minetest/src/client/joystick_controller.h
NeroBurner 1d69a23ba4
Joystick sensitivity for player movement (#11262)
This commit deprecates the forward, backward, left, and right binary
inputs currently used for player movement in the PlayerControl struct.
In their place, it adds the movement_speed and movement_direction
values, which represents the player movement is a polar coordinate
system.

movement_speed is a scalar from 0.0 to 1.0. movement_direction is
an angle from 0 to +-Pi:

	       FWD
	        0
	        _
	 LFT   / \   RGT
	-Pi/2 |   | +Pi/2
	       \_/
	       +-Pi
	       BCK

Boolean movement bits will still be set for server telegrams and
Lua script invocations to provide full backward compatibility.
When generating these values from an analog input, a direction is
considered active when it is 22.5 degrees away from either
orthogonal axis.

Co-authored-by: Markus Koch <markus@notsyncing.net>
Co-authored-by: sfan5 <sfan5@live.de>
2021-08-27 20:24:24 +02:00

173 lines
3.7 KiB
C++

/*
Minetest
Copyright (C) 2016 est31, <MTest31@outlook.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "keys.h"
#include <bitset>
#include <vector>
enum JoystickAxis {
JA_SIDEWARD_MOVE,
JA_FORWARD_MOVE,
JA_FRUSTUM_HORIZONTAL,
JA_FRUSTUM_VERTICAL,
// To know the count of enum values
JA_COUNT,
};
struct JoystickAxisLayout {
u16 axis_id;
// -1 if to invert, 1 if to keep it.
int invert;
};
struct JoystickCombination {
virtual bool isTriggered(const irr::SEvent::SJoystickEvent &ev) const=0;
GameKeyType key;
};
struct JoystickButtonCmb : public JoystickCombination {
JoystickButtonCmb() = default;
JoystickButtonCmb(GameKeyType key, u32 filter_mask, u32 compare_mask) :
filter_mask(filter_mask),
compare_mask(compare_mask)
{
this->key = key;
}
virtual ~JoystickButtonCmb() = default;
virtual bool isTriggered(const irr::SEvent::SJoystickEvent &ev) const;
u32 filter_mask;
u32 compare_mask;
};
struct JoystickAxisCmb : public JoystickCombination {
JoystickAxisCmb() = default;
JoystickAxisCmb(GameKeyType key, u16 axis_to_compare, int direction, s16 thresh) :
axis_to_compare(axis_to_compare),
direction(direction),
thresh(thresh)
{
this->key = key;
}
virtual ~JoystickAxisCmb() = default;
bool isTriggered(const irr::SEvent::SJoystickEvent &ev) const override;
u16 axis_to_compare;
// if -1, thresh must be smaller than the axis value in order to trigger
// if 1, thresh must be bigger than the axis value in order to trigger
int direction;
s16 thresh;
};
struct JoystickLayout {
std::vector<JoystickButtonCmb> button_keys;
std::vector<JoystickAxisCmb> axis_keys;
JoystickAxisLayout axes[JA_COUNT];
s16 axes_deadzone;
};
class JoystickController {
public:
JoystickController();
void onJoystickConnect(const std::vector<irr::SJoystickInfo> &joystick_infos);
bool handleEvent(const irr::SEvent::SJoystickEvent &ev);
void clear();
bool wasKeyDown(GameKeyType b)
{
bool r = m_past_keys_pressed[b];
m_past_keys_pressed[b] = false;
return r;
}
bool wasKeyReleased(GameKeyType b)
{
return m_keys_released[b];
}
void clearWasKeyReleased(GameKeyType b)
{
m_keys_released[b] = false;
}
bool wasKeyPressed(GameKeyType b)
{
return m_keys_pressed[b];
}
void clearWasKeyPressed(GameKeyType b)
{
m_keys_pressed[b] = false;
}
bool isKeyDown(GameKeyType b)
{
return m_keys_down[b];
}
s16 getAxis(JoystickAxis axis)
{
return m_axes_vals[axis];
}
float getAxisWithoutDead(JoystickAxis axis);
float getMovementDirection();
float getMovementSpeed();
f32 doubling_dtime;
private:
void setLayoutFromControllerName(const std::string &name);
JoystickLayout m_layout;
s16 m_axes_vals[JA_COUNT];
u8 m_joystick_id = 0;
std::bitset<KeyType::INTERNAL_ENUM_COUNT> m_keys_down;
std::bitset<KeyType::INTERNAL_ENUM_COUNT> m_keys_pressed;
f32 m_internal_time;
f32 m_past_pressed_time[KeyType::INTERNAL_ENUM_COUNT];
std::bitset<KeyType::INTERNAL_ENUM_COUNT> m_past_keys_pressed;
std::bitset<KeyType::INTERNAL_ENUM_COUNT> m_keys_released;
};