Alternative Controller Scheme

Gives a different way to switch weapons which is a bit cleaner for some people, but at the expense of losing the "switch  to big screen mode"
Also made the regular control scheme switch weapon a little less fiddly
This commit is contained in:
Simon committed 2019-10-12 10:16:03 +01:00
1 parent ff8d710aed
commit 39d443fb72
4 files changed
+320 -239

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@@ -1,6 +1,6 @@
/************************************************************************************
Filename : VrInputRight.c
Filename : VrInputLeft.c
Content : Handles controller input for the left-handed
Created : August 2019
Authors : Simon Brown
@@ -294,12 +294,12 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
//Weapon Chooser
static bool weaponSwitched = false;
if (between(-0.2f, leftTrackedRemoteState_new.Joystick.x, 0.2f) &&
(between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.8f)))
if (between(-0.25f, leftTrackedRemoteState_new.Joystick.x, 0.25f) &&
(between(0.75f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.75f)))
{
if (!weaponSwitched) {
if (between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
if (between(0.75f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
{
sendButtonActionSimple("invnext");
}
@@ -1,7 +1,7 @@
/************************************************************************************
Filename : VrInputRightAlt.c
Content : Handles controller input for the left-handed alternative configuration #1
Filename : VrInputLeftAlt.c
Content : Handles controller input for the left-handed
Created : August 2019
Authors : Simon Brown
@@ -29,15 +29,20 @@ extern cvar_t *cl_movespeedkey;
void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy );
float initialTouchX, initialTouchY;
void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
{
//Ensure handedness is set to left
Cvar_Set("hand", "1");
//Get info for tracked remotes
acquireTrackedRemotesData(Ovr, displayTime);
//Get info for tracked remotes
acquireTrackedRemotesData(Ovr, displayTime);
static bool dominantGripPushed = false;
static int grabMeleeWeapon = 0;
static bool selectingWeapon = false;
static float dominantGripPushTime = 0.0f;
//Show screen view (if in multiplayer toggle scoreboard)
@@ -59,7 +64,7 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
//Menu control - Uses "touch"
if (useScreenLayer())
{
interactWithTouchScreen(&leftRemoteTracking_new, &leftTrackedRemoteState_new, &leftTrackedRemoteState_old);
interactWithTouchScreen(&leftRemoteTracking_new, &leftTrackedRemoteState_new, &leftTrackedRemoteState_old);
}
else
{
@@ -139,9 +144,9 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
}
}
else
@@ -173,19 +178,34 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
dominantGripPushed = (leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger);
dominantGripPushed = (leftTrackedRemoteState_new.Buttons &
ovrButton_GripTrigger) != 0;
if (dominantGripPushed)
if (grabMeleeWeapon == 0)
{
dominantGripPushTime = GetTimeInMilliSeconds();
}
else
{
if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->integer)
{
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
if (leftRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
if (dominantGripPushed) {
dominantGripPushTime = GetTimeInMilliSeconds();
} else {
if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
vr_reloadtimeoutms->integer) {
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
}
}
} else{
if (dominantGripPushed) {
//Initiate crowbar from backpack mode
sendButtonActionSimple("weapon_crowbar");
Android_Vibrate(80, 0, 0.8); // vibrate to let user know they switched
grabMeleeWeapon = 1;
}
}
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
//Restores last used weapon
sendButtonActionSimple("lastinv");
grabMeleeWeapon = 0;
}
}
}
@@ -225,7 +245,7 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
vec2_t v;
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
@@ -273,26 +293,59 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
sendButtonAction("+duck", (leftTrackedRemoteState_new.Buttons & ovrButton_X));
}
//Weapon Chooser
static bool weaponSwitched = false;
if (between(-0.2f, leftTrackedRemoteState_new.Joystick.x, 0.2f) &&
(between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.8f)))
{
if (!weaponSwitched) {
if (between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
{
sendButtonActionSimple("invnext");
}
else
{
sendButtonActionSimple("invprev");
}
weaponSwitched = true;
}
} else {
weaponSwitched = false;
}
static bool sendUnAttackNextFrame = false;
if (sendUnAttackNextFrame)
{
sendUnAttackNextFrame = false;
sendButtonActionSimple("-attack");
}
//Weapon Chooser
static int scrollCount = 0;
if ((rightTrackedRemoteState_new.Buttons & ovrButton_B) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_B)) {
selectingWeapon = (rightTrackedRemoteState_new.Buttons & ovrButton_B) > 0;
if (selectingWeapon)
{
scrollCount++;
sendButtonActionSimple("invnext");
} else{
if (scrollCount == 0)
{
sendButtonActionSimple("cancelselect");
} else{
sendUnAttackNextFrame = true;
sendButtonActionSimple("+attack");
}
scrollCount = 0;
}
}
//right and left on left controller
static bool weaponSwitched = false;
if (selectingWeapon)
{
if (between(0.4f, leftTrackedRemoteState_new.Joystick.x, 1.0f) ||
between(-1.0f, leftTrackedRemoteState_new.Joystick.x, -0.4f))
{
if (!weaponSwitched) {
if (between(0.4f, leftTrackedRemoteState_new.Joystick.x, 1.0f))
{
scrollCount++;
sendButtonActionSimple("invnext");
}
else
{
scrollCount--;
sendButtonActionSimple("invprev");
}
weaponSwitched = true;
}
} else {
weaponSwitched = false;
}
}
}
//Left-hand specific stuff
@@ -346,46 +399,41 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
&rightTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
static increaseSnap = true;
if (leftTrackedRemoteState_new.Joystick.x > 0.6f)
{
if (increaseSnap)
{
snapTurn -= vr_snapturn_angle->value;
if (vr_snapturn_angle->value > 10.0f) {
increaseSnap = false;
}
if (!selectingWeapon) {
static bool increaseSnap = true;
if (leftTrackedRemoteState_new.Joystick.x > 0.6f) {
if (increaseSnap) {
snapTurn -= vr_snapturn_angle->value;
if (vr_snapturn_angle->value > 10.0f) {
increaseSnap = false;
}
if (snapTurn < -180.0f)
{
snapTurn += 360.f;
}
}
} else if (leftTrackedRemoteState_new.Joystick.x < 0.4f) {
increaseSnap = true;
}
if (snapTurn < -180.0f) {
snapTurn += 360.f;
}
}
} else if (leftTrackedRemoteState_new.Joystick.x < 0.4f) {
increaseSnap = true;
}
static decreaseSnap = true;
if (leftTrackedRemoteState_new.Joystick.x < -0.6f)
{
if (decreaseSnap)
{
snapTurn += vr_snapturn_angle->value;
static bool decreaseSnap = true;
if (leftTrackedRemoteState_new.Joystick.x < -0.6f) {
if (decreaseSnap) {
snapTurn += vr_snapturn_angle->value;
//If snap turn configured for less than 10 degrees
if (vr_snapturn_angle->value > 10.0f) {
decreaseSnap = false;
}
//If snap turn configured for less than 10 degrees
if (vr_snapturn_angle->value > 10.0f) {
decreaseSnap = false;
}
if (snapTurn > 180.0f)
{
snapTurn -= 360.f;
}
}
} else if (leftTrackedRemoteState_new.Joystick.x > -0.4f)
{
decreaseSnap = true;
}
if (snapTurn > 180.0f) {
snapTurn -= 360.f;
}
}
} else if (leftTrackedRemoteState_new.Joystick.x > -0.4f) {
decreaseSnap = true;
}
}
}
}
@@ -291,12 +291,12 @@ void HandleInput_Right(ovrMobile * Ovr, double displayTime )
//Weapon Chooser
static bool weaponSwitched = false;
if (between(-0.2f, rightTrackedRemoteState_new.Joystick.x, 0.2f) &&
(between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.8f)))
if (between(-0.25f, rightTrackedRemoteState_new.Joystick.x, 0.25f) &&
(between(0.75f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.75f)))
{
if (!weaponSwitched) {
if (between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
if (between(0.75f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
{
sendButtonActionSimple("invnext");
}
@@ -1,7 +1,7 @@
/************************************************************************************
Filename : VrInputRightAlt.c
Content : Handles controller input for the right-handed alternative configuration #1
Content : Handles controller input for the right-handed
Created : August 2019
Authors : Simon Brown
@@ -31,32 +31,21 @@ void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx
void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
{
//Ensure handedness is set to right
Cvar_Set("hand", "0");
//Ensure handedness is set to right
Cvar_Set("hand", "0");
//Get info for tracked remotes
acquireTrackedRemotesData(Ovr, displayTime);
static bool dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
static bool dominantGripPushed = false;
static int grabMeleeWeapon = 0;
static bool selectingWeapon = false;
static float dominantGripPushTime = 0.0f;
//Show screen view (if in multiplayer toggle scoreboard)
if (((leftTrackedRemoteState_new.Buttons & ovrButton_Y) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Y)) &&
(leftTrackedRemoteState_new.Buttons & ovrButton_Y)) {
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
showingScreenLayer = !showingScreenLayer;
//Check we are in multiplayer
if (isMultiplayer()) {
sendButtonAction("+showscores", showingScreenLayer);
}
}
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
//Menu control - Uses "touch"
//Menu control - Uses "touch"
if (useScreenLayer())
{
interactWithTouchScreen(&rightRemoteTracking_new, &rightTrackedRemoteState_new, &rightTrackedRemoteState_old);
@@ -76,50 +65,50 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
{
if (distance < 0.50f)
{
Cvar_Set2("vr_weapon_stabilised", "1", true);
Cvar_Set2("vr_weapon_stabilised", "1", true);
}
}
else
{
Cvar_Set2("vr_weapon_stabilised", "0", true);
Cvar_Set2("vr_weapon_stabilised", "0", true);
}
}
//dominant hand stuff first
{
///Weapon location relative to view
///Weapon location relative to view
weaponoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
weaponoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
weaponoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
{
vec2_t v;
rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
weaponoffset[0] = v[0];
weaponoffset[2] = v[1];
{
vec2_t v;
rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
weaponoffset[0] = v[0];
weaponoffset[2] = v[1];
ALOGV(" Weapon Offset: %f, %f, %f",
weaponoffset[0],
weaponoffset[1],
weaponoffset[2]);
}
}
//Weapon velocity
weaponvelocity[0] = rightRemoteTracking_new.HeadPose.LinearVelocity.x;
weaponvelocity[1] = rightRemoteTracking_new.HeadPose.LinearVelocity.y;
weaponvelocity[2] = rightRemoteTracking_new.HeadPose.LinearVelocity.z;
weaponvelocity[0] = rightRemoteTracking_new.HeadPose.LinearVelocity.x;
weaponvelocity[1] = rightRemoteTracking_new.HeadPose.LinearVelocity.y;
weaponvelocity[2] = rightRemoteTracking_new.HeadPose.LinearVelocity.z;
{
vec2_t v;
rotateAboutOrigin(weaponvelocity[0], weaponvelocity[2], -cl.refdef.cl_viewangles[YAW], v);
weaponvelocity[0] = v[0];
weaponvelocity[2] = v[1];
{
vec2_t v;
rotateAboutOrigin(weaponvelocity[0], weaponvelocity[2], -cl.refdef.cl_viewangles[YAW], v);
weaponvelocity[0] = v[0];
weaponvelocity[2] = v[1];
ALOGV(" Weapon Velocity: %f, %f, %f",
weaponvelocity[0],
weaponvelocity[1],
weaponvelocity[2]);
}
}
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
@@ -158,7 +147,7 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
//Use (Action)
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
sendButtonAction("+use", (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick));
}
@@ -173,19 +162,34 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
dominantGripPushed = (rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger);
dominantGripPushed = (rightTrackedRemoteState_new.Buttons &
ovrButton_GripTrigger) != 0;
if (dominantGripPushed)
if (grabMeleeWeapon == 0)
{
dominantGripPushTime = GetTimeInMilliSeconds();
}
else
{
if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->integer)
{
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
if (rightRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
if (dominantGripPushed) {
dominantGripPushTime = GetTimeInMilliSeconds();
} else {
if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
vr_reloadtimeoutms->integer) {
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
}
}
} else{
if (dominantGripPushed) {
//Initiate crowbar from backpack mode
sendButtonActionSimple("weapon_crowbar");
Android_Vibrate(80, 1, 0.8); // vibrate to let user know they switched
grabMeleeWeapon = 1;
}
}
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
//Restores last used weapon
sendButtonActionSimple("lastinv");
grabMeleeWeapon = 0;
}
}
}
@@ -197,35 +201,35 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
flashlightoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
flashlightoffset[2] = leftRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
vec2_t v;
rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
flashlightoffset[0] = v[0];
flashlightoffset[2] = v[1];
vec2_t v;
rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
flashlightoffset[0] = v[0];
flashlightoffset[2] = v[1];
QuatToYawPitchRoll(leftRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles);
flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
if (vr_walkdirection->integer == 0) {
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
}
else
{
controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
}
if (vr_walkdirection->integer == 0) {
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
}
else
{
controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
}
}
//Right-hand specific stuff
{
ALOGV(" Right-Controller-Position: %f, %f, %f",
rightRemoteTracking_new.HeadPose.Pose.Position.x,
rightRemoteTracking_new.HeadPose.Pose.Position.y,
rightRemoteTracking_new.HeadPose.Pose.Position.z);
rightRemoteTracking_new.HeadPose.Pose.Position.y,
rightRemoteTracking_new.HeadPose.Pose.Position.z);
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
vec2_t v;
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
@@ -245,25 +249,25 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
//in meantime, then it wouldn't stop the gun firing and it would get stuck
static bool firingPrimary = false;
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
{
//Fire Secondary
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
{
//Fire Secondary
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
sendButtonAction("+attack2", (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger));
}
}
else
{
//Fire Primary
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
sendButtonAction("+attack2", (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger));
}
}
else
{
//Fire Primary
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger);
sendButtonAction("+attack", firingPrimary);
}
}
firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger);
sendButtonAction("+attack", firingPrimary);
}
}
//Duck with A
if ((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
@@ -273,51 +277,85 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
sendButtonAction("+duck", (rightTrackedRemoteState_new.Buttons & ovrButton_A));
}
//Weapon Chooser
static bool weaponSwitched = false;
if (between(-0.2f, rightTrackedRemoteState_new.Joystick.x, 0.2f) &&
(between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.8f)))
{
if (!weaponSwitched) {
if (between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
{
sendButtonActionSimple("invnext");
}
else
{
sendButtonActionSimple("invprev");
}
weaponSwitched = true;
}
} else {
weaponSwitched = false;
}
static bool sendUnAttackNextFrame = false;
if (sendUnAttackNextFrame)
{
sendUnAttackNextFrame = false;
sendButtonActionSimple("-attack");
}
//Weapon Chooser
static int scrollCount = 0;
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Y) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Y)) {
selectingWeapon = (leftTrackedRemoteState_new.Buttons & ovrButton_Y) > 0;
if (selectingWeapon)
{
scrollCount++;
sendButtonActionSimple("invnext");
} else{
if (scrollCount == 0)
{
sendButtonActionSimple("cancelselect");
} else{
sendUnAttackNextFrame = true;
sendButtonActionSimple("+attack");
}
scrollCount = 0;
}
}
//Left and right on right controller
static bool weaponSwitched = false;
if (selectingWeapon)
{
if (between(0.4f, rightTrackedRemoteState_new.Joystick.x, 1.0f) ||
between(-1.0f, rightTrackedRemoteState_new.Joystick.x, -0.4f))
{
if (!weaponSwitched) {
if (between(0.4f, rightTrackedRemoteState_new.Joystick.x, 1.0f))
{
scrollCount++;
sendButtonActionSimple("invnext");
}
else
{
scrollCount--;
sendButtonActionSimple("invprev");
}
weaponSwitched = true;
}
} else {
weaponSwitched = false;
}
}
}
//Left-hand specific stuff
{
ALOGV(" Left-Controller-Position: %f, %f, %f",
leftRemoteTracking_new.HeadPose.Pose.Position.x,
leftRemoteTracking_new.HeadPose.Pose.Position.y,
leftRemoteTracking_new.HeadPose.Pose.Position.z);
leftRemoteTracking_new.HeadPose.Pose.Position.y,
leftRemoteTracking_new.HeadPose.Pose.Position.z);
//Use (Action)
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)
&& (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
//Use (Action)
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)
&& (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
}
}
//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
float nlf = nonLinearFilter(dist);
//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
float nlf = nonLinearFilter(dist);
float x = nlf * leftTrackedRemoteState_new.Joystick.x;
float y = nlf * leftTrackedRemoteState_new.Joystick.y;
//Adjust to be off-hand controller oriented
//Adjust to be off-hand controller oriented
vec2_t v;
rotateAboutOrigin(x, y, controllerYawHeading, v);
@@ -334,63 +372,58 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) &&
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) {
sendButtonActionSimple("impulse 100");
/*
#ifndef NDEBUG
Cbuf_AddText( "sv_cheats 1\n" );
Cbuf_AddText( "impulse 101\n" );
Cbuf_AddText( "sv_cheats 1\n" );
Cbuf_AddText( "impulse 101\n" );
#endif
*/ }
}
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
static bool firingPrimary = false;
//Run
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
//Run
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
static increaseSnap = true;
if (rightTrackedRemoteState_new.Joystick.x > 0.6f)
{
if (increaseSnap)
{
snapTurn -= vr_snapturn_angle->value;
if (vr_snapturn_angle->value > 10.0f) {
increaseSnap = false;
}
if (!selectingWeapon) {
static bool increaseSnap = true;
if (rightTrackedRemoteState_new.Joystick.x > 0.6f) {
if (increaseSnap) {
snapTurn -= vr_snapturn_angle->value;
if (vr_snapturn_angle->value > 10.0f) {
increaseSnap = false;
}
if (snapTurn < -180.0f)
{
snapTurn += 360.f;
if (snapTurn < -180.0f) {
snapTurn += 360.f;
}
}
} else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) {
increaseSnap = true;
}
} else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) {
increaseSnap = true;
}
static decreaseSnap = true;
if (rightTrackedRemoteState_new.Joystick.x < -0.6f)
{
if (decreaseSnap)
{
snapTurn += vr_snapturn_angle->value;
static bool decreaseSnap = true;
if (rightTrackedRemoteState_new.Joystick.x < -0.6f) {
if (decreaseSnap) {
snapTurn += vr_snapturn_angle->value;
//If snap turn configured for less than 10 degrees
if (vr_snapturn_angle->value > 10.0f) {
decreaseSnap = false;
//If snap turn configured for less than 10 degrees
if (vr_snapturn_angle->value > 10.0f) {
decreaseSnap = false;
}
if (snapTurn > 180.0f) {
snapTurn -= 360.f;
}
}
if (snapTurn > 180.0f)
{
snapTurn -= 360.f;
}
}
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f)
{
decreaseSnap = true;
}
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f) {
decreaseSnap = true;
}
}
}
}