXENSE_BUTTON_2 ) ) && !momentary_hold )
{
// Check to see how long the hold button was pressed. If it was really short, we should
// lock the hold
double current_time = sixenseUtils::Time::getTimeInMilliseconds();
double button_held_time = current_time - hold_button_press_time;
const double momentary_thresh_time = sixense_pickup_momentary_time.GetFloat();
if ( button_held_time > momentary_thresh_time )
{
momentary_hold = true;
}
}
// button released and we're holding, drop it
if ( momentary_hold && ( m_pRightButtonStates->justReleased( SIXENSE_BUTTON_1 ) || m_pRightButtonStates->justReleased( SIXENSE_BUTTON_2 ) ) && IsHoldingObject() )
{
new_buttons |= IN_USE;
momentary_hold_release_count = 30;
}
if ( momentary_hold_release_count )
{
momentary_hold_release_count--;
if ( momentary_hold_release_count == 0 )
{
new_buttons &= ~IN_USE;
}
}
}
unsigned char ratchet_button = SIXENSE_BUTTON_BUMPER;
if ( m_pRightButtonStates->buttonJustPressed( ratchet_button ) )
{
m_pFPSViewAngles->setRatcheting( true );
if ( m_bIsIn1to1Mode )
{
m_bIs1to1ModeRatcheting = true;
}
}
if ( m_pRightButtonStates->buttonJustReleased( ratchet_button ) )
{
m_pFPSViewAngles->setRatcheting( false );
m_bIs1to1ModeRatcheting = false;
}
#endif
if( pCmd )
{
pCmd->buttons = new_buttons;
last_forwardmove = pCmd->forwardmove;
last_sidemove = pCmd->sidemove;
}
last_buttons = new_buttons;
#ifdef SIXENSE_PLAYER_DATA
last_sixense_flags = pCmd->sixense_flags;
#endif
}
#ifdef PORTAL2
bool SixenseInput::SendKeyToActiveWindow(ButtonCode_t key)
{
KeyValues *kv = new KeyValues( "KeyCodePressed", "code", key );
vgui::ivgui()->PostMessage(vgui::input()->GetFocus(), kv, NULL);
return true;
}
#endif
void SixenseInput::SixenseUpdateMouseCursor()
{
#if defined( HL2_CLIENT_DLL ) || defined( TF_CLIENT_DLL )
// If there's no mouse cursor visible, don't ever move the mouse or click here.
// Gesture bindings can still call 'sixense_left_click' for times when a click is
// necessary but no mouse cursor.
if( vgui::surface() && !vgui::surface()->IsCursorVisible() )
{
return;
}
#endif
if( !sixense_left_handed.GetInt() ) {
m_nLeftIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1L );
m_nRightIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1R );
} else {
m_nLeftIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1R );
m_nRightIndex = m_pControllerManager->getIndex( sixenseUtils::IControllerManager::P1L );
}
#if 0
sixenseUtils::mouseAndKeyboardWin32::processQueue();
#endif
// Keep track of when the left button is down so we can turn it off if we leave mouse mode
static bool left_clicked = false;
if ( m_nRightIndex == -1 ) return;
m_pSixenseAPI->sixenseGetAllNewestData( m_pACD );
static unsigned char last_seq = 0;
unsigned char seq = m_pACD->controllers[m_nRightIndex].sequence_number;
if ( last_seq == seq )
{
return;
}
last_seq = seq;
if ( !InMenuMode() )
{
// If we're not in mouse mode, check to see if we just entered it and need to switch out.
if ( left_clicked )
{
::sendMouseClick( 0, 1 );
left_clicked = false;
}
return;
}
//m_pLeftButtonStates->update( &m_pACD->controllers[m_nLeftIndex] );
//m_pRightButtonStates->update( &m_pACD->controllers[m_nRightIndex] );
if ( m_pLeftButtonStates->buttonJustPressed( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 1, 0); // 0x01 == esc scancode
}
if ( m_pLeftButtonStates->buttonJustReleased( SIXENSE_BUTTON_START ) )
{
::sendKeyState( 0x01, 0, 1); // 0x01 == esc scancode
}
if( m_pRightButtonStates->triggerJustPressed() || m_pRightButtonStates->buttonJustPressed( SIXENSE_BUTTON_1 ) )
{
::sendMouseClick( 1, 0 );
left_clicked = true;
}
else if( m_pRightButtonStates->triggerJustReleased() || m_pRightButtonStates->buttonJustReleased( SIXENSE_BUTTON_1 ) )
{
::sendMouseClick( 0, 1 );
left_clicked = false;
}
#ifdef WIN32
#ifdef PORTAL2
const char *window_name = "Portal 2 Sixense MotionPack";
#endif
#ifdef CSTRIKE15
const char *window_name = "Counter-Strike Source";
#endif
#ifdef HL2_CLIENT_DLL
const char *window_name = "Half-Life 2";
#endif
#ifdef TF_CLIENT_DLL
const int str_len = 128;
static char window_name[str_len] = "\0";
if( window_name[0] == '\0' )
{
const char *pGameDir = COM_GetModDirectory();
if ( FStrEq( pGameDir, "tf_beta" ) )
{
Q_strncpy( window_name, "Team Fortress 2 Beta", str_len );
}
else
{
Q_strncpy( window_name, "Team Fortress 2", str_len );
}
}
#endif
#ifdef TERROR
const char *window_name = "Left 4 Dead 2";
#endif
#if defined( CSTRIKE_DLL ) && !defined( CSTRIKE15 ) && !defined( TERROR )
const char *window_name = "Counter-Strike Source";
#endif
// Right now you can't move the mouse if the video hint panel is up.
if ( sixense_mouse_enabled.GetInt() && InMenuMode() && ( GetActiveWindow() == FindWindow( NULL, window_name ) ) )
#else
if ( sixense_mouse_enabled.GetInt() && InMenuMode() )
#endif
{
if ( m_pLaserPointer )
{
static Vector2 filtered_pixel_pos( -999, -999 );
int hand_index;
#ifdef PORTAL2
float pixel_scale = 0.6f;
if ( engine->IsLocalPlayerResolvable() && IsRadialMenuOpen() )
{
hand_index = m_nLeftIndex;
pixel_scale = 0.5f;
}
else
{
#else
{
#endif
hand_index = m_nRightIndex;
}
static bool radial_menu_up_last_frame = false;
#ifdef PORTAL2
if ( engine->IsLocalPlayerResolvable() && ( IsRadialMenuOpen() != radial_menu_up_last_frame ) )
{
// Switched modes, reset the filters...
filtered_pixel_pos = Vector2( -999, -999 ); // reset the filter
}
if ( engine->IsLocalPlayerResolvable() ) radial_menu_up_last_frame = IsRadialMenuOpen();
#endif
Vector3 view_angles;
sixenseMath::Matrix3 mat( m_pACD->controllers[hand_index].rot_mat );
Vector3 forwards;
Vector3 controller_forwards( 0, 0, -1 ), controller_up( 0, 1, 0 );
controller_forwards = mat * controller_forwards;
sixenseMath::Vector3 xz_projection( controller_forwards[0], 0.0f, controller_forwards[2] );
xz_projection.normalize();
// Compute the heading angle
float heading_dot = xz_projection * sixenseMath::Vector3( 0, 0, -1 );
float heading_angle = -acosf(heading_dot) * 180.0f/3.1415926f;
sixenseMath::Vector3 cross = xz_projection ^ sixenseMath::Vector3( 0, 0, -1 );
if( cross[1] > 0.0f ) {
heading_angle *= -1.0f;
}
// Round to +/- 180
if( heading_angle > 360.0f ) heading_angle -= 360.0f;
if( heading_angle < 0.0f ) heading_angle += 360.0f;
if( heading_angle > 180.0f ) heading_angle -= 360.0f;
// Compute the pitch
float pitch_angle = asin( controller_forwards[1] ) * 180.0f/3.1415926f;
float hfov, vfov;
GetFOV( &hfov, &vfov );
heading_angle *= sixense_mouse_sensitivity.GetFloat();
pitch_angle *= sixense_mouse_sensitivity.GetFloat();
Vector2 norm_coord( heading_angle/hfov + 0.5f, pitch_angle/vfov + 0.5f );
norm_coord[0] = clamp<float>( norm_coord[0], 0.0f, 1.0f );
norm_coord[1] = clamp<float>( norm_coord[1], 0.0f, 1.0f );
#ifdef WIN32
RECT win_rect;
GetWindowRect( GetActiveWindow(), &win_rect );
RECT desktop_rect;
GetWindowRect( GetDesktopWindow(), &desktop_rect );
// make top actually reference the top of the screen (windows has y=0 at the top)
win_rect.top = desktop_rect.bottom - win_rect.top;
win_rect.bottom = desktop_rect.bottom - win_rect.bottom;
int title_bar_height = GetSystemMetrics( SM_CYCAPTION ) + 2; // fudge these a little bit so we can't click on the borders
int border_size = GetSystemMetrics( SM_CYBORDER ) + 2;
win_rect.left += border_size;
win_rect.right -= border_size;
win_rect.bottom += border_size;
win_rect.top -= border_size + title_bar_height;
float desktop_width = (float)desktop_rect.right - (float)desktop_rect.left;
float desktop_height = (float)desktop_rect.bottom - (float)desktop_rect.top;
float win_norm_left = (float)win_rect.left/desktop_width, win_norm_right = (float)win_rect.right/desktop_width;
float win_norm_top = (float)win_rect.top/desktop_height, win_norm_bottom = (float)win_rect.bottom/desktop_height;
Vector2 abs_mouse_pos( win_norm_left + norm_coord[0] * (win_norm_right-win_norm_left), win_norm_bottom + norm_coord[1] * (win_norm_top-win_norm_bottom) );
static Vector2 last_pixel_pos;
const float mouse_filter_val = 0.8f;
if ( filtered_pixel_pos == Vector2( -999, -999 ) )
{
filtered_pixel_pos = abs_mouse_pos;
last_pixel_pos = abs_mouse_pos;
}
else
{
filtered_pixel_pos = filtered_pixel_pos * mouse_filter_val + abs_mouse_pos * ( 1.0f - mouse_filter_val );
}
::sendAbsoluteMouseMove( filtered_pixel_pos[0], filtered_pixel_pos[1] );
#endif
}
}
}
QAngle SixenseInput::GetViewAngles()
{
if ( m_pSixenseAPI->sixenseIsControllerEnabled( 0 ) )
{
if ( m_pFPSViewAngles )
{
QAngle sixense_aim_angle;
sixenseMath::Vector3 vec = m_pFPSViewAngles->getViewAngles();
sixense_aim_angle[YAW] = vec[0];
sixense_aim_angle[PITCH] = vec[1];
sixense_aim_angle[ROLL] = vec[2];
return sixense_aim_angle;
}
}
return QAngle();
}
QAngle SixenseInput::GetViewAngleOffset()
{
if ( m_pSixenseAPI->sixenseIsControllerEnabled( 0 ) && !UseVR() )
{
if ( m_pFPSViewAngles )
{
QAngle sixense_aim_angle;
sixenseMath::Vector3 vec = m_pFPSViewAngles->getViewAngleOffset();
sixense_aim_angle[YAW] = vec[0];
sixense_aim_angle[PITCH] = vec[1];
sixense_aim_angle[ROLL] = vec[2];
#if defined( TF_CLIENT_DLL )
sixense_aim_angle *= g_fDemoChargeViewOffsetScale;
#endif
return sixense_aim_angle;
}
}
return QAngle(0.f, 0.f, 0.f );
}
#if 0
static void printmat( std::string name, sixenseMath::Matrix4 mat )
{
Msg( "%s\n", name.c_str() );
Msg( "[0][0]=%f [1][0]=%f [2][0]=%f [3][0]=%f \n", mat[0][0], mat[1][0], mat[2][0], mat[3][0] );
Msg( "[0][1]=%f [1][1]=%f [2][1]=%f [3][1]=%f \n", mat[0][1], mat[1][1], mat[2][1], mat[3][1] );
Msg( "[0][2]=%f [1][2]=%f [2][2]=%f [3][2]=%f \n", mat[0][2], mat[1][2], mat[2][2], mat[3][2] );
Msg( "[0][3]=%f [1][3]=%f [2][3]=%f [3][3]=%f \n\n", mat[0][3], mat[1][3], mat[2][3], mat[3][3] );
}
#endif
matrix3x4_t ConvertMatrix( sixenseMath::Matrix4 ss_mat )
{
sixenseMath::Matrix4 tmp_mat( ss_mat );
tmp_mat = tmp_mat * sixenseMath::Matrix4::rotation( -3.1415926f / 2.0f, Vector3( 1, 0, 0 ) );
tmp_mat = tmp_mat * sixenseMath::Matrix4::rotation( -3.1415926f / 2.0f, Vector3( 0, 0, 1 ) );
tmp_mat = tmp_mat * sixenseMath::Matrix4::rotation( 3.1415926f, Vector3( 0, 1, 0 ) );
tmp_mat = sixenseMath::Matrix4::rotation( -3.1415926f / 2.0f, Vector3( 1, 0, 0 ) ) * tmp_mat;
matrix3x4_t retmat;
MatrixInitialize( retmat, Vector( tmp_mat[3][0], tmp_mat[3][1], tmp_mat[3][2] ),
Vector( tmp_mat[0][0], tmp_mat[0][1], tmp_mat[0][2] ),
Vector( tmp_mat[1][0], tmp_mat[1][1], tmp_mat[1][2] ),
Vector( tmp_mat[2][0], tmp_mat[2][1], tmp_mat[2][2] ) );
return retmat;
}
void SixenseInput::Rumble( unsigned char index, unsigned char rumbleData, unsigned char rumbleFlags )
{
m_pSixenseAPI->sixenseTriggerVibration( 0, 10, 0 );
m_pSixenseAPI->sixenseTriggerVibration( 1, 10, 0 );
}
void SixenseInput::Rumble( unsigned char playerIndex, unsigned char handIndex, unsigned char rumbleData, unsigned char rumbleFlags )
{
// find controller index based on player and hand indexes
int controller_index = -1;
switch ( playerIndex )
{
case 0:
controller_index = m_pControllerManager->getIndex( ( 0 == handIndex ) ?
sixenseUtils::IControllerManager::P1L :
sixenseUtils::IControllerManager::P1R );
break;
case 1:
controller_index = m_pControllerManager->getIndex( ( 0 == handIndex ) ?
sixenseUtils::IControllerManager::P2L :
sixenseUtils::IControllerManager::P2R );
break;
case 2:
controller_index = m_pControllerManager->getIndex( ( 0 == handIndex ) ?
sixenseUtils::IControllerManager::P3L :
sixenseUtils::IControllerManager::P3R );
break;
case 3:
controller_index = m_pControllerManager->getIndex( ( 0 == handIndex ) ?
sixenseUtils::IControllerManager::P4L :
sixenseUtils::IControllerManager::P4R );
break;
default:
break;
}
// if valid controller index and rumble data, set vibration
if ( ( controller_index >= 0 ) && ( controller_index <= 3 ) )
{
m_pSixenseAPI->sixenseTriggerVibration( controller_index, rumbleData, 0 );
}
}
void SixenseInput::CreateGUI( vgui::VPANEL parent )
{
parent = vgui::ipanel()->GetParent( parent );
m_SixenseFrame = new SixenseGUIFrame( enginevgui->GetPanel( PANEL_ROOT ), "SixenseGUIFrame" );
m_SixenseFrame->SetVisible( false );
m_SixenseFrame->MoveToFront();
}
void SixenseInput::LoadDefaultSettings( int level )
{
if ( level == 0 )
{
Msg( "Loading default settings for low sensitivity\n" );
sixense_sensitivity_level.SetValue( 0 );
sixense_aim_freeaim_accel_band_exponent.SetValue( 1.0f );
sixense_aim_freeaim_auto_level_rate.SetValue( 1.0f );
sixense_aim_freeaim_accel_band_size.SetValue( 30 );
sixense_aim_freeaim_max_speed.SetValue( 5.0f );
sixense_aim_freeaim_dead_zone_radius.SetValue( 1.0f );
sixense_aim_freeaim_heading_multiplier.SetValue( 1.0f );
sixense_aim_freeaim_pitch_multiplier.SetValue( 1.0f );
sixense_exit_metroid_blend.SetValue( 0.9f );
//sixense_aim_freeaim_switch_blend_time_enter.SetValue( 0.8f );
sixense_aim_1to1_heading_multiplier.SetValue( 2.0f );
sixense_aim_1to1_pitch_multiplier.SetValue( 2.0f );
// dual analog (1.0 - 5.0)
sixense_feet_angles_offset_stick_spin_horiz_multiplier.SetValue( 2.5f );
sixense_feet_angles_offset_stick_spin_vert_multiplier.SetValue( 1.5f );
sixense_feet_angles_offset_stick_spin_exponent.SetValue( 1.0f );
}
else if ( level == 1 )
{
Msg( "Loading default settings for medium sensitivity\n" );
sixense_sensitivity_level.SetValue( 1 );
sixense_aim_freeaim_accel_band_exponent.SetValue( 1.0f );
sixense_aim_freeaim_auto_level_rate.SetValue( 1.0f );
sixense_aim_freeaim_accel_band_size.SetValue( 20 );
sixense_aim_freeaim_max_speed.SetValue( 7.0f );
sixense_aim_freeaim_dead_zone_radius.SetValue( 0.25f );
sixense_aim_freeaim_heading_multiplier.SetValue( 1.5f );
sixense_aim_freeaim_pitch_multiplier.SetValue( 1.5f );
//sixense_aim_freeaim_switch_blend_time_enter.SetValue( 1.5f );
sixense_exit_metroid_blend.SetValue( 0.925f );
sixense_aim_1to1_heading_multiplier.SetValue( 2.5f );
sixense_aim_1to1_pitch_multiplier.SetValue( 2.5f );
// dual analog (1.0 - 5.0)
sixense_feet_angles_offset_stick_spin_horiz_multiplier.SetValue( 5.0f );
sixense_feet_angles_offset_stick_spin_vert_multiplier.SetValue( 3.0f );
sixense_feet_angles_offset_stick_spin_exponent.SetValue( 1.0f );
}
else if ( level == 2 )
{
Msg( "Loading default settings for high sensitivity\n" );
sixense_sensitivity_level.SetValue( 2 );
sixense_aim_freeaim_accel_band_exponent.SetValue( 1.0f );
sixense_aim_freeaim_auto_level_rate.SetValue( 1.0f );
sixense_aim_freeaim_accel_band_size.SetValue( 15 );
sixense_aim_freeaim_max_speed.SetValue( 12.0f );
sixense_aim_freeaim_dead_zone_radius.SetValue( 0.0f );
sixense_aim_freeaim_heading_multiplier.SetValue( 1.75f );
sixense_aim_freeaim_pitch_multiplier.SetValue( 1.75f );
//sixense_aim_freeaim_switch_blend_time_enter.SetValue( 2.0f );
sixense_exit_metroid_blend.SetValue( 0.95f );
sixense_aim_1to1_heading_multiplier.SetValue( 3.0f );
sixense_aim_1to1_pitch_multiplier.SetValue( 3.0f );
// dual analog (1.0 - 5.0)
sixense_feet_angles_offset_stick_spin_horiz_multiplier.SetValue( 7.5f );
sixense_feet_angles_offset_stick_spin_vert_multiplier.SetValue( 4.5f );
sixense_feet_angles_offset_stick_spin_exponent.SetValue( 1.0f );
}
else if ( level == 3 )
{
Msg( "Loading default settings for custom sensitivity\n" );
sixense_sensitivity_level.SetValue( 3 );
}
else if ( level == 4 )
{
Msg( "Loading default settings for \"static xhair\" sensitivity\n" );
sixense_sensitivity_level.SetValue( 4 );
sixense_aim_freeaim_accel_band_exponent.SetValue( 1.0f );
sixense_aim_freeaim_auto_level_rate.SetValue( 1.0f );
sixense_aim_freeaim_accel_band_size.SetValue( 20 );
sixense_aim_freeaim_max_speed.SetValue( 30.0f );
sixense_aim_freeaim_dead_zone_radius.SetValue( 0.0f );
sixense_aim_freeaim_heading_multiplier.SetValue( 0.0f );
sixense_aim_freeaim_pitch_multiplier.SetValue( 0.0f );
//sixense_aim_freeaim_switch_blend_time_enter.SetValue( 2.0f );
sixense_exit_metroid_blend.SetValue( 0.95f );
sixense_aim_1to1_heading_multiplier.SetValue( 3.0f );
sixense_aim_1to1_pitch_multiplier.SetValue( 3.0f );
}
else if ( level == 5 )
{
Msg( "Loading default settings for \"quick turn\" sensitivity\n" );
sixense_sensitivity_level.SetValue( 5 );
sixense_aim_freeaim_accel_band_exponent.SetValue( 1.5f );
sixense_aim_freeaim_auto_level_rate.SetValue( 1.0f );
sixense_aim_freeaim_accel_band_size.SetValue( 20 );
sixense_aim_freeaim_max_speed.SetValue( 30.0f );
sixense_aim_freeaim_dead_zone_radius.SetValue( 0.0f );
sixense_aim_freeaim_heading_multiplier.SetValue( 1.75f );
sixense_aim_freeaim_pitch_multiplier.SetValue( 1.75f );
//sixense_aim_freeaim_switch_blend_time_enter.SetValue( 2.0f );
sixense_exit_metroid_blend.SetValue( 0.95f );
sixense_aim_1to1_heading_multiplier.SetValue( 3.0f );
sixense_aim_1to1_pitch_multiplier.SetValue( 3.0f );
}
}
SixenseGUIFrame::SixenseGUIFrame( vgui::VPANEL parent, char const *panelName ) :
BaseClass( NULL, panelName )
{
SetMoveable( false );
SetSizeable( false );
SetCloseButtonVisible( false );
SetParent( parent );
SetAutoDelete( false );
SetBgColor( Color( 100, 100, 100, 255 ) );
SetFgColor( Color( 100, 100, 100, 255 ) );
SetAlpha( 255 );
vgui::ivgui()->AddTickSignal( GetVPanel(), 100 );
int img_x = 985, img_y = 565;
int frame_x = 1000, frame_y = 580;
SetSize( frame_x, frame_y );
m_ImagePanel = new vgui::ImagePanel( this, "SixenseControllerManagerImage" );
m_ImagePanel->SetDrawColor( Color( 255, 255, 255, 255 ) );
m_ImagePanel->SetShouldScaleImage( true );
m_ImagePanel->SetSize( img_x, img_y );
m_ImagePanel->SetPos( ( frame_x - img_x ) / 2, ( frame_y - img_y ) / 2 );
// Clear the title bar
SetTitle( "", false );
SetVisible( false );
MoveToCenterOfScreen();
}
void SixenseGUIFrame::SetVisible( bool state )
{
vgui::Frame::SetVisible( state );
m_ImagePanel->SetVisible( state );
// Make this panel modal while it's visible.
vgui::input()->SetAppModalSurface( state ? GetVPanel() : NULL );
}
SixenseGUIFrame::~SixenseGUIFrame()
{
if ( m_ImagePanel && !m_ImagePanel->IsAutoDeleteSet() )
{
delete m_ImagePanel;
m_ImagePanel = NULL;
}
}
void SixenseGUIFrame::setImage( CUtlString img_name )
{
m_ImagePanel->SetImage( img_name.String() );
SixenseInput::m_SixenseFrame->MoveToCenterOfScreen();
}
void SixenseInput::SetFilterLevel( float near_range, float near_val, float far_range, float far_val )
{
if ( near_range == 0.0f && far_range == 0.0f )
{
m_pSixenseAPI->sixenseSetFilterEnabled( 0 );
}
else
{
m_pSixenseAPI->sixenseSetFilterEnabled( 1 );
m_pSixenseAPI->sixenseSetFilterParams( near_range, near_val, far_range, far_val );
}
}
void SixenseInput::DisableGestures( int disable )
{
m_nGesturesDisabled = disable;
// if the player is ducking when we disable gestures do one last unduck to make sure they don't get stuck ducking
m_nShouldUnduck = true;
}
void SixenseInput::DisableFreeAimSpin( int disable )
{
m_nFreeaimSpinDisabled = disable;
if ( disable == 0 )
{
BlendView();
}
}
#ifdef PORTAL2
SixenseBaseWarning::SixenseBaseWarning(vgui::Panel *parent, const char *panelName) :
BaseClass(parent, panelName)
{
SetTitleBarVisible(false);
SetDeleteSelfOnClose(true);
SetProportional(true);
SetKeyBoardInputEnabled(false);
SetMouseInputEnabled(false);
SetMenuButtonVisible(false);
SetCloseButtonVisible(false);
SetMoveable(false);
SetSizeable(false);
SetVisible(true);
}
void SixenseBaseWarning::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
LoadControlSettings("resource/UI/basemodui/SixenseBaseWarning.res");
}
#endif
//////
static void ToggleFrame()
{
g_pSixenseInput->CreateGUI( enginevgui->GetPanel( PANEL_TOOLS ) );
}
static ConCommand sixense_show_frame( "sixense_show_frame", ToggleFrame, "Show/hide Sixense UI." );
//////
static void SetBaseOffset()
{
g_pSixenseInput->SetBaseOffset();
}
ConCommand sixense_set_base_offset( "sixense_set_base_offset", SetBaseOffset );
//////
static void DisableGestures( const CCommand &args )
{
if ( args.ArgC() > 1 )
g_pSixenseInput->DisableGestures( atoi( args[1] ) );
}
ConCommand sixense_disable_gestures( "sixense_disable_gestures", DisableGestures );
//////
static void DisableFreeAimSpin( const CCommand &args )
{
if ( args.ArgC() > 1 )
g_pSixenseInput->DisableFreeAimSpin( atoi( args[1] ) );
}
ConCommand sixense_aim_freeaim_spin_disabled( "sixense_aim_freeaim_spin_disabled", DisableFreeAimSpin );
//////
void set_filter_params( const CCommand &args )
{
if ( args.ArgC() < 5 )
{
Msg( "Usage: set_filter_params <near_range> <near_val> <far_range> <far_val>\n" );
return;
}
g_pSixenseInput->SetFilterLevel( atof( args[1] ), atof( args[2] ), atof( args[3] ), atof( args[4] ) );
}
static ConCommand sixense_set_filter_params( "sixense_set_filter_params", set_filter_params );
//////
void SixenseSensitivityLevelChanged( IConVar *var, const char *pOldValue, float flOldValue )
{
g_pSixenseInput->LoadDefaultSettings( sixense_sensitivity_level.GetInt() );
}
//////
bool directionFromString( CUtlString dir_str, sixenseUtils::IButtonStates::Direction *dir ) {
if( dir_str == "up" ) {
*dir = sixenseUtils::IButtonStates::DIR_UP;
}
else if( dir_str == "down" )
{
*dir = sixenseUtils::IButtonStates::DIR_DOWN;
}
else if( dir_str == "left" )
{
*dir = sixenseUtils::IButtonStates::DIR_LEFT;
}
else if( dir_str == "right" )
{
*dir = sixenseUtils::IButtonStates::DIR_RIGHT;
}
else if( dir_str == "cw" )
{
*dir = sixenseUtils::IButtonStates::DIR_CW;
}
else if( dir_str == "ccw" )
{
*dir = sixenseUtils::IButtonStates::DIR_CCW;
}
else
{
Msg( "Unknown direction %s, shoud be 'up' 'down' 'left' 'right' 'cw' or 'ccw'\n", dir_str.String() );
return false;
}
return true;
}
bool buttonMaskFromString( CUtlString button, unsigned short *button_token ) {
if ( button == "1" )
{
*button_token = SIXENSE_BUTTON_1;
}
else if ( button == "2" )
{
*button_token = SIXENSE_BUTTON_2;
}
else if ( button == "3" )
{
*button_token = SIXENSE_BUTTON_3;
}
else if ( button == "4" )
{
*button_token = SIXENSE_BUTTON_4;
}
else if ( button == "start" )
{
*button_token = SIXENSE_BUTTON_START;
}
else if ( button == "bumper" )
{
*button_token = SIXENSE_BUTTON_BUMPER;
}
else if ( button == "joystick" )
{
*button_token = SIXENSE_BUTTON_JOYSTICK;
}
else
{
Msg( "Unknown button %s, shoud be '1' '2' '3' '4' 'start' 'trigger' or 'joystick'\n", button.String() );
return false;
}
return true;
}
bool actionFromString( CUtlString action_str, sixenseUtils::IButtonStates::ActionType *action ) {
if( action_str == "button_press" ) {
*action = sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS;
return true;
} else if( action_str == "trigger_press" ) {
*action = sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS;
return true;
} else if( action_str == "tilt_gesture" ) {
*action = sixenseUtils::IButtonStates::ACTION_TILT_GESTURE;
return true;
} else if( action_str == "point_gesture" ) {
*action = sixenseUtils::IButtonStates::ACTION_POINT_GESTURE;
return true;
} else if( action_str == "velocity_gesture" ) {
*action = sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE;
return true;
} else if( action_str == "joystick_move" ) {
*action = sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE;
return true;
} else {
Msg( "Unknown action %s, shoud be 'button_press' 'trigger_press' 'tilt_gesture' 'point_gesture' 'velocity_gesture' or 'joystick_move'\n", action_str.String() );
*action = sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS;
return false;
}
}
bool handFromString( CUtlString hand_str, int *hand ) {
if( hand_str == "left" ) {
*hand = 0;
} else if( hand_str == "right" ) {
*hand = 1;
} else {
Msg( "Unknown controller %s, should be 'left' or 'right'\n", hand_str.String() );
return false;
}
return true;
}
bool SixenseInput::AreBindingsDisabled()
{
if( InMenuMode() )
{
return true;
}
#ifdef TF_CLIENT_DLL
CHudMenuSpyDisguise *pSpyMenu = ( CHudMenuSpyDisguise * )GET_HUDELEMENT( CHudMenuSpyDisguise );
if( pSpyMenu->IsVisible() )
{
return true;
}
CHudMenuEngyBuild *pEngBuildMenu = ( CHudMenuEngyBuild * )GET_HUDELEMENT( CHudMenuEngyBuild );
if( pEngBuildMenu->IsVisible() )
{
return true;
}
CHudMenuEngyDestroy *pEngDestroyMenu = ( CHudMenuEngyDestroy * )GET_HUDELEMENT( CHudMenuEngyDestroy );
if( pEngDestroyMenu->IsVisible() )
{
return true;
}
#endif
return false;
}
// Console commands for controlling sixense_binds
static void SixenseBind( const CCommand &args )
{
if ( args.ArgC() != 5 && args.ArgC() != 6 )
{
Msg( "Usage: sixense_bind <hand_left_or_right> <action> <argument> <on_press_command> [<on_release_command>]\n" );
return;
}
CUtlString hand_str( args[1] ), action_str( args[2] ), argument_str( args[3] ), press_command( args[4] ), release_command;
if( args.ArgC() == 6 )
{
release_command = args[5];
}
if( g_pSixenseInput->GetGestureBindings() )
{
g_pSixenseInput->GetGestureBindings()->AddBinding( hand_str, action_str, argument_str, press_command, release_command );
}
}
static void SixenseListBindings( const CCommand &args )
{
if ( args.ArgC() != 1 )
{
Msg( "Usage: sixense_list_bindings\n" );
return;
}
if( g_pSixenseInput->GetGestureBindings() )
{
g_pSixenseInput->GetGestureBindings()->ListBindings();
}
}
static void SixenseWriteBindings( const CCommand &args )
{
if ( args.ArgC() != 1 && args.ArgC() != 2 )
{
Msg( "Usage: sixense_write_bindings [<filename>]\n" );
return;
}
CUtlString filename;
if( args.ArgC() == 2 )
{
filename = args[1];
}
if( g_pSixenseInput->GetGestureBindings() )
{
g_pSixenseInput->GetGestureBindings()->WriteBindings( filename );
}
}
static void SixenseClearBindings( const CCommand &args )
{
if( g_pSixenseInput->GetGestureBindings() )
{
g_pSixenseInput->GetGestureBindings()->ClearBindings();
}
}
static void SixenseCreateDefaultBindings( const CCommand &args )
{
if( g_pSixenseInput->GetGestureBindings() )
{
g_pSixenseInput->GetGestureBindings()->CreateDefaultBindings();
}
}
static void SixenseDeleteBinding( const CCommand &args )
{
if ( args.ArgC() != 2 )
{
Msg( "Usage: sixense_delete_binding <binding_number>\n" );
return;
}
int num = atoi( args[1] );
if( g_pSixenseInput->GetGestureBindings() )
{
g_pSixenseInput->GetGestureBindings()->DeleteBinding( num );
}
}
static ConCommand sixense_bind_command( "sixense_bind", SixenseBind, "Bind a concommand to a button." );
static ConCommand sixense_list_bindings_cc( "sixense_list_bindings", SixenseListBindings, "List the sixense bindings." );
static ConCommand sixense_write_bindings_cc( "sixense_write_bindings", SixenseWriteBindings, "Save the sixense bindings to a file." );
static ConCommand sixense_clear_bindings_cc( "sixense_clear_bindings", SixenseClearBindings, "Clear all sixense bindings." );
static ConCommand sixense_delete_binding_cc( "sixense_delete_binding", SixenseDeleteBinding, "Delete a single binding by index." );
static ConCommand sixense_create_default_binding_cc( "sixense_create_default_bindings", SixenseCreateDefaultBindings, "Erase all current bindings and load the default bindings for this game." );
//////
void SelectMachinegun()
{
GetHudWeaponSelection()->SelectSlot(2);
}
ConCommand sixense_select_machinegun( "sixense_select_machinegun", SelectMachinegun );
//////
void SixenseInput::StartRatchet()
{
if( m_pFPSViewAngles )
{
m_pFPSViewAngles->setRatcheting( true );
}
}
void StartRatchet()
{
g_pSixenseInput->StartRatchet();
}
ConCommand sixense_start_ratchet( "+sixense_ratchet", StartRatchet );
//////
void SixenseInput::StopRatchet()
{
if( m_pFPSViewAngles )
{
m_pFPSViewAngles->setRatcheting( false );
}
}
void StopRatchet()
{
g_pSixenseInput->StopRatchet();
}
ConCommand sixense_stop_ratchet( "-sixense_ratchet", StopRatchet );
//////
void SelectPistol()
{
GetHudWeaponSelection()->SelectSlot(1);
}
ConCommand sixense_select_pistol( "sixense_select_pistol", SelectPistol );
//////
void SelectGrenade()
{
#ifdef CSTRIKE15
GetHudWeaponSelection()->CycleToNextGrenadeOrBomb();
#endif
}
ConCommand sixense_select_grenade( "sixense_select_grenade", SelectGrenade );
//////
void SelectMelee()
{
GetHudWeaponSelection()->SelectSlot(3);
}
ConCommand sixense_select_melee( "sixense_select_melee", SelectMelee );
//////
void SixenseInput::LeftPointGesture( bool start )
{
if( start )
m_pLeftButtonStates->startPointGesture();
else
m_pLeftButtonStates->stopPointGesture();
}
//////
void SixenseInput::RightPointGesture( bool start )
{
if( start )
m_pRightButtonStates->startPointGesture();
else
m_pRightButtonStates->stopPointGesture();
}
//////
void StartLeftPointGesture()
{
g_pSixenseInput->LeftPointGesture( true );
}
ConCommand sixense_start_left_point_gesture( "+sixense_left_point_gesture", StartLeftPointGesture );
//////
void StopLeftPointGesture()
{
g_pSixenseInput->LeftPointGesture( false );
}
ConCommand sixense_stop_left_point_gesture( "-sixense_left_point_gesture", StopLeftPointGesture );
//////
void StartRightPointGesture()
{
g_pSixenseInput->RightPointGesture( true );
}
ConCommand sixense_start_right_point_gesture( "+sixense_right_point_gesture", StartRightPointGesture );
//////
void StopRightPointGesture()
{
g_pSixenseInput->RightPointGesture( false );
}
ConCommand sixense_stop_right_point_gesture( "-sixense_right_point_gesture", StopRightPointGesture );
#endif //SIXENSE