TombEngine/Libs/ois/OISEffect.h
Lwmte 12663c7ce2 OIS input system (#556)
* Work

* Add ois.lib

* Add OIS headers/libs to project

* Fix small mistakes

* Update input.cpp

* Update input.cpp

* Update input.cpp

* Remove unnecessary event handlers as we are using direct polling

* Fix numpad controls not polling

* Enclose all input code under namespace, provide debug OIS lib variation

* Fix incorrect inventory call binding, add pause to control dialog

* Deselect by pushing inventory button as well, fix crossbow ammo string draw

* Demagic NUM_CONTROLS

* Verbose input init logging

* Calibrate and properly register movement analog axis input

* Fix crash when empty string is being displayed

* Initialize vibration interface, if it exists

* Register keyboard directional input as analog axis input as well

* Fix statistics exiting

* Fix weird UpdateInput call

* Copy current layout to configuration

* Fix issues with saving controls

* Register axis values for POVs too

* Register several POV directions at once

* Increase deadzone a bit

* Simplify enums

* Update input.cpp

* Move includes out of input.h

* Bump deadzone even further as it seems xbox controllers have massive axis errors

* Prevent event spamming in case OIS polling failed

* Destroy input system on exit, cosmetic changes

* Take deadzone into account when normalizing axis values

* Update TombEngine.vcxproj

* Resolve small precision loss in axis normalizing

* Clean up unused control constants and enums

* Update input.h

* Demagic InputActions enum

* Render pause menu header

* Introduce helper functions to modulate Lara turn rates and begin replacements

* Make turn directions explicit

* Conduct remaining replacements of turn rate modulations

* Update lara_helpers.cpp

* Add smoothstep function to math library

* Use scaled axis value for true analog input

* Update input.cpp

* Add Joey's camera rotation from old branch

* Fix camera not going back to previous position when stick is released

* Simplify ModulateLaraTurnRate()

* Widen look angle

* Avoid collisions with actions bound to non-directional axis

* Small tidying

* Remove unused header

* Remove copypasted code

* Mask flare animation

* Rename 5th and 6th axis to LT/RT

* Prototype force feedback support

* Add directional rumble support (probably XInput-only)

* Shake controller on startup if supports vibration

* Update OIS libs to support XInput FF

* Simplify ModulateLaraTurnRate()

* Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup

* Update Win32ForceFeedback.h

* Fix crawl flex function

* Revert "Update Win32ForceFeedback.h"

This reverts commit aa7099ed5b.

* Update OIS libs

* Add options for thumbstick camera and vibration

* Make use of autotarget option

* Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events

* Remove useless control hacks for simultaneous directional input

* Delete ten_itemdata_generated.h

* Add scroll lock to bindable controls

* Update input.cpp

* Update input.cpp

* Make input device namings consistent

* Bring back IN_SELECT override

* Fix crashing on startup and some other bugs

* Add rumble to some in-game events

* Add some more vibration events, stop them when going to menus

* Some changes to rumble power

* Add rumble for rocket/grenade launchers and explosive damage

* Add rumble for screen shake effect

* Fix 2 mistakes in inventory strings

* Rumble for camera more precisely

* Fix debounce in binocular mode

* Update camera.cpp

* Add HK lasersight rumble

* Simplify ModulateLaraLean()

* Update input.cpp

* Fix crawl flex modulation(?)

* Add slight rumble to harpoon and crossbow fire

* Remove the confusing counteracting turn rate reset in favour of something simpler

* Simplify turn rate reset input checks; leanup

* Clamp turn rate axis coeff when airborne

* Remove empty line

* Simplify a function

* Cleanup

* Fix rumble being constant

* Use shorter rumble time for shooting guns

* Fix single arm shooting

* Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup

* Don't do too long splat and jump smash vibrations

* Cancel turn rate when exiting water, grabbing ledge, or doing a splat

* Rename function

* Move ModulateLaraTurnRateY() callsin crawl and crouch turn states

* Reset turn rate when performing crawl vault

* Convert all health decrease events to DoDamage calls

* Remove SpasmEffectCount and unify touching with DoDamage

* Give specific time delay before sprint jump is possible

* Don't rumble on zero damage

* Reorder input pipeline to prevent left+right collisions

* Rename shady global

* Rumble when breaking neck in swandive

* Update lara_jump.cpp

* Don't vibrate on soft splat

* Fix combine item text alignment

* Vibrate in settings only if setting was changed

* Pulse gamepad on critical health condition

* Don't get out of water into objects

* Add critical air constant

Co-authored-by: Sezz
2022-06-25 23:53:58 +10:00

286 lines
8 KiB
C++

/*
The zlib/libpng License
Copyright (c) 2018 Arthur Brainville
Copyright (c) 2015 Andrew Fenn
Copyright (c) 2005-2010 Phillip Castaneda (pjcast -- www.wreckedgames.com)
This software is provided 'as-is', without any express or implied warranty. In no
event will the authors be held liable for any damages arising from the use of this
software.
Permission is granted to anyone to use this software for any purpose, including
commercial applications, and to alter it and redistribute it freely, subject to the
following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that
you wrote the original software. If you use this software in a product,
an acknowledgment in the product documentation would be appreciated
but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef OIS_Effect_H
#define OIS_Effect_H
#include "OISPrereqs.h"
namespace OIS
{
//Predeclare some Effect Property structs
class ForceEffect;
class ConstantEffect;
class RampEffect;
class PeriodicEffect;
class ConditionalEffect;
/**
Force Feedback is a relatively complex set of properties to upload to a device.
The best place for information on the different properties, effects, etc is in
the DX Documentation and MSDN - there are even pretty graphs ther =)
As this class is modeled on the the DX interface you can apply that same
knowledge to creating effects via this class on any OS supported by OIS.
In anycase, this is the main class you will be using. There is *absolutely* no
need to instance any of the supporting ForceEffect classes yourself.
*/
class _OISExport Effect
{
public:
//! Type of force
enum EForce {
UnknownForce = 0,
ConstantForce,
RampForce,
PeriodicForce,
ConditionalForce,
CustomForce,
_ForcesNumber // Always keep in last position.
};
static const char* getForceTypeName(EForce eValue);
//! Type of effect
enum EType {
//Type ----- Pairs with force:
Unknown = 0, //UnknownForce
Constant, //ConstantForce
Ramp, //RampForce
Square, //PeriodicForce
Triangle, //PeriodicForce
Sine, //PeriodicForce
SawToothUp, //PeriodicForce
SawToothDown, //PeriodicForce
Friction, //ConditionalForce
Damper, //ConditionalForce
Inertia, //ConditionalForce
Spring, //ConditionalForce
Custom, //CustomForce
_TypesNumber // Always keep in last position.
};
static const char* getEffectTypeName(EType eValue);
//! Direction of the Force
enum EDirection {
NorthWest,
North,
NorthEast,
East,
SouthEast,
South,
SouthWest,
West,
_DirectionsNumber // Always keep in last position.
};
static const char* getDirectionName(EDirection eValue);
/**
This constructor allows you to set the force type and effect.
*/
Effect(EForce ef, EType et);
virtual ~Effect();
const EForce force;
const EType type;
//Infinite Time
static const unsigned int OIS_INFINITE = 0xFFFFFFFF;
//-------------------------------------------------------------------//
//--- Set these variables before uploading or modifying an effect ---//
//Direction to apply to the force - affects two axes+ effects
EDirection direction;
//Number of button triggering an effect (-1 means no trigger)
short trigger_button;
//Time to wait before an effect can be re-triggered (microseconds)
unsigned int trigger_interval;
//Duration of an effect (microseconds)
unsigned int replay_length;
//Time to wait before to start playing an effect (microseconds)
unsigned int replay_delay;
//Get the specific Force Effect. This should be cast depending on the EForce
ForceEffect* getForceEffect() const;
/**
@remarks
Set the number of Axes to use before the initial creation of the effect.
Can only be done prior to creation! Use the FF interface to determine
how many axes can be used (are availiable)
*/
void setNumAxes(short nAxes);
/**
@remarks
Returns the number of axes used in this effect
*/
short getNumAxes() const;
//------------- Library Internal -------------------------------------//
/**
set internally.. do not change or you will not be able to upload/stop
this effect any more. It will become lost. It is mutable so even
with const reference it can/will be changed by this lib
*/
mutable int _handle;
protected:
// Prevent copying.
Effect(const Effect&);
Effect& operator=(Effect);
ForceEffect* effect; //Properties depend on EForce
short axes; //Number of axes to use in effect
};
//-----------------------------------------------------------------------------//
/**
Base class of all effect property classes
*/
class _OISExport ForceEffect
{
public:
virtual ~ForceEffect() { }
};
//-----------------------------------------------------------------------------//
/**
An optional envelope to be applied to the start/end of an effect. If any of
these values are nonzero, then the envelope will be used in setting up the
effect.
*/
class _OISExport Envelope : public ForceEffect
{
public:
Envelope() :
attackLength(0), attackLevel(0), fadeLength(0), fadeLevel(0) { }
#if defined(OIS_MSVC_COMPILER)
#pragma warning(push)
#pragma warning(disable : 4800)
#endif
bool isUsed() const
{
return attackLength | attackLevel | fadeLength | fadeLevel;
}
#if defined(OIS_MSVC_COMPILER)
#pragma warning(pop)
#endif
// Duration of the attack (microseconds)
unsigned int attackLength;
// Absolute level at the beginning of the attack (0 to 10K)
// (automatically signed when necessary by FF core according to effect level sign)
unsigned short attackLevel;
// Duration of fade (microseconds)
unsigned int fadeLength;
// Absolute level at the end of fade (0 to 10K)
// (automatically signed when necessary by FF core according to effect level sign)
unsigned short fadeLevel;
};
//-----------------------------------------------------------------------------//
/**
Use this class when dealing with Force type of Constant
*/
class _OISExport ConstantEffect : public ForceEffect
{
public:
ConstantEffect() :
level(5000) { }
Envelope envelope; //Optional envolope
signed short level; //-10K to +10k
};
//-----------------------------------------------------------------------------//
/**
Use this class when dealing with Force type of Ramp
*/
class _OISExport RampEffect : public ForceEffect
{
public:
RampEffect() :
startLevel(0), endLevel(0) { }
Envelope envelope; //Optional envelope
signed short startLevel; //-10K to +10k
signed short endLevel; //-10K to +10k
};
//-----------------------------------------------------------------------------//
/**
Use this class when dealing with Force type of Periodic
*/
class _OISExport PeriodicEffect : public ForceEffect
{
public:
PeriodicEffect() :
magnitude(0), offset(0), phase(0), period(0) { }
Envelope envelope; //Optional Envelope
unsigned short magnitude; //0 to 10,0000
signed short offset;
unsigned short phase; //Position at which playback begins 0 to 35,999
unsigned int period; //Period of effect (microseconds)
};
//-----------------------------------------------------------------------------//
/**
Use this class when dealing with Force type of Condional
*/
class _OISExport ConditionalEffect : public ForceEffect
{
public:
ConditionalEffect() :
rightCoeff(0), leftCoeff(0), rightSaturation(0), leftSaturation(0),
deadband(0), center(0) { }
signed short rightCoeff; //-10k to +10k (Positive Coeff)
signed short leftCoeff; //-10k to +10k (Negative Coeff)
unsigned short rightSaturation; //0 to 10k (Pos Saturation)
unsigned short leftSaturation; //0 to 10k (Neg Saturation)
//Region around center in which the condition is not active, in the range
//from 0 through 10,000
unsigned short deadband;
//(Offset in DX) -10k and 10k
signed short center;
};
}
#endif //OIS_Effect_H