Author Topic: Toggleable scripted mouse (v. 0.9)  (Read 31881 times)

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Offline DahBlount

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  • Alpine ☆ Cancer Tribulation
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Re: Toggleable scripted mouse (v. 0.9)
Code: [Select]
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.

It appears as though the Scripting table isn't being loaded properly, however it still attempted to load some sct.tbm files. The mouse-sct.tbm file did not appear during the parse so you should check to make sure that the files aren't saved as XXX.cfg.txt and XXX-sct.tbm.txt. I would recommend moving to a nightly build and downloading the MediaVPs 2014 as well.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 
Re: Toggleable scripted mouse (v. 0.9)
Well, the name is mouse-sct.tbm, but it is a text file, I don't think I can save as any other type in notepad? Image attached.

Sorry if I'm being stupid. I'll try a nightly build.

[attachment deleted by an evil time traveler]

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
Re: Toggleable scripted mouse (v. 0.9)
Turn on file extensions in windows, then just edit the filename in the folder where it lives.

 

Offline z64555

  • 210
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Re: Toggleable scripted mouse (v. 0.9)
In case you missed the edit:

Thanks, me and DahBlount are looking into it now.

[Edit] It looks like FSO isn't even loading up mouse-sct.tbm. Are you sure you saved it as a .tbm and not a .txt?

Some editors, such as Microsoft's Notepad require you to change the file format, even if you put a file extension on the name.

Try using the two attached files. Place the mouse-sct.tbm in /data/tables/ and mouse_script.cfg in /data/config/

Note, to enable/disable the mouse-as-joy script in-game, you press the middle mouse button.
Secure the Source, Contain the Code, Protect the Project
chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.

 
Re: Toggleable scripted mouse (v. 0.9)
Ah yes, I was indeed being stupid.

I only played for 2 minutes and already prefer it over normal mouse play.

Thank you both for your help.

 

Offline z64555

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    • Steam
Re: Toggleable scripted mouse (v. 0.9)
Happens to the best of us, too. Happy fragging.  ;)
Secure the Source, Contain the Code, Protect the Project
chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.

 
Re: Toggleable scripted mouse (v. 0.9)
sorry to necro so hard but if anyone's interested, here's a small modification of the code allow for keyboard toggle. the key for this toggle can be  configured  in the config file

Code: [Select]
#Conditional Hooks

$Application: FS2_Open

$On Mission Start:

[
keyrelease = false;
--NEW PARSER
----------------------
-- parser functions --
----------------------

--- get newline and make sure its lowercase
function get_next_line(nfile)
   -- read the line
   nline = nfile:read("*l")
   -- change to lowercase
   if nline ~= nil then
      nline = nline:lower()
   end
   return nline
end

--- find keyword and return the place where it ends
function find_keyword(line_to_parse, keyword)
   -- find any instances of the keyword
   keyword = keyword:lower()
   local key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   -- check if the line has been commented away
   local comment_s, comment_e = line_to_parse:find("--")

   if comment_s == nil then
      return key_e
   elseif comment_s < key_s then
      return nil
   end

   return key_e
end

--- specific parsing funcs to make things easier to read ---
--- string or rather substring parser
function parse_string(start_key, line_to_parse)
   local substring = line_to_parse:sub(start_key)
   -- remove empty spaces
   local substring_start = substring:find("%a")
   substring = substring:sub(substring_start)
   return substring
end

--- function to parse numbers
function parse_number(start_key, line_to_parse)
   local result = line_to_parse:sub(start_key)
   local r_value = result:match('[0-9%.]+')
   r_value = tonumber(r_value)
   return r_value
end

--- function to parse arrays of numbers
function parse_number_array(start_key, line_to_parse)
   -- stuff the array
   local r = { }
   local p
   for p in line_to_parse:gmatch('[0-9%.]+') do
      p = tonumber(p)
      p = math.floor(p)
      table.insert(r, p)
   end
   return r
end

--- function to parse things
function parse_entry(keyword, mousefile, type, use_same_line)
   local new_entry = nil
   local return_val
   local return_array = {}
   local c_line
   if use_same_line == false then
      c_line = get_next_line(mousefile)
      if c_line == nil then
         -- end of file
         return -2, false, return_array
      end
      while c_line:len() == 0 do
         c_line = get_next_line(mousefile)
         if c_line == nil then
            -- end of file
            return -2, false, return_array
         end
      end
      current_start_line = c_line
   else
      c_line = use_same_line
   end

   local c_key = nil
   while c_key == nil do
      -- we didn't find the thing...
      c_key = find_keyword(c_line, keyword)
      if c_key == nil then
         local comment_s = nil
         comment_s = c_line:find("//")
         if comment_s ~= nil then
            c_line = get_next_line(mousefile)
            if c_line == nil then
               -- end of file
               return -2, false, return_array
            end
            while c_line:len() == 0 do
               c_line = get_next_line(mousefile)
               if c_line == nil then
                  return -2, false, return_array
               end
            end
         else
            -- try next entry
            return -1, c_line, return_array
         end
      end
   end
   if type == "n" then
      -- soo... parse a number
      return_array[1] = parse_number(c_key, c_line)
      return_val = #return_array
      return return_val, false, return_array
   elseif type == "array_n" then
      -- soo... parse an array of numbers
      return_array = parse_number_array(c_key, c_line)
      return_val = #return_array
      return return_val, false, return_array
   elseif   type == "p" then
      return_array[1] = parse_string(c_key, c_line)  
      return_val = #return_array
      return return_val, false, return_array
   end
   return -1, c_line, return_array
end

function cap_value(min_val, max_val, value)
   if min_val > value then
      value = min_val
   elseif max_val < value then
      value = max_val
   end
   return value
end

-- actual parsing function
function parse_mousefile(mousefile)
   use_same_line = false
   local current_start_line = use_same_line
   local not_new_entry = false
   local entry_start = 1
   local still_parsing = true

   while still_parsing == true do

      if use_same_line == false then
         use_same_line = get_next_line(mousefile)
      end

      if use_same_line == nil then
         -- end of file
         still_parsing = false
         break
      end

      if use_same_line:len() == 0 then
         use_same_line = false
      else
         current_start_line = use_same_line
         if entry_start ~= nil then
            while entry_start ~= nil do
               if not_new_entry == false then
                  ba.print("\nScripted Mouse Loading\n")
               end

               local temp_val = nil
               local temp_arr = nil
               entry_start = nil

               temp_val, use_same_line, temp_arr = parse_entry("Sensitivity:", mousefile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  temp_arr[1] = cap_value(100, 600, temp_arr[1])
                  ba.print("\tSensitivity: " .. temp_arr[1] .. "\n")
                  mousesensitivity = temp_arr[1]
               end

               temp_val, use_same_line, temp_arr = parse_entry("Sensitivity Curve:", mousefile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  temp_arr[1] = cap_value(0, 6, temp_arr[1])
                  ba.print("\tSensitivity Curve: " .. temp_arr[1] .. "\n")
                  mousesensitivitymode = temp_arr[1]
               end

               temp_val, use_same_line, temp_arr = parse_entry("Control Mode:", mousefile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("\tControl Mode: " .. temp_arr[1] .. "\n")
                  mousecontrolmode = temp_arr[1]
               end

               temp_val, use_same_line, temp_arr = parse_entry("Deadzone:", mousefile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  temp_arr[1] = cap_value(0, 300, temp_arr[1])
                  ba.print("\tDeadzone: " .. temp_arr[1] .. "\n")
                  mousedeadzone = temp_arr[1]
               end

               temp_val, use_same_line, temp_arr = parse_entry("Mouse Invert:", mousefile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  if temp_arr[1] ~= 0 then
                     temp_arr[1] = 1
                  end
                  ba.print("\tMouse Invert: " .. temp_arr[1] .. "\n")
                  mouseinvert = temp_arr[1]
               end
   
   
               temp_val, use_same_line, temp_arr = parse_entry("Mouse Toggle Key:", mousefile, "p", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("\tMouse Toggle Key: " .. temp_arr[1] .. "\n")
                  ToggleKey = temp_arr[1]
               end

               temp_val, use_same_line, temp_arr = parse_entry("Indicator Color:", mousefile, "array_n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("\tIndicator Color: " .. temp_val .. "\n")
                  mousecolors = temp_arr
               end        
   
   
               if use_same_line ~= false then
                  ba.warning("Bogus string in mouse config file: " .. use_same_line)
               end
            end
         else
            use_same_line = false
         end
      end
   end
end
--NEW PARSER

function verify_mouse_data()
   -- make sure we have a number in deadzone var and not nil
   if mousedeadzone == nil then
      mousedeadzone = 0
   end

   -- define some variables
   mouse_reset_counter = nil
   missiontime_old = 0
   missiontime = nil

   -- if mouse invert was set to true, then invert the mouse (set it to '-1')
   -- otherwise define the multiplier as '1'
   if mouseinvert == 1 then
      mouseinvert = -1
   else
      mouseinvert = 1
   end

   -- check that defined control area is not larger than the actual area which can be controlled
   local max_limits
   max_limits = mousesensitivity * 2 + mousedeadzone * 2 + 10
   scr_width = gr.getScreenWidth()
   scr_height = gr.getScreenHeight()
   
   mouse_center_x = scr_width / 2
   mouse_center_y = scr_height / 2

   if max_limits > scr_width or max_limits > scr_height then
      ba.warning("Mouse control area defined to be larger than the window size, please resize")
   end

   --setup mouse bitmap
   mouse_bm = gr.loadTexture("mouse_ret_2.dds", true)
   if mouse_bm:isValid() then
      no_bitmap = false
      mouse_bm_w = mouse_bm:getWidth() / 2
      mouse_bm_h = mouse_bm:getHeight() / 2
   else
      no_bitmap = true
   end
end

-----------------------------------------------------------------------
-- check if the file containing mouse references exists
-----------------------------------------------------------------------
filename_mouse = "mouse_script.cfg"
boolmousefileOK = cf.fileExists(filename_mouse, "data/config/", true)
boolscriptmouse = false
togglescriptmouse = false
old_h = 0
old_p = 0

-- if file exists
if boolmousefileOK then
   -- reset all the variables to nil
   mousesensitivity = nil
   mousesensitivitymode = nil
   mousecontrolmode = nil
   mousedeadzone = nil
   mouseinvert = nil
   mousecolor = nil
   ToggleKey = "d"
   mousecolors = {}

   -- open the file in read only mode
   mousefile = cf.openFile(filename_mouse, "r")
   -- do the parsing thing
   parse_mousefile(mousefile)
   -- all data read.. time to close the file
   mousefile:close()

   -- if these three were found from the cfg file...
   if mousesensitivity and mousesensitivitymode and mousecontrolmode then

      -- set script to actually run, allow lua to override c coded controls
      boolscriptmouse = true
      ba.setControlMode(LUA_FULL_CONTROLS)
      verify_mouse_data()

   else
      ba.warning("Scripted mouse's init failed")
   end
else
   ba.warning("File '" .. filename_mouse .."' not found")
end

------------------------
------ functions -------
------------------------
function mouse_control_A(value, centervalue, axis)
   -- get the actual difference from centerpoint
   delta = value - centervalue

   -- default multiplier to +1
   multiplier = 1

   -- if we are handling negative values set multiplier to -1
   -- and make sure we deal only with positive values
   if delta < 0 then
      multiplier = -1
      delta = math.abs(delta)
   end

   -- deduct deadzone from the delta
   delta = delta - mousedeadzone
   if delta < 0 then
      delta = 0
   end

   -- scale delta from 0 to 1 according to defined sensitivity
   delta = delta / mousesensitivity
   if delta > 1 then
      delta = 1
   end

   -- if we do not have extreme values
   -- apply the defined sensitivity curve
   if (delta > 0) and (delta < 1) then
      delta = math.pow(delta, mousesensitivitymode)
   end

   -- apply the multiplier
   delta = delta * multiplier

   return delta
end
------------------------
function do_boundaries_check(sensitivity, center_x, center_y)
   f_mouse_x = nil
   f_mouse_y = nil

   -- Do we go outside sensitivity zone
   f_mouse_x = cap_value(center_x - sensitivity, center_x + sensitivity, mouse_x)
   f_mouse_y = cap_value(center_y - sensitivity, center_y + sensitivity, mouse_y)

   -- reset the cursor to the nearest boundary
   if f_mouse_x ~= nil or f_mouse_y ~= nil then
      if f_mouse_x and f_mouse_y then
         io.forceMousePosition(f_mouse_x, f_mouse_y)
      elseif f_mouse_x then
         io.forceMousePosition(f_mouse_x, mouse_y)
      else
         io.forceMousePosition(mouse_x, f_mouse_y)
      end
   end
end

function draw_cursor()
   if no_bitmap == true then
      -- no bitmap defined, so use normal lines
      gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y - 20)
      gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y + 20)
      gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y + 20)
      gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y - 20)
   else
      -- draw the bitmap centered on the spot
      gr.drawMonochromeImage(mouse_bm, drawpos_x - mouse_bm_w, drawpos_y - mouse_bm_h, drawpos_x + mouse_bm_w, drawpos_y + mouse_bm_h)
   end
end

function check_mouse_reset()
   if mouse_reset_counter == nil then
      mouse_reset_counter = 0
   end
end

function force_mouse_control_status()
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end
end

function set_mouse_colors()
   if mousecolors[1] == nil then
      gr.setColor(0,64,220,196)
   else
      gr.setColor(mousecolors[1],mousecolors[2],mousecolors[3],mousecolors[4])
   end
end
------------------------
--- end of functions ---
------------------------

]

$State: GS_STATE_GAME_PLAY


$On Key Released: [
if hv.Key:lower() == ToggleKey then
keyrelease = true
end
]

$On Frame:
[


if boolscriptmouse == true then
   -- check for center button reset...
   check_mouse_reset()

   -- get frametime (used to increment the timer)
   frametime = ba.getFrametime()

   -- make sure missiontime and old missiontime exist
   if missiontime ~= nil then
      missiontime_old = missiontime
   end
   missiontime = mn.getMissionTime()

   -- if the setting changes make sure to reset it to false
   force_mouse_control_status()

   -- check if missiontime is actually running or not
   if missiontime ~= missiontime_old then

      -- after pause ends (ie. missiontime starts running again)
      -- reset the mouse to the center
      if end_of_pause == true then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         end_of_pause = nil
      end

      -- get control values
      mouse_x = io.getMouseX()
      mouse_y = io.getMouseY()

      controls = ba.getControlInfo()

      -- if center mouse button hasn't been been pressed in long enough and is being pressed now
      -- reset the mouse
      if mouse_reset_counter > 0.33 and keyrelease then
     keyrelease = false
    togglescriptmouse = not togglescriptmouse or keyhold
         if togglescriptmouse == true then
controls.Heading = old_h
controls.Pitch = old_p
mouse_x = mouse_center_x + (mousesensitivity * old_h)
mouse_y = mouse_center_y + (mousesensitivity * old_p)
          io.forceMousePosition(mouse_x, mouse_y)
         end
         mouse_reset_counter = 0
  else
         mouse_reset_counter = mouse_reset_counter + frametime
      end

  if togglescriptmouse == true then
          ba.setControlMode(LUA_FULL_CONTROLS)
  io.MouseControlStatus = false
  if mousecontrolmode == 1 then

-- make sure we aint gonna go off the boundaries...
do_boundaries_check(mousesensitivity, mouse_center_x, mouse_center_y)
-- end of boundaries check

-- define the color of the cursor
-- could use color inheritance!!!
set_mouse_colors()

-- get the actual control values
current_h = mouse_control_A(mouse_x, mouse_center_x, "x")
current_p = mouseinvert * mouse_control_A(mouse_y, mouse_center_y, "y")

-- increment, not replace the existing values
controls.Heading = current_h + controls.Heading
controls.Pitch = current_p + controls.Pitch

-- get draw position
drawpos_x = mouse_center_x + (current_h * mousesensitivity)
drawpos_y = mouse_center_y + (current_p * mousesensitivity)

-- draw cursor
draw_cursor()
  end
       else
          ba.setControlMode(NORMAL_CONTROLS)
  io.MouseControlStatus = true
  old_h = cap_value(-1.0, 1.0, controls.Heading)
  old_p = cap_value(-1.0, 1.0, controls.Pitch)
   end

   else
      end_of_pause = true
   end
end


]

$Application: FS2_Open
$On Mission End:

[

boolscriptmouse = false
ba.setControlMode(NORMAL_CONTROLS)
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end

]

#End

the config will look like this

Quote
Sensitivity:         250
Sensitivity Curve:   1.0
Control Mode:        1
Deadzone:            2
Mouse Invert:        1
Mouse Toggle Key:    z
Indicator Color:     255, 255, 0, 50
« Last Edit: January 02, 2016, 06:48:51 pm by pink_supervisor »

 

Offline Bryan See

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Re: Toggleable scripted mouse (v. 0.9)
And what about the use of quick-time events via scripted mouse events?
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

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Offline The E

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Re: Toggleable scripted mouse (v. 0.9)
Do them in lua.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline montyjj

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Re: Toggleable scripted mouse (v. 0.9)
I know I'm necroing hard, but anyway: Is there some progress with this mouse script since 2016? I really like how it works, especially pink_supervisor's modification which supports keyboard instead of mouse middle button. However, is there any way to reset the mouse every time you press the toggle button? The way it works now, when you switch to standard mouse control (eg. for aiming), the cursor is messed up when you switch back. The ship usually starts turning like a mad dog in an unpredictable direction. One would say the script simply needs a line where it says to reset the mouse every time the toggle button is pressed. I can't script absolutely anything, but is there anybody who could improve this script, after all those years? In any other way I find it quite amazing.

 
Re: Toggleable scripted mouse (v. 0.9)
The wiki version hasn't been edited either, so sadly no progress. Scripts often tend to get broken after a while, this would be another case. :(

 

Offline wookieejedi

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Re: Toggleable scripted mouse (v. 0.9)
FYI I've updated this script to work with recent nightlies, use fewer global variables, and also account for some more edge cases. If anyone wants a copy just let me know.

 

Offline montyjj

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Re: Toggleable scripted mouse (v. 0.9)
thanks wookieejedi, I'd definitely appreciate a copy, if you'd be so kind  :nod:

 

Offline wookieejedi

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Re: Toggleable scripted mouse (v. 0.9)
Here ya go:
Use the key for '(Multiplayer) Message All' to toggle it (hint you can rebind that key to make it the middle mouse button). Just download that file and drop it in your tables folder.

[attachment eaten by a Shivan]

 

Offline jr2

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Re: Toggleable scripted mouse (v. 0.9)
Hmm, maybe put it on MODDB or something?  Just thinking forward.  I've got a copy of the new file you just posted, so if anyone needs it I should be able to provide it if anything happens to wookieejedi's source.

 

Offline wookieejedi

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Re: Toggleable scripted mouse (v. 0.9)
Thanks, sounds good. It's actually on my GitHub page here, I just attached it so it was easier to DL:

https://github.com/wookieejedi/FSO-Scripts/tree/master/Joystick-Mouse

 

Offline montyjj

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Re: Toggleable scripted mouse (v. 0.9)
Thank you! This is indeed an amazing work! There´s just one thing: In "joystick" mode a can see the standard in-game cursor. Shouldn´t it be invisible?

 

Offline wookieejedi

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Re: Toggleable scripted mouse (v. 0.9)
That's a good question, and while ideally it should be invisible that's the only way I could get the re-centering to work. When I hide the cursor the re-centering no longer worked, thus I figured it was an okay tradeoff to allow the cursor to stay  :)

 

Offline jr2

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Re: Toggleable scripted mouse (v. 0.9)
Any way to make the cursor a transparent color when in joystick mode?

 

Offline wookieejedi

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Re: Toggleable scripted mouse (v. 0.9)
I'll check. It would require an extra file to be downloaded, but if it does work then it would definitely make it worth it.