inputCommands.cs 4.6 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. function escapeFromGame()
  23. {
  24. disconnect();
  25. }
  26. $movementSpeed = 1; // m/s
  27. function setSpeed(%speed)
  28. {
  29. if(%speed)
  30. $movementSpeed = %speed;
  31. }
  32. function moveleft(%val)
  33. {
  34. $mvLeftAction = %val * $movementSpeed;
  35. }
  36. function moveright(%val)
  37. {
  38. $mvRightAction = %val * $movementSpeed;
  39. }
  40. function moveforward(%val)
  41. {
  42. $mvForwardAction = %val * $movementSpeed;
  43. }
  44. function movebackward(%val)
  45. {
  46. $mvBackwardAction = %val * $movementSpeed;
  47. }
  48. function moveup(%val)
  49. {
  50. %object = ServerConnection.getControlObject();
  51. if(%object.isInNamespaceHierarchy("Camera"))
  52. $mvUpAction = %val * $movementSpeed;
  53. }
  54. function movedown(%val)
  55. {
  56. %object = ServerConnection.getControlObject();
  57. if(%object.isInNamespaceHierarchy("Camera"))
  58. $mvDownAction = %val * $movementSpeed;
  59. }
  60. function turnLeft( %val )
  61. {
  62. $mvYawRightSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
  63. }
  64. function turnRight( %val )
  65. {
  66. $mvYawLeftSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
  67. }
  68. function panUp( %val )
  69. {
  70. $mvPitchDownSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
  71. }
  72. function panDown( %val )
  73. {
  74. $mvPitchUpSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
  75. }
  76. function getMouseAdjustAmount(%val)
  77. {
  78. // based on a default camera FOV of 90'
  79. return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity;
  80. }
  81. function getGamepadAdjustAmount(%val)
  82. {
  83. // based on a default camera FOV of 90'
  84. return(%val * ($cameraFov / 90) * 0.01) * 10.0;
  85. }
  86. function yaw(%val)
  87. {
  88. %yawAdj = getMouseAdjustAmount(%val);
  89. if(ServerConnection.isControlObjectRotDampedCamera())
  90. {
  91. // Clamp and scale
  92. %yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
  93. %yawAdj *= 0.5;
  94. }
  95. $mvYaw += %yawAdj;
  96. }
  97. function pitch(%val)
  98. {
  99. %pitchAdj = getMouseAdjustAmount(%val);
  100. if(ServerConnection.isControlObjectRotDampedCamera())
  101. {
  102. // Clamp and scale
  103. %pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
  104. %pitchAdj *= 0.5;
  105. }
  106. $mvPitch += %pitchAdj;
  107. }
  108. function jump(%val)
  109. {
  110. $mvTriggerCount2++;
  111. }
  112. function gamePadMoveX( %val )
  113. {
  114. if(%val > 0)
  115. {
  116. $mvRightAction = %val * $movementSpeed;
  117. $mvLeftAction = 0;
  118. }
  119. else
  120. {
  121. $mvRightAction = 0;
  122. $mvLeftAction = -%val * $movementSpeed;
  123. }
  124. }
  125. function gamePadMoveY( %val )
  126. {
  127. %val *= -1;
  128. if(%val > 0)
  129. {
  130. $mvForwardAction = %val * $movementSpeed;
  131. $mvBackwardAction = 0;
  132. }
  133. else
  134. {
  135. $mvForwardAction = 0;
  136. $mvBackwardAction = -%val * $movementSpeed;
  137. }
  138. }
  139. function gamepadYaw(%val)
  140. {
  141. %yawAdj = getGamepadAdjustAmount(%val);
  142. if(ServerConnection.isControlObjectRotDampedCamera())
  143. {
  144. // Clamp and scale
  145. %yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
  146. %yawAdj *= 0.5;
  147. }
  148. if(%yawAdj > 0)
  149. {
  150. $mvYawLeftSpeed = %yawAdj;
  151. $mvYawRightSpeed = 0;
  152. }
  153. else
  154. {
  155. $mvYawLeftSpeed = 0;
  156. $mvYawRightSpeed = -%yawAdj;
  157. }
  158. }
  159. function gamepadPitch(%val)
  160. {
  161. %val *= -1;
  162. %pitchAdj = getGamepadAdjustAmount(%val);
  163. if(ServerConnection.isControlObjectRotDampedCamera())
  164. {
  165. // Clamp and scale
  166. %pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
  167. %pitchAdj *= 0.5;
  168. }
  169. if(%pitchAdj > 0)
  170. {
  171. $mvPitchDownSpeed = %pitchAdj;
  172. $mvPitchUpSpeed = 0;
  173. }
  174. else
  175. {
  176. $mvPitchDownSpeed = 0;
  177. $mvPitchUpSpeed = -%pitchAdj;
  178. }
  179. }