//----------------------------------------------------------------------------- // 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 joystick is available and that the user wants to use it if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() ) return; // Skip out if vgui is active if ( vgui::surface()->IsCursorVisible() ) 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; } float forward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); float side = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); float pitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); float yaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() ); // If we're inverting our joystick, do so if ( joy_inverty.GetBool() ) { pitch *= -1.0f; } // drive yaw, pitch and move like a screen relative platformer game if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( forward || side ) { // apply turn control [ YAW ] // factor in the camera offset, so that the move direction is relative to the thirdperson camera viewangles[ YAW ] = RAD2DEG(atan2(-side, -forward)) + m_vecCameraOffset[ YAW ]; engine->SetViewAngles( viewangles ); // apply movement Vector2D moveDir( forward, side ); cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat(); } if ( pitch || yaw ) { // look around with the camera m_vecCameraOffset[ PITCH ] += pitch * joy_pitchsensitivity.GetFloat(); m_vecCameraOffset[ YAW ] += yaw * joy_yawsensitivity.GetFloat(); } if ( forward || side || pitch || yaw ) { // update the ideal pitch and yaw cam_idealpitch.SetValue( m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] ); cam_idealyaw.SetValue( m_vecCameraOffset[ 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, forward, PITCH, joy_forwardsensitivity.GetFloat() ); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = ResponseCurve( iResponseCurve, side, YAW, joy_sidesensitivity.GetFloat() ); joySideMove += val * cl_sidespeed.GetFloat(); Vector2D move( yaw, pitch ); 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(), yaw, YAW, pitch, dist, frametime ); angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat(); } else { angle = yaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0; } viewangles[YAW] += angle; cmd->mousedx = angle; // apply look control if ( IsX360() || in_jlook.state & 1 ) { float angle = 0; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), pitch, PITCH, yaw, dist, frametime ); angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat(); } else { angle = pitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0; } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if( pitch == 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 ); }
//----------------------------------------------------------------------------- // 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 joystick is available and that the user wants to use it if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() ) { return; } 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; } float forward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); float side = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); float pitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); float yaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() ); float joySideMove = 0.f; float joyForwardMove = 0.f; float aspeed = frametime * gHUD.GetFOVSensitivityAdjust(); // apply forward and side control joyForwardMove += ResponseCurve( joy_response_move.GetInt(), forward ) * joy_forwardsensitivity.GetFloat() * cl_forwardspeed.GetFloat(); joySideMove += ResponseCurve( joy_response_move.GetInt(), side ) * joy_sidesensitivity.GetFloat() * cl_sidespeed.GetFloat(); Vector2D move( yaw, pitch ); 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(), yaw, YAW, pitch, dist ); angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat(); } else { angle = yaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0; } viewangles[YAW] += angle; cmd->mousedx = angle; // apply look control if ( IsXbox() || in_jlook.state & 1 ) { float angle = 0; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), pitch, PITCH, yaw, dist ); angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat(); } else { angle = pitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0; } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if( pitch == 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(); } } cmd->forwardmove += joyForwardMove; cmd->sidemove += joySideMove; if ( IsPC() ) { if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() ) { KeyDown( &in_joyspeed, true ); } else { KeyUp( &in_joyspeed, true ); } } // Bound pitch viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() ); engine->SetViewAngles( viewangles ); }