Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

896 lines
26 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#ifdef SIXENSE
#include "in_sixense_gesture_bindings.h"
#include "filesystem.h"
#ifdef TF_CLIENT_DLL
#include "tf_gamerules.h"
#endif
#include <isixense.h>
#include <sixense_math.hpp>
#include <sixense_utils/interfaces.hpp>
SixenseGestureBindings::SixenseGestureBindings()
{
}
// Help deallocate a binding
void SixenseGestureBindings::FreeStrings( GestureBinding binding )
{
if( binding.m_pActivateCommand )
{
free( binding.m_pActivateCommand );
}
if( binding.m_pDeactivateCommand )
{
free( binding.m_pDeactivateCommand );
}
}
// add a binding to the list. Calls should be in the form:
// AddBinding( "left", "button_press", "start", "+dota_camera_follow", "" );
//
// args:
// hand_str = "left" or "right"
// action_str = 'button_press' 'trigger_press' 'tilt_gesture' 'point_gesture' 'velocity_gesture' or 'joystick_move'
// argument_str depends on action_str, see below for details
// press_command_str is the concommand executed on start of the action (ie button press) and release_command_str on stop (ie button release)
// release_command_str can be the empty string if no stop action is desired
// if the press_command_str begins with "+", an equivalent "-" is set to the release_command automatically
void SixenseGestureBindings::AddBinding( CUtlString hand_str, CUtlString action_str, CUtlString argument_str, CUtlString press_command_str, CUtlString release_command_str )
{
GestureBinding binding;
// Convert from strings to enums
sixenseUtils::IButtonStates::ActionType action;
if( !ActionFromString( action_str, &action ) )
{
return;
}
binding.m_Action = action;
int hand;
if( !HandFromString( hand_str, &hand ) ) {
return;
}
binding.m_iHand = hand;
// handle argument_str per-action type
if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS )
{
// button_press takes a button argument
unsigned short button_token;
if( !ButtonMaskFromString( argument_str, &button_token ) )
{
return;
}
binding.m_iArgument = button_token;
}
else if( action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
{
// trigger press has no argument
binding.m_iArgument = 0;
}
else
{
// all other actions take a direction
sixenseUtils::IButtonStates::Direction dir;
if( !DirectionFromString( argument_str, &dir ) )
{
return;
}
binding.m_iArgument = dir;
}
// copy the activate command
binding.m_pActivateCommand = strdup( press_command_str.String() );
binding.m_bAutoMirrored = false;
// if there is an explicit release_command, use it
if ( !release_command_str.IsEmpty() )
{
binding.m_pDeactivateCommand = strdup( release_command_str.String() );
}
else
{
// otherwise try to generate a release command
// see if it starts with a +, if so, add an off command
if( press_command_str[0] == '+' )
{
binding.m_pDeactivateCommand = strdup( press_command_str.String() );
binding.m_pDeactivateCommand[0] = '-';
binding.m_bAutoMirrored = true;
}
else
{
// Just leave release command null
binding.m_pDeactivateCommand = NULL;
}
}
// Try to keep a single binding per 'action' 'hand' 'arg' pair, ie one per button.
// We may want to allow multiple if people think it would be useful...
FOR_EACH_LL( m_GestureBindingList, it )
{
GestureBinding existing_binding = m_GestureBindingList[it];
if( binding.m_Action == existing_binding.m_Action &&
binding.m_iArgument == existing_binding.m_iArgument &&
binding.m_iHand == existing_binding.m_iHand )
{
// Already the same binding active, delete it
FreeStrings( existing_binding );
m_GestureBindingList.Remove( it );
break;
}
}
// add to the list of bindings
m_GestureBindingList.AddToTail( binding );
}
// just return the binding count
int SixenseGestureBindings::GetNumBindings()
{
return m_GestureBindingList.Count();
}
// pretty print all the bindings to the console
void SixenseGestureBindings::ListBindings()
{
const int strbuflen=256;
char strbuf[strbuflen];
// Just go through all the bindings, use helpers to convert from tokens to strings, and print.
int i=0;
FOR_EACH_LL( m_GestureBindingList, it )
{
GestureBinding binding = m_GestureBindingList[it];
if( HandTokenToStr( binding.m_iHand, strbuf, strbuflen ) )
{
Msg("%d)\t%s", i, strbuf);
}
if( ActionTokenToStr( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, strbuf, strbuflen ) )
{
Msg("\t%s", strbuf);
}
if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS )
{
if( ButtonTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
{
Msg("\t%s", strbuf);
}
}
// these all have the same arguments (left, right, up...)
else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE ||
binding.m_Action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE ||
binding.m_Action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE ||
binding.m_Action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE )
{
if( DirectionTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
{
Msg("\t%s", strbuf);
}
} else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
{
Msg("\t"); // no argument
}
Msg("\t\"%s\"", binding.m_pActivateCommand);
if( binding.m_pDeactivateCommand && !binding.m_bAutoMirrored ) // only print deactivated command if we didn't generate it.
{
Msg("\t\"%s\"", binding.m_pDeactivateCommand);
}
Msg("\n");
i++;
}
}
// Write the current set of bindings to a file, formatted so that the file can be 'exec'ed.
void SixenseGestureBindings::WriteBindings( CUtlString filename_str )
{
FileHandle_t hFile;
const int filenamelen = 1024;
char filename[filenamelen];
// If no filename was provided, use "cfg/sixense_bindings.cfg"
if( !filename_str.IsEmpty() )
{
Q_snprintf( filename, filenamelen, "%s\\cfg\\%s", engine->GetGameDirectory(), filename_str.String() );
}
else
{
Q_snprintf( filename, filenamelen, "%s\\cfg\\sixense_bindings.cfg", engine->GetGameDirectory() );
}
Msg("writing bindings to %s\n", filename );
hFile = filesystem->Open( filename, "wt" );
if( !hFile )
{
return;
}
const int strbuflen=256;
char strbuf[strbuflen];
char writebuf[strbuflen];
// Go through all the bindings, convert from tokens to strings, build up the command string and write it to the file
FOR_EACH_LL( m_GestureBindingList, it )
{
GestureBinding binding = m_GestureBindingList[it];
if( HandTokenToStr( binding.m_iHand, strbuf, strbuflen ) )
{
Q_snprintf( writebuf, strbuflen, "sixense_bind \"%s\"", strbuf);
filesystem->Write( writebuf, strlen(writebuf), hFile );
}
if( ActionTokenToStr( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, strbuf, strbuflen ) )
{
Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf);
filesystem->Write( writebuf, strlen(writebuf), hFile );
}
if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS ) {
if( ButtonTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
{
Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf);
filesystem->Write( writebuf, strlen(writebuf), hFile );
}
}
// these all have the same arguments (left, right, up...)
else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE ||
binding.m_Action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE ||
binding.m_Action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE ||
binding.m_Action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE )
{
if( DirectionTokenToStr( binding.m_iArgument, strbuf, strbuflen ) )
{
Q_snprintf( writebuf, strbuflen, " \"%s\"", strbuf);
filesystem->Write( writebuf, strlen(writebuf), hFile );
}
} else if( binding.m_Action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
{
Q_snprintf( writebuf, strbuflen, " \"\""); // no argument
filesystem->Write( writebuf, strlen(writebuf), hFile );
}
Q_snprintf( writebuf, strbuflen, " \"%s\"", binding.m_pActivateCommand);
filesystem->Write( writebuf, strlen(writebuf), hFile );
if( binding.m_pDeactivateCommand && !binding.m_bAutoMirrored ) // only print deactivated command if we didn't generate it.
{
Q_snprintf( writebuf, strbuflen, " \"%s\"", binding.m_pDeactivateCommand);
filesystem->Write( writebuf, strlen(writebuf), hFile );
}
Q_snprintf( writebuf, strbuflen, "\n");
filesystem->Write( writebuf, strlen(writebuf), hFile );
}
filesystem->Close( hFile );
}
// Erase all the bindings. Right now this will cause code in in_sixense.cpp to detect the lack of bindings and immediately
// create defaults. I think that's good.
void SixenseGestureBindings::ClearBindings()
{
FOR_EACH_LL( m_GestureBindingList, it )
{
FreeStrings( m_GestureBindingList[it] );
}
m_GestureBindingList.RemoveAll();
}
// Delete a specific binding by index. 'sixense_list_bindings' prints the indicies that can be passed to delete.
void SixenseGestureBindings::DeleteBinding( int num )
{
if( num < 0 || num > m_GestureBindingList.Count()-1 ) return;
int count=0;
FOR_EACH_LL( m_GestureBindingList, it )
{
if( count == num )
{
FreeStrings( m_GestureBindingList[it] );
m_GestureBindingList.Remove(it);
Msg("Removed %d\n", count );
break;
}
count++;
}
}
void SixenseGestureBindings::CreateDefaultBindings()
{
ClearBindings();
#if defined ( CSTRIKE_DLL ) && !defined( TERROR )
AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
AddBinding( "left", "trigger_press", "", "+attack2", "" );
AddBinding( "left", "button_press", "start", "cancelselect", "" );
AddBinding( "left", "button_press", "bumper", "+duck", "" );
AddBinding( "left", "button_press", "joystick", "drop", "" );
AddBinding( "left", "button_press", "1", "autobuy", "" );
AddBinding( "left", "button_press", "2", "rebuy", "" );
AddBinding( "left", "button_press", "3", "impulse 201", "" );
AddBinding( "left", "button_press", "4", "chooseteam", "" );
AddBinding( "left", "point_gesture", "up", "slot3", "" );
AddBinding( "left", "point_gesture", "down", "slot4", "" );
AddBinding( "right", "joystick_move", "up", "buymenu", "buymenu 0" );
AddBinding( "right", "joystick_move", "left", "invprev", "" );
AddBinding( "right", "joystick_move", "right", "invnext", "" );
AddBinding( "right", "joystick_move", "down", "nightvision", "" );
AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
AddBinding( "right", "button_press", "2", "+use", "" );
AddBinding( "right", "button_press", "3", "+speed", "" );
AddBinding( "right", "button_press", "4", "+voicerecord", "" );
AddBinding( "right", "button_press", "joystick", "impulse 100", "" );
AddBinding( "right", "button_press", "bumper", "+jump", "" );
AddBinding( "right", "trigger_press", "", "+attack", "" );
AddBinding( "right", "button_press", "start", "+showscores", "" );
#elif defined( TERROR )
AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
AddBinding( "left", "trigger_press", "", "+attack2", "" );
AddBinding( "left", "button_press", "start", "cancelselect", "" );
AddBinding( "left", "button_press", "bumper", "+sixense_left_point_gesture", "" );
AddBinding( "left", "button_press", "joystick", "+use", "" );
AddBinding( "left", "point_gesture", "left", "invprev", "" );
AddBinding( "left", "point_gesture", "right", "invnext", "" );
AddBinding( "left", "point_gesture", "up", "slot3", "" );
AddBinding( "left", "point_gesture", "down", "slot4", "" );
AddBinding( "left", "button_press", "2", "phys_swap", "" );
AddBinding( "left", "button_press", "1", "+sixense_ratchet", "" );
AddBinding( "left", "button_press", "3", "+speed", "" );
AddBinding( "left", "button_press", "4", "+voicerecord", "" );
AddBinding( "right", "joystick_move", "up", "+zoom", "" );
AddBinding( "right", "joystick_move", "left", "invprev", "" );
AddBinding( "right", "joystick_move", "right", "invnext", "" );
AddBinding( "right", "joystick_move", "down", "lastinv", "" );
AddBinding( "right", "button_press", "2", "Vote no", "" );
AddBinding( "right", "button_press", "1", "Vote yes", "" );
AddBinding( "right", "button_press", "3", "askconnect_accept", "" );
AddBinding( "right", "button_press", "4", "jpeg", "" );
AddBinding( "right", "button_press", "joystick", "impulse 100", "" );
AddBinding( "right", "button_press", "bumper", "+duck", "" );
AddBinding( "right", "trigger_press", "", "+attack", "" );
AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
#elif defined( DOTA_DLL )
AddBinding( "left", "button_press", "start", "+dota_camera_follow", "" );
AddBinding( "left", "button_press", "3", "dota_ability_execute 0", "" );
AddBinding( "left", "button_press", "1", "dota_ability_execute 1", "" );
AddBinding( "left", "button_press", "2", "dota_ability_execute 2", "" );
AddBinding( "left", "button_press", "4", "dota_ability_execute 5", "" );
AddBinding( "left", "joystick_move", "left", "dota_ability_execute 3", "" );
AddBinding( "left", "joystick_move", "right", "dota_ability_execute 4", "" );
AddBinding( "left", "joystick_move", "up", "mc_attack", "" );
AddBinding( "left", "joystick_move", "down", "+sixense_left_alt", "" ); // ping
AddBinding( "left", "trigger_press", "", "+sixense_camera_pan", "" );
AddBinding( "left", "button_press", "bumper", "+sixense_camera_drag", "" );
AddBinding( "right", "button_press", "bumper", "+sixense_left_shift", "" ); // queue
AddBinding( "right", "button_press", "joystick", "sixense_mouse_set_origin", "" );
AddBinding( "right", "button_press", "start", "toggleshoppanel", "" );
AddBinding( "right", "joystick_move", "down", "+sixense_left_ctrl", "" ); // ??
AddBinding( "right", "joystick_move", "up", "+showscores", "" );
AddBinding( "right", "button_press", "3", "+attack", "" );
AddBinding( "right", "button_press", "1", "+attack2", "" );
AddBinding( "right", "button_press", "4", "+voicerecord", "" );
AddBinding( "right", "button_press", "3", "+sixense_left_click", "" );
AddBinding( "right", "button_press", "1", "+sixense_right_click", "" );
AddBinding( "right", "trigger_press", "", "+sixense_grid 0", "" );
AddBinding( "right", "button_press", "2", "+sixense_grid 1", "" );
#elif defined( TF_CLIENT_DLL )
AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
AddBinding( "left", "tilt_gesture", "right", "impulse 201", "" );
AddBinding( "left", "trigger_press", "", "+attack2", "" );
AddBinding( "left", "button_press", "start", "cancelselect", "" );
AddBinding( "left", "button_press", "bumper", "+duck", "" );
AddBinding( "left", "point_gesture", "up", "slot3", "" );
AddBinding( "left", "point_gesture", "down", "slot4", "" );
AddBinding( "left", "button_press", "3", "open_charinfo_direct", "" );
AddBinding( "left", "button_press", "1", "changeclass", "" );
AddBinding( "left", "button_press", "2", "changeteam", "" );
AddBinding( "left", "button_press", "4", "lastdisguise", "" );
AddBinding( "left", "button_press", "joystick", "voicemenu 0 0", "" );
AddBinding( "right", "joystick_move", "up", "+context_action", "" );
AddBinding( "right", "joystick_move", "left", "invprev", "" );
AddBinding( "right", "joystick_move", "right", "invnext", "" );
AddBinding( "right", "joystick_move", "down", "lastinv", "" );
AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
AddBinding( "right", "button_press", "2", "cl_decline_first_notification", "" );
AddBinding( "right", "button_press", "3", "+voicerecord", "" );
AddBinding( "right", "button_press", "4", "cl_trigger_first_notification", "" );
AddBinding( "right", "button_press", "joystick", "dropitem", "" );
AddBinding( "right", "button_press", "bumper", "taunt", "" );
AddBinding( "right", "trigger_press", "", "+attack", "" );
AddBinding( "right", "button_press", "start", "+showscores", "" );
#else
AddBinding( "left", "tilt_gesture", "ccw", "+reload", "" );
AddBinding( "left", "tilt_gesture", "down", "+duck", "" );
AddBinding( "left", "tilt_gesture", "up", "+jump", "" );
AddBinding( "left", "trigger_press", "", "+attack2", "" );
AddBinding( "left", "button_press", "start", "cancelselect", "" );
AddBinding( "left", "button_press", "bumper", "+sixense_left_point_gesture", "" );
AddBinding( "left", "button_press", "joystick", "+use", "" );
AddBinding( "left", "point_gesture", "left", "invprev", "" );
AddBinding( "left", "point_gesture", "right", "invnext", "" );
AddBinding( "left", "point_gesture", "up", "slot3", "" );
AddBinding( "left", "point_gesture", "down", "slot4", "" );
AddBinding( "right", "joystick_move", "up", "+zoom", "" );
AddBinding( "right", "joystick_move", "left", "invprev", "" );
AddBinding( "right", "joystick_move", "right", "invnext", "" );
AddBinding( "right", "joystick_move", "down", "lastinv", "" );
AddBinding( "right", "button_press", "2", "phys_swap", "" );
AddBinding( "right", "button_press", "1", "+sixense_ratchet", "" );
AddBinding( "right", "button_press", "3", "+speed", "" );
AddBinding( "right", "button_press", "4", "+voicerecord", "" );
AddBinding( "right", "button_press", "joystick", "impulse 100", "" );
AddBinding( "right", "button_press", "bumper", "+duck", "" );
AddBinding( "right", "trigger_press", "", "+attack", "" );
#endif
}
// Called each frame with the latest controller info. sixenseUtils::IButtonStates are sixenseUtils classes that look for various transitions of
// controller state, whether it's 'buttonJustPressed', or analog joysticks 'joystickJustPushed(up)'. It now has support for motion triggers like
// 'controllerJustTilted(left)'
void SixenseGestureBindings::UpdateBindings( sixenseUtils::IButtonStates *pLeftButtonStates, sixenseUtils::IButtonStates *pRightButtonStates, bool bIsMenuVisible )
{
// go through all the bindings and see if any of the desired actions just transitioned on or off
FOR_EACH_LL( m_GestureBindingList, it )
{
GestureBinding binding = m_GestureBindingList[it];
if( binding.m_iHand == 0 )
{
// left hand
// just started?
if( pLeftButtonStates->justStarted( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
{
if( binding.m_pActivateCommand )
{
// Allow per-game authorization of commmands when the menu is up
if( bIsMenuVisible && !AllowMenuCommand( binding.m_pActivateCommand ) )
{
continue;
}
// Allow per-game authorization of commmands
if( !AllowCommand( binding.m_pActivateCommand ) )
{
continue;
}
engine->ClientCmd_Unrestricted( binding.m_pActivateCommand );
//Msg("activate: %s\n", binding.m_pActivateCommand );
}
}
// just stopped?
if( pLeftButtonStates->justStopped( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
{
if( binding.m_pDeactivateCommand )
{
engine->ClientCmd_Unrestricted( binding.m_pDeactivateCommand );
//Msg("deactivate: %s\n", binding.m_pDeactivateCommand );
}
}
}
else
{
// right hand
// just started?
if( pRightButtonStates->justStarted( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
{
if( binding.m_pActivateCommand )
{
// Allow per-game authorization of commmands when the menu is up
if( bIsMenuVisible && !AllowMenuCommand( binding.m_pActivateCommand ) )
{
continue;
}
// Allow per-game authorization of commmands
if( !AllowCommand( binding.m_pActivateCommand ) )
{
continue;
}
engine->ClientCmd_Unrestricted( binding.m_pActivateCommand );
//Msg("activate: %s\n", binding.m_pActivateCommand );
}
}
// just stopped?
if( pRightButtonStates->justStopped( (sixenseUtils::IButtonStates::ActionType)binding.m_Action, binding.m_iArgument ) )
{
if( binding.m_pDeactivateCommand )
{
engine->ClientCmd_Unrestricted( binding.m_pDeactivateCommand );
//Msg("deactivate: %s\n", binding.m_pDeactivateCommand );
}
}
}
}
}
// Give games an opportunity to block commands
bool SixenseGestureBindings::AllowCommand( char *pActivateCommand )
{
#ifdef TF_CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsInTraining() && TFGameRules()->IsWaitingForTrainingContinue() )
{
if( Q_strcmp( pActivateCommand, "+jump" ) == 0 )
{
return false;
}
}
#endif
return true;
}
// If the menu is up, most bindings are blocked. Allow some of them to be activated...
bool SixenseGestureBindings::AllowMenuCommand( char *pActivateCommand )
{
#ifdef TF_CLIENT_DLL
if( Q_strcmp( pActivateCommand, "+showscores" ) == 0 )
{
// Allow for showscores when in-menu
return true;
}
#endif
return false;
}
// from here down are just helper funcs to convert between enums and strings and back
bool SixenseGestureBindings::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 SixenseGestureBindings::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 SixenseGestureBindings::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 SixenseGestureBindings::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 SixenseGestureBindings::HandTokenToStr( int hand, char *buf, int buflen )
{
if( buflen < 10 ) return false;
if( hand == 0 ) {
Q_snprintf( buf, buflen, "left" );
}
else if( hand == 1 )
{
Q_snprintf( buf, buflen, "right" );
}
else
{
return false;
}
return true;
}
bool SixenseGestureBindings::ButtonTokenToStr( int arg, char *buf, int buflen )
{
if( buflen < 10 ) return false;
if( arg == SIXENSE_BUTTON_1 )
{
Q_snprintf( buf, buflen, "1" );
}
else if( arg == SIXENSE_BUTTON_2 )
{
Q_snprintf( buf, buflen, "2" );
}
else if( arg == SIXENSE_BUTTON_3 )
{
Q_snprintf( buf, buflen, "3" );
}
else if( arg == SIXENSE_BUTTON_4 )
{
Q_snprintf( buf, buflen, "4" );
}
else if( arg == SIXENSE_BUTTON_START )
{
Q_snprintf( buf, buflen, "start" );
}
else if( arg == SIXENSE_BUTTON_BUMPER )
{
Q_snprintf( buf, buflen, "bumper" );
}
else if( arg == SIXENSE_BUTTON_JOYSTICK )
{
Q_snprintf( buf, buflen, "joystick" );
}
else
{
return false;
}
return true;
}
bool SixenseGestureBindings::DirectionTokenToStr( int arg, char *buf, int buflen )
{
if( buflen < 10 ) return false;
if( arg == sixenseUtils::IButtonStates::DIR_LEFT )
{
Q_snprintf( buf, buflen, "left" );
}
else if( arg == sixenseUtils::IButtonStates::DIR_RIGHT )
{
Q_snprintf( buf, buflen, "right" );
}
else if( arg == sixenseUtils::IButtonStates::DIR_UP )
{
Q_snprintf( buf, buflen, "up" );
}
else if( arg == sixenseUtils::IButtonStates::DIR_DOWN )
{
Q_snprintf( buf, buflen, "down" );
}
else if( arg == sixenseUtils::IButtonStates::DIR_CW )
{
Q_snprintf( buf, buflen, "cw" );
}
else if( arg == sixenseUtils::IButtonStates::DIR_CCW )
{
Q_snprintf( buf, buflen, "ccw" );
}
else if( arg == sixenseUtils::IButtonStates::DIR_FORWARD )
{
Q_snprintf( buf, buflen, "forward" );
}
else if( arg == sixenseUtils::IButtonStates::DIR_BACKWARD )
{
Q_snprintf( buf, buflen, "backward" );
}
else
{
return false;
}
return true;
}
bool SixenseGestureBindings::ActionTokenToStr( sixenseUtils::IButtonStates::ActionType action, char *buf, int buflen )
{
if( buflen < 20 ) return false;
if( action == sixenseUtils::IButtonStates::ACTION_BUTTON_PRESS )
{
Q_snprintf( buf, buflen, "button_press" );
}
else if( action == sixenseUtils::IButtonStates::ACTION_JOYSTICK_MOVE )
{
Q_snprintf( buf, buflen, "joystick_move" );
}
else if( action == sixenseUtils::IButtonStates::ACTION_POINT_GESTURE )
{
Q_snprintf( buf, buflen, "point_gesture" );
}
else if( action == sixenseUtils::IButtonStates::ACTION_VELOCITY_GESTURE )
{
Q_snprintf( buf, buflen, "velocity_gesture" );
}
else if( action == sixenseUtils::IButtonStates::ACTION_TILT_GESTURE )
{
Q_snprintf( buf, buflen, "tilt_gesture" );
}
else if( action == sixenseUtils::IButtonStates::ACTION_TRIGGER_PRESS )
{
Q_snprintf( buf, buflen, "trigger_press" );
}
else
{
return false;
}
return true;
}
#endif