Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: jr2 on February 03, 2011, 04:23:53 pm
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/me has an idea... (for when this eventually gets implemented after the interface code is re-written and what-not)
How about tying the Mouse-as-joystick option to a toggle-key, selectable in the controls menu inside of FS? So, I set the toggle-key to Left Shift ... or, say, the 5th button on my mouse (once that is supported, or Button 3 or w/e). Have the game treat the mouse as a joystick, then when the toggle button is pressed, the "joystick" part of the mouse input gets zeroed (so that you don't get a nasty surprise when it's toggled back on again) and the mouse becomes the sniper's best friend again until it needs to go back to being the dogfighter's (well second) best friend? And maybe have an option as to which mode the game defaults to on startup?
What are the opinions about that idea?
EDIT: Err... I don't want to hijack the thread, should I make my own poll?
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Why wait? Pretty sure you can add that functionality to the existing mouse script: just add a key or button toggle to turn it on or off.
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Cause I'm not a coder
/me looks at Nuke
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it is possible to use any key on the keyboard in scripting. you just have to write some script to do it. you can see examples in both the fsrts and the cockpit demo scripts (both should be available on svn). the only real downside is that any key used would need to be hard coded by script or by some file that the script reads/writes to for settings, meaning no in game configuration (of course this can also be scripted).
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I'm thinking that "Toggle while Pressed" is the best way to go with this feature... such as the Middle or Right mouse buttons on a 3-button wheel mouse. However, I don't think it would hurt to include the standard "Toggle" too.
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id probibly just bind it to the spacebar and use mouse2 for missiles. its probbily better to be a toggle so hitting it would switch mouse modes. its not really practical to have to hold the button down while youre using a particular mode.
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id probibly just bind it to the spacebar and use mouse2 for missiles. its probbily better to be a toggle so hitting it would switch mouse modes. its not really practical to have to hold the button down while youre using a particular mode.
Yeah, that's what I'd do too. I'd also get rid of the "mouse3 to center" that the script currently has: I never use it, and I think you could get away with just having it center when you toggle (so if you really need it centered, just hit space twice).
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id probibly just bind it to the spacebar and use mouse2 for missiles. its probbily better to be a toggle so hitting it would switch mouse modes. its not really practical to have to hold the button down while youre using a particular mode.
Yeah, that's what I'd do too. I'd also get rid of the "mouse3 to center" that the script currently has: I never use it, and I think you could get away with just having it center when you toggle (so if you really need it centered, just hit space twice).
i think the only time you need to center is when changing from your standard mode to your mouse joy mode. and technically the mouse should be fairly close to the center when that happens anyway, since mouse is always centered after delta is measured. mouse should always be re-centered when switching modes.
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i think the only time you need to center is when changing from your standard mode to your mouse joy mode. and technically the mouse should be fairly close to the center when that happens anyway, since mouse is always centered after delta is measured. mouse should always be re-centered when switching modes.
Exactly.
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why don't start to play a space sim with joy and throttle and enjoy the incredible immersion that give this input?... :confused:
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why don't start to play a space sim with joy and throttle and enjoy the incredible immersion that give this input?... :confused:
Amazingly, I understood that...
Ah, I think I've mentioned it in the parent post, but I'll mention it here again.
Joystick:
Analog control - Accelerational
Long-held "de-facto" standard by most flight sims, the joystick's biggest strength is that it allows for very fluid movements. Tilting x degrees will turn y degrees per second in-game. Its primary weakness is that it is not precise, it takes a good bit of wiggling around to just get the craft pointed at a small object far away.
Joysticks hold an ability over mice and trackballs in their positional modes- they can adjust two directions mid-turn.
Joysticks also hold an aesthetic advantage over mice and trackballs. To date, which real-world aircraft have ever used a mouse or trackball as its control system?
Advantages: Aesthetically appeasing. 2 axis velocity adjustments. Supremely smooth turning
Disadvantages: Poor precision
"Aesthetically appeasing" means that it feels more like the real-deal... or at least as far as I know.
However, torc, the whole pupose of this particular thread is to improve the functionality of the mouse. Some people prefer using mice over joysticks, and even fewer people have the chance to use a joystick for PC gaming nowdays.
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Also, if I were doing a demo of a game on a laptop at a conference or LAN party, I might not want to pack up my joystick just to show off the gameplay effectively. Even if I'd rather use the joystick, sometimes space just isn't available to bring it along, and sometimes you're worried for its safety if you tried :)
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I bought a joystick a few months ago. I sold it after a couple of weeks. Too much desk space and no precision for small movements made it an exercise in extreme aggravation. A higher-quality stick would have probably negated the precision problem, but I'm not willing to drop the Benjamins it would cost to get a properly precise one.
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I bought a joystick a few months ago. I sold it after a couple of weeks. Too much desk space and no precision for small movements made it an exercise in extreme aggravation. A higher-quality stick would have probably negated the precision problem, but I'm not willing to drop the Benjamins it would cost to get a properly precise one.
this is one of my many arguments for better mouse code. modern joysticks are just too expensive to expect everyone to have one. spend any less than $60 and youre buying crap, spend anything more, youre likely getting ripped off. so many gamers dont have any reason what so ever to buy a joystick, there arent many new games on the market that use them. so if someone is looking to play freespace and all they have is a mouse, should get the best experience with that mouse so they tell all their friends how awesome freepace is. this also means full multi servers, more users on the forum, and a largeg pool of people to draw modding and coding talent from.
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I bought a joystick a few months ago. I sold it after a couple of weeks. Too much desk space and no precision for small movements made it an exercise in extreme aggravation. A higher-quality stick would have probably negated the precision problem, but I'm not willing to drop the Benjamins it would cost to get a properly precise one.
this is one of my many arguments for better mouse code. modern joysticks are just too expensive to expect everyone to have one. spend any less than $60 and youre buying crap, spend anything more, youre likely getting ripped off. so many gamers dont have any reason what so ever to buy a joystick, there arent many new games on the market that use them. so if someone is looking to play freespace and all they have is a mouse, should get the best experience with that mouse so they tell all their friends how awesome freepace is. this also means full multi servers, more users on the forum, and a largeg pool of people to draw modding and coding talent from.
That's the primary reason I got a DualShock style gamepad. It has roughly the same precision as a cheap joystick, but is far more flexible as to what types of games you can play.
Anywho, still supporting the mouse code upgrade. :yes:
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Here is a quick&dirty variation on the mouse script that allows you to toggle between "normal" mouse and "joystick" mouse by clicking the middle mouse button. Basically what the OP asked for, although somewhat lacking polish. You can just drop the script below in as a replacement for the code here:
http://www.hard-light.net/wiki/index.php/Script_-_Scripted_Mouse
Enjoy!
#Conditional Hooks
$Application: FS2_Open
$On Mission Start:
[
--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
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("Boundary Limit:", mousefile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("\tBoundary Limit: " .. temp_arr[1] .. "\n")
mouseboundaries = 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 if boundaries are valid
if mouseboundaries == nil then
mouseboundaries = 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()
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
-- if file exists
if boolmousefileOK then
-- reset all the variables to nil
mousesensitivity = nil
mousesensitivitymode = nil
mousecontrolmode = nil
mousedeadzone = nil
mouseinvert = nil
mouseboundaries = nil
mousecolor = nil
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(limit)
f_mouse_x = nil
f_mouse_y = nil
-- do we go over width limits
if mouse_x <= limit then
f_mouse_x = limit
elseif mouse_x >= (scr_width - limit) then
f_mouse_x = scr_width - limit
end
-- do we go over height limits
if mouse_y <= limit then
f_mouse_y = limit
elseif mouse_y >= (scr_height - limit) then
f_mouse_y = scr_height - limit
end
-- 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_center_x = io.getMouseX()
mouse_center_y = io.getMouseY()
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 ---
------------------------
]
$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$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
-- 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 io.isMouseButtonDown(MOUSE_MIDDLE_BUTTON) then
togglescriptmouse = not togglescriptmouse
if togglescriptmouse == true then
mouse_center_x = io.getMouseX()
mouse_center_y = io.getMouseY()
io.forceMousePosition(mouse_center_x, mouse_center_y)
end
mouse_reset_counter = 0
else
mouse_reset_counter = mouse_reset_counter + frametime
end
-- get control values
mouse_x = io.getMouseX()
mouse_y = io.getMouseY()
controls = ba.getControlInfo()
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(mouseboundaries)
-- 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
center_x = scr_width / 2
center_y = scr_height / 2
drawpos_x = center_x + (current_h * 300)
drawpos_y = center_y + (current_p * 300)
-- draw cursor
draw_cursor()
end
else
ba.setControlMode(NORMAL_CONTROLS)
io.MouseControlStatus = true
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
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uh, I think I did something wrong b/c the script didn't work for me...
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uh, I think I did something wrong b/c the script didn't work for me...
Install the normal mouse script first, using the link in my previous post. Make sure it's working the way you want, then replace the script file with the new one. Use middle mouse button to toggle modes.
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Ah, there it goes. Guess it was conflicting with another script somewhere...
Ok, here's my review, if it makes any difference
Works beautifully, no errors so far other than a conflict with one of the FringeSpace scripts (I might look into that later)
default draw cursor is very clean and not obstructive.
configuration options are very good in the sense that you can set it exactly how you want it, bad in the sense that it's not noob friendly as of yet.
A possible upgrade or alternative mode: when the player wants to go back to standard mouse mode, the draw cursor will "freeze" on a particular angle and the ship will continue to turn until it lines up with it.
Until the ship reaches this angle, the player can still move the cursor around a tiny bit, but once the ship x-hair gets within a particular radius of the reticule it will lock in and return to standard mouse mode.
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someone awhile back thought of a method (or rather stole it from airquake) for using freelook to control a ship, where the ship would always want to face the direction youre looking. i dont think i ever got around to seeing if it would work.
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someone awhile back thought of a method (or rather stole it from airquake) for using freelook to control a ship, where the ship would always want to face the direction youre looking. i dont think i ever got around to seeing if it would work.
Ah yes, that's what I was getting at... however it would only occur when your switching from joy-mode to standard. Having it like this should theoretically make the transition smoother.
Of course, you could always have it as a separate mode while we're at it...