//========= 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 #include #include 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