TombEngine/Libs/ois/OISMultiTouch.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

183 lines
5.4 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_MultiTouch_H
#define OIS_MultiTouch_H
#include "OISObject.h"
#include "OISEvents.h"
#include <set>
#include <vector>
#define OIS_MAX_NUM_TOUCHES 4 // 4 finger touches are probably the highest we'll ever get
namespace OIS
{
/**
Represents the state of the multi-touch device
All members are valid for both buffered and non buffered mode
*/
//! Touch Event type
enum MultiTypeEventTypeID {
MT_None = 0,
MT_Pressed,
MT_Released,
MT_Moved,
MT_Cancelled
};
class _OISExport MultiTouchState
{
public:
MultiTouchState() :
width(50), height(50), touchType(MT_None) {};
/** Represents the height/width of your display area.. used if touch clipping
or touch grabbed in case of X11 - defaults to 50.. Make sure to set this
and change when your size changes.. */
mutable int width, height;
//! X Axis component
Axis X;
//! Y Axis Component
Axis Y;
//! Z Axis Component
Axis Z;
int touchType;
inline bool touchIsType(MultiTypeEventTypeID touch) const
{
return ((touchType & (1L << touch)) == 0) ? false : true;
}
//! Clear all the values
void clear()
{
X.clear();
Y.clear();
Z.clear();
touchType = MT_None;
}
};
/** Specialised for multi-touch events */
class _OISExport MultiTouchEvent : public EventArg
{
public:
MultiTouchEvent(Object* obj, const MultiTouchState& ms) :
EventArg(obj), state(ms) { }
virtual ~MultiTouchEvent() { }
//! The state of the touch - including axes
const MultiTouchState& state;
};
/**
To receive buffered touch input, derive a class from this, and implement the
methods here. Then set the call back to your MultiTouch instance with MultiTouch::setEventCallback
*/
class _OISExport MultiTouchListener
{
public:
virtual ~MultiTouchListener() { }
virtual bool touchMoved(const MultiTouchEvent& arg) = 0;
virtual bool touchPressed(const MultiTouchEvent& arg) = 0;
virtual bool touchReleased(const MultiTouchEvent& arg) = 0;
virtual bool touchCancelled(const MultiTouchEvent& arg) = 0;
};
/**
MultiTouch base class. To be implemented by specific system (ie. iPhone UITouch)
This class is useful as you remain OS independent using this common interface.
*/
class _OISExport MultiTouch : public Object
{
public:
virtual ~MultiTouch() { }
/**
@remarks
Register/unregister a MultiTouch Listener - Only one allowed for simplicity. If broadcasting
is necessary, just broadcast from the callback you registered.
@param touchListener
Send a pointer to a class derived from MultiTouchListener or 0 to clear the callback
*/
virtual void setEventCallback(MultiTouchListener* touchListener) { mListener = touchListener; }
/** @remarks Returns currently set callback.. or 0 */
MultiTouchListener* getEventCallback() { return mListener; }
/** @remarks Clear out the set of input states. Should be called after input has been processed by the application */
void clearStates(void) { mStates.clear(); }
/** @remarks Returns the state of the touch - is valid for both buffered and non buffered mode */
std::vector<MultiTouchState> getMultiTouchStates() const { return mStates; }
/** @remarks Returns the first n touch states. Useful if you know your app only needs to
process n touches. The return value is a vector to allow random access */
const std::vector<MultiTouchState> getFirstNTouchStates(int n)
{
std::vector<MultiTouchState> states;
for(unsigned int i = 0; i < mStates.size(); i++)
{
if(!(mStates[i].touchIsType(MT_None)))
{
states.push_back(mStates[i]);
}
}
return states;
}
/** @remarks Returns the first n touch states. Useful if you know your app only needs to
process n touches. The return value is a vector to allow random access */
const std::vector<MultiTouchState> getMultiTouchStatesOfType(MultiTypeEventTypeID type)
{
std::vector<MultiTouchState> states;
for(unsigned int i = 0; i < mStates.size(); i++)
{
if(mStates[i].touchIsType(type))
{
states.push_back(mStates[i]);
}
}
return states;
}
protected:
MultiTouch(const std::string& vendor, bool buffered, int devID, InputManager* creator) :
Object(vendor, OISMultiTouch, buffered, devID, creator), mListener(0) { }
//! The state of the touch device, implemented in a vector to store the state from each finger touch
std::vector<MultiTouchState> mStates;
//! Used for buffered/actionmapping callback
MultiTouchListener* mListener;
};
}
#endif