//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Joystick handling function // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "basehandle.h" #include "utlvector.h" #include "cdll_client_int.h" #include "cdll_util.h" #include "kbutton.h" #include "usercmd.h" #include "iclientvehicle.h" #include "input.h" #include "iviewrender.h" #include "convar.h" #include "hud.h" #include "vgui/ISurface.h" #include "vgui_controls/Controls.h" #include "vgui/Cursor.h" #include "tier0/icommandline.h" #include "inputsystem/iinputsystem.h" #include "inputsystem/ButtonCode.h" #include "math.h" #include "tier1/convar_serverbounded.h" #include "cam_thirdperson.h" #if defined( _X360 ) #include "xbox/xbox_win32stubs.h" #else #include "../common/xbox/xboxstubs.h" #endif #ifdef HL2_CLIENT_DLL // FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so this include should be c_baseplayer.h #include "c_basehlplayer.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Control like a joystick #define JOY_ABSOLUTE_AXIS 0x00000000 // Control like a mouse, spinner, trackball #define JOY_RELATIVE_AXIS 0x00000010 // Axis mapping static ConVar joy_name( "joy_name", "joystick", FCVAR_ARCHIVE ); static ConVar joy_advanced( "joy_advanced", "1", FCVAR_ARCHIVE ); static ConVar joy_advaxisx( "joy_advaxisx", "4", FCVAR_ARCHIVE ); static ConVar joy_advaxisy( "joy_advaxisy", "2", FCVAR_ARCHIVE ); static ConVar joy_advaxisz( "joy_advaxisz", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisr( "joy_advaxisr", "1", FCVAR_ARCHIVE ); static ConVar joy_advaxisu( "joy_advaxisu", "3", FCVAR_ARCHIVE ); static ConVar joy_advaxisv( "joy_advaxisv", "0", FCVAR_ARCHIVE ); // Basic "dead zone" and sensitivity static ConVar joy_forwardthreshold( "joy_forwardthreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_sidethreshold( "joy_sidethreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_pitchthreshold( "joy_pitchthreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_yawthreshold( "joy_yawthreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_forwardsensitivity( "joy_forwardsensitivity", "-1", FCVAR_ARCHIVE ); static ConVar joy_sidesensitivity( "joy_sidesensitivity", "1", FCVAR_ARCHIVE ); static ConVar joy_pitchsensitivity( "joy_pitchsensitivity", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ); static ConVar joy_yawsensitivity( "joy_yawsensitivity", "-1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ); // Advanced sensitivity and response static ConVar joy_response_move( "joy_response_move", "1", FCVAR_ARCHIVE, "'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity)), 5=two-stage" ); ConVar joy_response_move_vehicle("joy_response_move_vehicle", "6"); static ConVar joy_response_look( "joy_response_look", "0", FCVAR_ARCHIVE, "'Look' stick response mode: 0=Default, 1=Acceleration Promotion" ); static ConVar joy_lowend( "joy_lowend", "1", FCVAR_ARCHIVE ); static ConVar joy_lowmap( "joy_lowmap", "1", FCVAR_ARCHIVE ); static ConVar joy_accelscale( "joy_accelscale", "0.6", FCVAR_ARCHIVE); static ConVar joy_accelmax( "joy_accelmax", "1.0", FCVAR_ARCHIVE); static ConVar joy_autoaimdampenrange( "joy_autoaimdampenrange", "0", FCVAR_ARCHIVE, "The stick range where autoaim dampening is applied. 0 = off" ); static ConVar joy_autoaimdampen( "joy_autoaimdampen", "0", FCVAR_ARCHIVE, "How much to scale user stick input when the gun is pointing at a valid target." ); static ConVar joy_vehicle_turn_lowend("joy_vehicle_turn_lowend", "0.7"); static ConVar joy_vehicle_turn_lowmap("joy_vehicle_turn_lowmap", "0.4"); // Misc static ConVar joy_diagonalpov( "joy_diagonalpov", "0", FCVAR_ARCHIVE, "POV manipulator operates on diagonal axes, too." ); static ConVar joy_display_input("joy_display_input", "0", FCVAR_ARCHIVE); static ConVar joy_wwhack2( "joy_wingmanwarrior_turnhack", "0", FCVAR_ARCHIVE, "Wingman warrior hack related to turn axes." ); ConVar joy_autosprint("joy_autosprint", "0", 0, "Automatically sprint when moving with an analog joystick" ); static ConVar joy_inverty("joy_inverty", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "Whether to invert the Y axis of the joystick for looking." ); // XBox Defaults static ConVar joy_yawsensitivity_default( "joy_yawsensitivity_default", "-1.25", FCVAR_NONE ); static ConVar joy_pitchsensitivity_default( "joy_pitchsensitivity_default", "-1.0", FCVAR_NONE ); static ConVar option_duck_method_default( "option_duck_method_default", "1.0", FCVAR_NONE ); static ConVar joy_inverty_default( "joy_inverty_default", "0", FCVAR_ARCHIVE_XBOX ); // Extracted & saved from profile static ConVar joy_movement_stick_default( "joy_movement_stick_default", "0", FCVAR_ARCHIVE_XBOX ); // Extracted & saved from profile static ConVar sv_stickysprint_default( "sv_stickysprint_default", "0", FCVAR_NONE ); void joy_movement_stick_Callback( IConVar *var, const char *pOldString, float flOldValue ) { engine->ClientCmd( "joyadvancedupdate" ); } static ConVar joy_movement_stick("joy_movement_stick", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "Which stick controls movement (0 is left stick)", joy_movement_stick_Callback ); static ConVar joy_xcontroller_cfg_loaded( "joy_xcontroller_cfg_loaded", "0", FCVAR_ARCHIVE, "If 0, the 360controller.cfg file will be executed on startup & option changes." ); extern ConVar lookspring; extern ConVar cl_forwardspeed; extern ConVar lookstrafe; extern ConVar in_joystick; extern ConVar_ServerBounded *m_pitch; extern ConVar l_pitchspeed; extern ConVar cl_sidespeed; extern ConVar cl_yawspeed; extern ConVar cl_pitchdown; extern ConVar cl_pitchup; extern ConVar cl_pitchspeed; extern ConVar cam_idealpitch; extern ConVar cam_idealyaw; extern ConVar thirdperson_platformer; extern ConVar thirdperson_screenspace; //----------------------------------------------------------------- // Purpose: Returns true if there's an active joystick connected. //----------------------------------------------------------------- bool CInput::EnableJoystickMode() { return IsConsole() || in_joystick.GetBool(); } //----------------------------------------------- // Response curve function for the move axes //----------------------------------------------- static float ResponseCurve( int curve, float x, int axis, float sensitivity ) { switch ( curve ) { case 1: // quadratic if ( x < 0 ) return -(x*x) * sensitivity; return x*x * sensitivity; case 2: // cubic return x*x*x*sensitivity; case 3: { // quadratic extreme float extreme = 1.0f; if ( fabs( x ) >= 0.95f ) { extreme = 1.5f; } if ( x < 0 ) return -extreme * x*x*sensitivity; return extreme * x*x*sensitivity; } case 4: { float flScale = sensitivity < 0.0f ? -1.0f : 1.0f; sensitivity = clamp( fabs( sensitivity ), 1.0e-8f, 1000.0f ); float oneOverSens = 1.0f / sensitivity; if ( x < 0.0f ) { flScale = -flScale; } float retval = clamp( powf( fabs( x ), oneOverSens ), 0.0f, 1.0f ); return retval * flScale; } break; case 5: { float out = x; if( fabs(out) <= 0.6f ) { out *= 0.5f; } out = out * sensitivity; return out; } break; case 6: // Custom for driving a vehicle! { if( axis == YAW ) { // This code only wants to affect YAW axis (the left and right axis), which // is used for turning in the car. We fall-through and use a linear curve on // the PITCH axis, which is the vehicle's throttle. REALLY, these are the 'forward' // and 'side' axes, but we don't have constants for those, so we re-use the same // axis convention as the look stick. (sjb) float sign = 1; if( x < 0.0 ) sign = -1; x = fabs(x); if( x <= joy_vehicle_turn_lowend.GetFloat() ) x = RemapVal( x, 0.0f, joy_vehicle_turn_lowend.GetFloat(), 0.0f, joy_vehicle_turn_lowmap.GetFloat() ); else x = RemapVal( x, joy_vehicle_turn_lowend.GetFloat(), 1.0f, joy_vehicle_turn_lowmap.GetFloat(), 1.0f ); return x * sensitivity * sign; } //else // fall through and just return x*sensitivity below (as if using default curve) } } // linear return x*sensitivity; } //----------------------------------------------- // If we have a valid autoaim target, dampen the // player's stick input if it is moving away from // the target. // // This assists the player staying on target. //----------------------------------------------- float AutoAimDampening( float x, int axis, float dist ) { // FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so all games can use it. #ifdef HL2_CLIENT_DLL // Help the user stay on target if the feature is enabled and the user // is not making a gross stick movement. if( joy_autoaimdampen.GetFloat() > 0.0f && fabs(x) < joy_autoaimdampenrange.GetFloat() ) { // Get the HL2 player C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if( pLocalPlayer ) { // Get the autoaim target if( pLocalPlayer->m_HL2Local.m_bAutoAimTarget ) { return joy_autoaimdampen.GetFloat(); } } } #endif return 1.0f;// No dampening. } //----------------------------------------------- // This structure holds persistent information used // to make decisions about how to modulate analog // stick input. //----------------------------------------------- typedef struct { float envelopeScale[2]; bool peggedAxis[2]; bool axisPeggedDir[2]; } envelope_t; envelope_t controlEnvelope; //----------------------------------------------- // Response curve function specifically for the // 'look' analog stick. // // when AXIS == YAW, otherAxisValue contains the // value for the pitch of the control stick, and // vice-versa. //----------------------------------------------- ConVar joy_pegged("joy_pegged", "0.75");// Once the stick is pushed this far, it's assumed pegged. ConVar joy_virtual_peg("joy_virtual_peg", "0"); static float ResponseCurveLookDefault( float x, int axis, float otherAxis, float dist, float frametime ) { float inputX = x; bool bStickIsPhysicallyPegged = ( dist >= joy_pegged.GetFloat() ); // Make X positive to make things easier, just remember whether we have to flip it back! bool negative = false; if( x < 0.0f ) { negative = true; x *= -1; } if( axis == YAW && joy_virtual_peg.GetBool() ) { if( x >= 0.95f ) { // User has pegged the stick controlEnvelope.peggedAxis[axis] = true; controlEnvelope.axisPeggedDir[axis] = negative; } if( controlEnvelope.peggedAxis[axis] == true ) { // User doesn't have the stick pegged on this axis, but they used to. // If the stick is physically pegged, pretend this axis is still pegged. if( bStickIsPhysicallyPegged && negative == controlEnvelope.axisPeggedDir[axis] ) { // If the user still has the stick physically pegged and hasn't changed direction on // this axis, keep pretending they have the stick pegged on this axis. x = 1.0f; } else { controlEnvelope.peggedAxis[axis] = false; } } } // Perform the two-stage mapping. if( x > joy_lowend.GetFloat() ) { float highmap = 1.0f - joy_lowmap.GetFloat(); float xNormal = x - joy_lowend.GetFloat(); float factor = xNormal / ( 1.0f - joy_lowend.GetFloat() ); x = joy_lowmap.GetFloat() + (highmap * factor); // Accelerate. if( controlEnvelope.envelopeScale[axis] < 1.0f ) { controlEnvelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( controlEnvelope.envelopeScale[axis] > 1.0f ) { controlEnvelope.envelopeScale[axis] = 1.0f; } } float delta = x - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * controlEnvelope.envelopeScale[axis]); } else { // Shut off acceleration controlEnvelope.envelopeScale[axis] = 0.0f; float factor = x / joy_lowend.GetFloat(); x = joy_lowmap.GetFloat() * factor; } x *= AutoAimDampening( inputX, axis, dist ); if( axis == YAW && x > 0.0f && joy_display_input.GetBool() ) { Msg("In:%f Out:%f Frametime:%f\n", inputX, x, frametime ); } if( negative ) { x *= -1; } return x; } ConVar joy_accel_filter("joy_accel_filter", "0.2");// If the non-accelerated axis is pushed farther than this, then accelerate it, too. static float ResponseCurveLookAccelerated( float x, int axis, float otherAxis, float dist, float frametime ) { float inputX = x; float flJoyDist = ( sqrt(x*x + otherAxis * otherAxis) ); bool bIsPegged = ( flJoyDist>= joy_pegged.GetFloat() ); // Make X positive to make arithmetic easier for the rest of this function, and // remember whether we have to flip it back! bool negative = false; if( x < 0.0f ) { negative = true; x *= -1; } // Perform the two-stage mapping. bool bDoAcceleration = false;// Assume we won't accelerate the input if( bIsPegged && x > joy_accel_filter.GetFloat() ) { // Accelerate this axis, since the stick is pegged and // this axis is pressed farther than the acceleration filter // Take the lowmap value, or the input, whichever is higher, since // we don't necesarily know whether this is the axis which is pegged x = MAX( joy_lowmap.GetFloat(), x ); bDoAcceleration = true; } else { // Joystick is languishing in the low-end, turn off acceleration. controlEnvelope.envelopeScale[axis] = 0.0f; float factor = x / joy_lowend.GetFloat(); x = joy_lowmap.GetFloat() * factor; } if( bDoAcceleration ) { float flMax = joy_accelmax.GetFloat(); if( controlEnvelope.envelopeScale[axis] < flMax ) { float delta = x - joy_lowmap.GetFloat(); x = joy_lowmap.GetFloat() + (delta * controlEnvelope.envelopeScale[axis]); controlEnvelope.envelopeScale[axis] += ( frametime * joy_accelscale.GetFloat() ); if( controlEnvelope.envelopeScale[axis] > flMax ) { controlEnvelope.envelopeScale[axis] = flMax; } } } x *= AutoAimDampening( inputX, axis, dist ); if( axis == YAW && inputX != 0.0f && joy_display_input.GetBool() ) { Msg("In:%f Out:%f Frametime:%f\n", inputX, x, frametime ); } if( negative ) { x *= -1; } return x; } //----------------------------------------------- //----------------------------------------------- static float ResponseCurveLook( int curve, float x, int axis, float otherAxis, float dist, float frametime ) { switch( curve ) { case 1://Promotion of acceleration return ResponseCurveLookAccelerated( x, axis, otherAxis, dist, frametime ); break; default: return ResponseCurveLookDefault( x, axis, otherAxis, dist, frametime ); break; } } //----------------------------------------------------------------------------- // Purpose: Advanced joystick setup //----------------------------------------------------------------------------- void CInput::Joystick_Advanced(void) { // called whenever an update is needed int i; DWORD dwTemp; if ( IsX360() ) { // Xbox always uses a joystick in_joystick.SetValue( 1 ); } // Initialize all the maps for ( i = 0; i < MAX_JOYSTICK_AXES; i++ ) { m_rgAxes[i].AxisMap = GAME_AXIS_NONE; m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS; } if ( !joy_advanced.GetBool() ) { // default joystick initialization // 2 axes only with joystick control m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW; m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD; } else { if ( Q_stricmp( joy_name.GetString(), "joystick") != 0 ) { // notify user of advanced controller Msg( "Using joystick '%s' configuration\n", joy_name.GetString() ); } // advanced initialization here // data supplied by user via joy_axisn cvars dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisu.GetInt() : (DWORD)joy_advaxisx.GetInt(); m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_X", &m_rgAxes[JOY_AXIS_X] ); dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisr.GetInt() : (DWORD)joy_advaxisy.GetInt(); m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_Y", &m_rgAxes[JOY_AXIS_Y] ); dwTemp = (DWORD)joy_advaxisz.GetInt(); m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_Z", &m_rgAxes[JOY_AXIS_Z] ); dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisy.GetInt() : (DWORD)joy_advaxisr.GetInt(); m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_R", &m_rgAxes[JOY_AXIS_R] ); dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisx.GetInt() : (DWORD)joy_advaxisu.GetInt(); m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_U", &m_rgAxes[JOY_AXIS_U] ); dwTemp = (DWORD)joy_advaxisv.GetInt(); m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_V", &m_rgAxes[JOY_AXIS_V] ); Msg( "Advanced Joystick settings initialized\n" ); } // If we have an xcontroller, load the cfg file if it hasn't been loaded. static ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetInt() < 2 ) { engine->ClientCmd_Unrestricted( "exec 360controller.cfg" ); if ( IsLinux () ) { engine->ClientCmd_Unrestricted( "exec 360controller-linux.cfg" ); } joy_xcontroller_cfg_loaded.SetValue( 2 ); } } else if ( joy_xcontroller_cfg_loaded.GetInt() > 0 ) { engine->ClientCmd_Unrestricted( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } } //----------------------------------------------------------------------------- // Purpose: // Input : index - // Output : char const //----------------------------------------------------------------------------- char const *CInput::DescribeAxis( int index ) { switch ( index ) { case GAME_AXIS_FORWARD: return "Forward"; case GAME_AXIS_PITCH: return "Look"; case GAME_AXIS_SIDE: return "Side"; case GAME_AXIS_YAW: return "Turn"; case GAME_AXIS_NONE: default: return "Unknown"; } return "Unknown"; } //----------------------------------------------------------------------------- // Purpose: // Input : *axis - // *mapping - //----------------------------------------------------------------------------- void CInput::DescribeJoystickAxis( char const *axis, joy_axis_t *mapping ) { if ( !mapping->AxisMap ) { Msg( "%s: unmapped\n", axis ); } else { Msg( "%s: mapped to %s (%s)\n", axis, DescribeAxis( mapping->AxisMap ), mapping->ControlMap != 0 ? "relative" : "absolute" ); } } //----------------------------------------------------------------------------- // Purpose: Allow joystick to issue key events // Not currently used - controller button events are pumped through the windprocs. KWD //----------------------------------------------------------------------------- void CInput::ControllerCommands( void ) { } //----------------------------------------------------------------------------- // Purpose: Scales the raw analog value to lie withing the axis range (full range - deadzone ) //----------------------------------------------------------------------------- float CInput::ScaleAxisValue( const float axisValue, const float axisThreshold ) { // Xbox scales the range of all axes in the inputsystem. PC can't do that because each axis mapping // has a (potentially) unique threshold value. If all axes were restricted to a single threshold // as they are on the Xbox, this function could move to inputsystem and be slightly more optimal. float result = 0.f; if ( IsPC() ) { if ( axisValue < -axisThreshold ) { result = ( axisValue + axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ); } else if ( axisValue > axisThreshold ) { result = ( axisValue - axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold ); } } else { // IsXbox result = axisValue * ( 1.f / MAX_BUTTONSAMPLE ); } return result; } void CInput::Joystick_SetSampleTime(float frametime) { m_flRemainingJoystickSampleTime = frametime; } float CInput::Joystick_GetForward( void ) { return m_flPreviousJoystickForward; } float CInput::Joystick_GetSide( void ) { return m_flPreviousJoystickSide; } float CInput::Joystick_GetPitch( void ) { return m_flPreviousJoystickPitch; } float CInput::Joystick_GetYaw( void ) { return m_flPreviousJoystickYaw; } //----------------------------------------------------------------------------- // Purpose: Apply joystick to CUserCmd creation // Input : frametime - // *cmd - //----------------------------------------------------------------------------- void CInput::JoyStickMove( float frametime, CUserCmd *cmd ) { // complete initialization if first time in ( needed as cvars are not available at initialization time ) if ( !m_fJoystickAdvancedInit ) { Joystick_Advanced(); m_fJoystickAdvancedInit = true; } // Verify that the user wants to use the joystick if ( !in_joystick.GetInt() ) return; // Reinitialize the 'advanced joystick' system if hotplugging has caused us toggle between some/none joysticks. bool haveJoysticks = ( inputsystem->GetJoystickCount() > 0 ); if ( haveJoysticks != m_fHadJoysticks ) { Joystick_Advanced(); m_fHadJoysticks = haveJoysticks; } // Verify that a joystick is available if ( !haveJoysticks ) return; if ( m_flRemainingJoystickSampleTime <= 0 ) return; frametime = MIN(m_flRemainingJoystickSampleTime, frametime); m_flRemainingJoystickSampleTime -= frametime; QAngle viewangles; // Get starting angles engine->GetViewAngles( viewangles ); struct axis_t { float value; int controlType; }; axis_t gameAxes[ MAX_GAME_AXES ]; memset( &gameAxes, 0, sizeof(gameAxes) ); // Get each joystick axis value, and normalize the range for ( int i = 0; i < MAX_JOYSTICK_AXES; ++i ) { if ( GAME_AXIS_NONE == m_rgAxes[i].AxisMap ) continue; float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( 0, i ) ); if (joy_wwhack2.GetInt() != 0 ) { // this is a special formula for the Logitech WingMan Warrior // y=ax^b; where a = 300 and b = 1.3 // also x values are in increments of 800 (so this is factored out) // then bounds check result to level out excessively high spin rates float fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3); if (fTemp > 14000.0) fTemp = 14000.0; // restore direction information fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp; } unsigned int idx = m_rgAxes[i].AxisMap; gameAxes[idx].value = fAxisValue; gameAxes[idx].controlType = m_rgAxes[i].ControlMap; } // Re-map the axis values if necessary, based on the joystick configuration if ( (joy_advanced.GetInt() == 0) && (in_jlook.state & 1) ) { // user wants forward control to become pitch control gameAxes[GAME_AXIS_PITCH] = gameAxes[GAME_AXIS_FORWARD]; gameAxes[GAME_AXIS_FORWARD].value = 0; // if mouse invert is on, invert the joystick pitch value // Note: only absolute control support here - joy_advanced = 0 if ( m_pitch->GetFloat() < 0.0 ) { gameAxes[GAME_AXIS_PITCH].value *= -1; } } if ( (in_strafe.state & 1) || ( lookstrafe.GetFloat() && (in_jlook.state & 1) ) ) { // user wants yaw control to become side control gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW]; gameAxes[GAME_AXIS_YAW].value = 0; } m_flPreviousJoystickForward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); m_flPreviousJoystickSide = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); m_flPreviousJoystickPitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); m_flPreviousJoystickYaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() ); // Skip out if vgui is active if ( vgui::surface()->IsCursorVisible() ) return; // If we're inverting our joystick, do so if ( joy_inverty.GetBool() ) { m_flPreviousJoystickPitch *= -1.0f; } // drive yaw, pitch and move like a screen relative platformer game if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( m_flPreviousJoystickForward || m_flPreviousJoystickSide ) { // apply turn control [ YAW ] // factor in the camera offset, so that the move direction is relative to the thirdperson camera viewangles[ YAW ] = RAD2DEG(atan2(-m_flPreviousJoystickSide, -m_flPreviousJoystickForward)) + g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ]; engine->SetViewAngles( viewangles ); // apply movement Vector2D moveDir( m_flPreviousJoystickForward, m_flPreviousJoystickSide ); cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat(); } if ( m_flPreviousJoystickPitch || m_flPreviousJoystickYaw ) { Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles(); // look around with the camera vTempOffset[ PITCH ] += m_flPreviousJoystickPitch * joy_pitchsensitivity.GetFloat(); vTempOffset[ YAW ] += m_flPreviousJoystickYaw * joy_yawsensitivity.GetFloat(); g_ThirdPersonManager.SetCameraOffsetAngles( vTempOffset ); } if ( m_flPreviousJoystickForward || m_flPreviousJoystickSide || m_flPreviousJoystickPitch || m_flPreviousJoystickYaw ) { const Vector& vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles(); // update the ideal pitch and yaw cam_idealpitch.SetValue( vTempOffset[ PITCH ] - viewangles[ PITCH ] ); cam_idealyaw.SetValue( vTempOffset[ YAW ] - viewangles[ YAW ] ); } return; } float joySideMove = 0.f; float joyForwardMove = 0.f; float aspeed = frametime * gHUD.GetFOVSensitivityAdjust(); // apply forward and side control C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); int iResponseCurve = 0; if ( pLocalPlayer && pLocalPlayer->IsInAVehicle() ) { iResponseCurve = pLocalPlayer->GetVehicle() ? pLocalPlayer->GetVehicle()->GetJoystickResponseCurve() : joy_response_move_vehicle.GetInt(); } else { iResponseCurve = joy_response_move.GetInt(); } float val = ResponseCurve( iResponseCurve, m_flPreviousJoystickForward, PITCH, joy_forwardsensitivity.GetFloat() ); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = ResponseCurve( iResponseCurve, m_flPreviousJoystickSide, YAW, joy_sidesensitivity.GetFloat() ); joySideMove += val * cl_sidespeed.GetFloat(); Vector2D move( m_flPreviousJoystickYaw, m_flPreviousJoystickPitch ); float dist = move.Length(); // apply turn control float angle = 0.f; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), m_flPreviousJoystickYaw, YAW, m_flPreviousJoystickPitch, dist, frametime ); angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat(); } else { angle = m_flPreviousJoystickYaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0; } angle = JoyStickAdjustYaw( angle ); viewangles[YAW] += angle; cmd->mousedx = angle; // apply look control if ( IsX360() || in_jlook.state & 1 ) { angle = 0; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), m_flPreviousJoystickPitch, PITCH, m_flPreviousJoystickYaw, dist, frametime ); angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat(); } else { angle = m_flPreviousJoystickPitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0; } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if( m_flPreviousJoystickPitch == 0.f && lookspring.GetFloat() == 0.f ) { // no pitch movement // disable pitch return-to-center unless requested by user // *** this code can be removed when the lookspring bug is fixed // *** the bug always has the lookspring feature on view->StopPitchDrift(); } } // apply player motion relative to screen space if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { float ideal_yaw = cam_idealyaw.GetFloat(); float ideal_sin = sin(DEG2RAD(ideal_yaw)); float ideal_cos = cos(DEG2RAD(ideal_yaw)); float side_movement = ideal_cos*joySideMove - ideal_sin*joyForwardMove; float forward_movement = ideal_cos*joyForwardMove + ideal_sin*joySideMove; cmd->forwardmove += forward_movement; cmd->sidemove += side_movement; } else { cmd->forwardmove += joyForwardMove; cmd->sidemove += joySideMove; } if ( IsPC() ) { CCommand tmp; if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() ) { KeyDown( &in_joyspeed, NULL ); } else { KeyUp( &in_joyspeed, NULL ); } } // Bound pitch viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() ); engine->SetViewAngles( viewangles ); }