mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
500 lines
20 KiB
C++
500 lines
20 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "gamepadinput.h"
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#include "Logs.h"
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#include "Timer.h"
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#include "utilities.h"
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#include "parser.h"
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glm::vec2 circle_to_square( glm::vec2 const &Point, int const Roundness = 0 ) {
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// Determine the theta angle
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auto angle = std::atan2( Point.x, Point.y ) + M_PI;
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glm::vec2 squared;
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// Scale according to which wall we're clamping to
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// X+ wall
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if( angle <= M_PI_4 || angle > 7 * M_PI_4 )
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squared = Point * (float)( 1.0 / std::cos( angle ) );
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// Y+ wall
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else if( angle > M_PI_4 && angle <= 3 * M_PI_4 )
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squared = Point * (float)( 1.0 / std::sin( angle ) );
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// X- wall
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else if( angle > 3 * M_PI_4 && angle <= 5 * M_PI_4 )
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squared = Point * (float)( -1.0 / std::cos( angle ) );
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// Y- wall
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else if( angle > 5 * M_PI_4 && angle <= 7 * M_PI_4 )
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squared = Point * (float)( -1.0 / std::sin( angle ) );
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// Early-out for a perfect square output
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if( Roundness == 0 )
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return squared;
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// Find the inner-roundness scaling factor and LERP
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auto const length = glm::length( Point );
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auto const factor = std::pow( length, Roundness );
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return interpolate( Point, squared, factor );
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}
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bool
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gamepad_input::init() {
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m_inputaxes.clear();
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m_inputbuttons.clear();
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// NOTE: we're only checking for joystick_1 and rely for it to stay connected throughout.
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// not exactly flexible, but for quick hack it'll do
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auto const name = glfwGetJoystickName( GLFW_JOYSTICK_1 );
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if( name != nullptr ) {
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WriteLog( "Connected gamepad: " + std::string( name ) );
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m_deviceid = GLFW_JOYSTICK_1;
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}
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else {
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// no joystick,
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WriteLog( "No gamepad detected" );
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return false;
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}
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int count;
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glfwGetJoystickAxes( m_deviceid, &count );
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m_inputaxes.assign( count, { 0.0f, 0.0f, {} } );
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glfwGetJoystickButtons( m_deviceid, &count );
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m_inputbuttons.assign( count, { GLFW_RELEASE, -1, user_command::none } );
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recall_bindings();
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return true;
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}
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// checks state of the controls and sends issued commands
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void
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gamepad_input::poll() {
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if( m_deviceid == -1 ) {
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// if there's no gamepad we can skip the rest
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return;
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}
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int count;
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std::size_t idx = 0;
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// poll button state
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auto const buttons = glfwGetJoystickButtons( m_deviceid, &count );
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if( count ) { // safety check in case joystick gets pulled out
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for( auto &button : m_inputbuttons ) {
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if( button.state != buttons[ idx ] ) {
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// button pressed or released, both are important
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on_button(
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idx,
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( buttons[ idx ] == 1 ?
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GLFW_PRESS :
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GLFW_RELEASE ) );
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}
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else {
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// otherwise we only pass info about button being held down
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if( button.state == GLFW_PRESS ) {
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on_button(
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idx,
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GLFW_REPEAT );
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}
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}
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button.state = buttons[ idx ];
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++idx;
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}
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}
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// poll axes state
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idx = 0;
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auto const axes = glfwGetJoystickAxes( m_deviceid, &count );
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if( count ) {
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// safety check in case joystick gets pulled out
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for( auto &axis : m_inputaxes ) {
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axis.state = axes[ idx ];
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++idx;
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}
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}
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process_axes();
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}
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void
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gamepad_input::bind( std::vector< std::reference_wrapper<user_command> > &Targets, cParser &Input, std::unordered_map<std::string, user_command> const &Translator, std::string const Point ) {
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for( auto &bindingtarget : Targets ) {
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// grab command(s) associated with the input pin
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auto const bindingcommandname{ Input.getToken<std::string>() };
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if( true == bindingcommandname.empty() ) {
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// no tokens left, may as well complain...
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WriteLog( "Gamepad binding for " + Point + " didn't specify associated command(s)" );
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// ...can't quit outright though, as provided references are likely to be unitialized
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bindingtarget.get() = user_command::none;
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continue;
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}
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auto const commandlookup = Translator.find( bindingcommandname );
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if( commandlookup == Translator.end() ) {
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WriteLog( "Gamepad binding for " + Point + " specified unknown command, \"" + bindingcommandname + "\"" );
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bindingtarget.get() = user_command::none;
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}
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else {
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bindingtarget.get() = commandlookup->second;
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}
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}
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}
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bool
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gamepad_input::recall_bindings() {
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cParser bindingparser( "eu07_input-gamepad.ini", cParser::buffer_FILE );
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if( false == bindingparser.ok() ) {
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return false;
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}
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// build helper translation tables
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std::unordered_map<std::string, user_command> nametocommandmap;
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std::size_t commandid = 0;
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for( auto const &description : simulation::Commands_descriptions ) {
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nametocommandmap.emplace(
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description.name,
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static_cast<user_command>( commandid ) );
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++commandid;
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}
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std::unordered_map<std::string, input_type> nametotypemap {
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{ "3state", input_type::threestate },
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{ "value", input_type::value },
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{ "value_invert", input_type::value_invert } };
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// NOTE: to simplify things we expect one entry per line, and whole entry in one line
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while( true == bindingparser.getTokens( 1, true, "\n" ) ) {
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std::string bindingentry;
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bindingparser >> bindingentry;
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cParser entryparser( bindingentry );
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if( false == entryparser.getTokens( 1, true, "\n\r\t " ) ) { continue; }
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std::string bindingpoint {};
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entryparser >> bindingpoint;
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auto const splitbindingpoint { split_index( bindingpoint ) };
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if( splitbindingpoint.first == "axis" ) {
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// one or more sets of: [modeIDX] input type, parameters
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// [optional] modeIDX associates the set with control mode IDX
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// input types:
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// -- range commandname IDX; axis value is passed as paramIDX of commandname
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// -- 3state commandname commandname; positive axis value issues first commandname, negative value issues second commandname
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auto const axisindex { splitbindingpoint.second };
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// sanity check, connected gamepad isn't guaranteed to have that many axes
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if( axisindex >= m_inputaxes.size() ) { continue; }
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int controlmode { -1 }; // unless stated otherwise the set will be associated with the default control mode
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while( true == entryparser.getTokens( 1, true, "\n\r\t " ) ) {
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std::string key {};
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entryparser >> key;
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// check for potential mode indicator
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auto const splitkey { split_index( key ) };
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if( splitkey.first == "mode" ) {
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// indicate we'll be processing specified mode
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controlmode = splitkey.second;
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continue;
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}
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// if we're still here handle the original key as binding type
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std::string const bindingtypename { key };
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auto const typelookup = nametotypemap.find( bindingtypename );
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if( typelookup == nametotypemap.end() ) {
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WriteLog( "Gamepad binding for " + bindingpoint + " specified unknown control type, \"" + bindingtypename + "\"" );
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}
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else {
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std::vector< std::reference_wrapper<user_command> > bindingtargets;
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auto const bindingtype { typelookup->second };
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std::get<0>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) = bindingtype;
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// retrieve regular commands associated with the axis and mode
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switch( bindingtype ) {
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case input_type::value:
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case input_type::value_invert: {
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bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
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break;
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}
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case input_type::threestate: {
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bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
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bindingtargets.emplace_back( std::ref( std::get<2>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
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break;
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}
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default: {
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break;
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}
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}
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bind( bindingtargets, entryparser, nametocommandmap, bindingpoint );
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// handle potential remaining input type-specific parameters
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switch( bindingtype ) {
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case input_type::value:
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case input_type::value_invert: {
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auto const paramidxname { entryparser.getToken<std::string>() };
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auto const paramidx { (
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// exceptions
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paramidxname == "y" ? 1 :
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paramidxname == "2" ? 1 : // human-readable param index starts with 1
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// default
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0 ) };
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std::get<2>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) = static_cast<user_command>( paramidx );
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break;
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}
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default: {
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break;
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}
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}
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}
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}
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}
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else if( splitbindingpoint.first == "button" ) {
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auto const buttonindex { splitbindingpoint.second };
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// sanity check, connected gamepad isn't guaranteed to have that many buttons
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if( buttonindex >= m_inputbuttons.size() ) { continue; }
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auto const bindingtype { entryparser.getToken<std::string>() };
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if( bindingtype == "mode" ) {
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// special case, mode selector
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if( true == entryparser.getTokens( 1, true, "\n\r\t " ) ) {
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entryparser >> m_inputbuttons[ buttonindex ].mode;
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}
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else {
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WriteLog( "Gamepad binding for " + bindingpoint + " didn't specify mode index" );
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}
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}
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else {
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// regular button, single bound command
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std::vector< std::reference_wrapper<user_command> > bindingtargets;
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bindingtargets.emplace_back( std::ref( m_inputbuttons[ buttonindex ].binding ) );
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bind( bindingtargets, entryparser, nametocommandmap, bindingpoint );
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}
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}
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}
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return true;
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}
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void
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gamepad_input::on_button( int const Button, int const Action ) {
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auto const &button { m_inputbuttons[ Button ] };
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if( button.mode >= 0 ) {
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switch( Action ) {
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case GLFW_PRESS: {
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for( auto &axis : m_inputaxes ) {
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axis.accumulator = 0.0f;
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}
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[[fallthrough]];
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}
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case GLFW_REPEAT: {
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m_mode = Button;
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break;
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}
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case GLFW_RELEASE: {
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if( m_mode == Button ) {
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m_mode = -1;
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for( auto &axis : m_inputaxes ) {
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axis.accumulator = 0.0f;
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}
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}
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break;
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}
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default: {
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break;
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}
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}
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}
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if( button.binding != user_command::none ) {
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m_relay.post(
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button.binding,
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0,
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0,
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Action,
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// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
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// TODO: pass correct entity id once the missing systems are in place
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0 );
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}
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}
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void
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gamepad_input::process_axes() {
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input_type inputtype;
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user_command boundcommand1, boundcommand2;
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auto binding { std::tie( inputtype, boundcommand1, boundcommand2 ) };
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// since some commands can potentially collect values from two different axes we can't post them directly
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// instead, we use a small scratchpad to first put these commands together, then post them in their completed state
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std::unordered_map<user_command, std::tuple< double, double, int > > commands;
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// HACK: generate movement reset, it'll be eiter overriden by actual movement command, or issued if another control mode was activated
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commands[ user_command::movehorizontal ] = { 0.0, 0.0, GLFW_PRESS };
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for( auto &axis : m_inputaxes ) {
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if( axis.bindings.empty() ) { continue; }
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auto const lookup { axis.bindings.find( m_mode ) };
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if( lookup == axis.bindings.end() ) { continue; }
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binding = lookup->second;
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switch( inputtype ) {
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case input_type::threestate: {
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// TODO: separate multiplier for each mode, to allow different, customizable sensitivity for each control
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auto const deltatime { Timer::GetDeltaTime() * 15.0 };
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if( axis.state >= 0.0f ) {
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// first bound command selected
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if( axis.accumulator < 0.0f ) {
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// we were issuing the other command, post notification that's no longer the case
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if( boundcommand2 != user_command::none ) {
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m_relay.post(
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boundcommand2,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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}
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if( boundcommand1 != user_command::none ) {
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if( axis.state > m_deadzone ) {
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axis.accumulator += ( axis.state - m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime;
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// we're making sure there's always a positive charge left in the accumulator,
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// to more reliably decect when the stick goes from active to dead zone, below
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while( axis.accumulator > 1.0f ) {
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// send commands if the accumulator(s) was filled
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m_relay.post(
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boundcommand1,
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0, 0,
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GLFW_PRESS,
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0 );
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axis.accumulator -= 1.0f;
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}
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}
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else {
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// if the accumulator isn't empty it's an indicator the stick moved from active to neutral zone
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// indicate it with proper RELEASE command
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m_relay.post(
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boundcommand1,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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}
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}
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else {
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// second bound command selected
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if( axis.accumulator > 0.0f ) {
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// we were issuing the other command, post notification that's no longer the case
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if( boundcommand1 != user_command::none ) {
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m_relay.post(
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boundcommand1,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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}
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if( boundcommand1 != user_command::none ) {
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if( axis.state < -m_deadzone ) {
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axis.accumulator += ( axis.state + m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime;
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// we're making sure there's always a positive charge left in the accumulator,
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// to more reliably decect when the stick goes from active to dead zone, below
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while( axis.accumulator < -1.0f ) {
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// send commands if the accumulator(s) was filled
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m_relay.post(
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boundcommand2,
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0, 0,
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GLFW_PRESS,
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0 );
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axis.accumulator += 1.0f;
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}
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}
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else {
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// if the accumulator isn't empty it's an indicator the stick moved from active to neutral zone
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// indicate it with proper RELEASE command
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m_relay.post(
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boundcommand2,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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}
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}
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break;
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}
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case input_type::value:
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case input_type::value_invert: {
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auto &command { commands[ boundcommand1 ] };
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std::get<int>( command ) = GLFW_PRESS;
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auto ¶m { (
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static_cast<int>( boundcommand2 ) == 0 ? // for this type boundcommand2 stores param index
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std::get<0>( command ) :
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std::get<1>( command ) ) };
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param = axis.state;
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if( std::abs( param ) < m_deadzone ) {
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param = 0.0;
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}
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else {
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param = (
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param > 0.0 ?
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( param - m_deadzone ) / ( 1.0 - m_deadzone ) :
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( param + m_deadzone ) / ( 1.0 - m_deadzone ) );
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}
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if( param != 0.0 ) {
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if( inputtype == input_type::value_invert ) {
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param *= -1.0;
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}
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// special case, viewturn receives some param scaling
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if( boundcommand1 == user_command::viewturn ) {
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param *= 10.0 * ( Timer::GetDeltaRenderTime() * 60.0 );
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}
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}
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break;
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}
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default: {
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break;
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}
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}
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}
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// issue remaining, assembled commands
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for( auto const &command : commands ) {
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auto const param1 { std::get<0>( command.second ) };
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auto const param2 { std::get<1>( command.second ) };
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auto &lastparams { m_lastcommandparams[ command.first ] };
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if( ( param1 != 0.0 ) || ( std::get<0>( lastparams ) != 0.0 )
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|| ( param2 != 0.0 ) || ( std::get<1>( lastparams ) != 0.0 ) ) {
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m_relay.post(
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command.first,
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param1,
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param2,
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std::get<2>( command.second ),
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// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
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// TODO: pass correct entity id once the missing systems are in place
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0 );
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lastparams = std::tie( param1, param2 );
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}
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}
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}
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//---------------------------------------------------------------------------
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