Files
BT411/game/reconstructed/btinput.hpp
T
arcattackandClaude Fable 5 1271d3bc76 Torso elevation (pitch aim) wired: the pod stick's Y axis lives
The mechs could always tilt their aim up/down -- Torso models the full
vertical axis (currentElevation, rate, VerticalLimitTop/Bottom,
recenter) and EVERY 1995 control mode routes stickPosition.y into
Torso::SetAnalogElevationAxis -- but the desktop bridge hard-zeroed
stick Y, so the axis was dead on a keyboard rig.  The one pod control
the remap left unwired.

- btinput: JoystickY axis -> elevTarget/elevActive/elevAbsolute
- mech4 shim: sElev integrator (same walk/spring model as the twist;
  X recenters pitch too via gBTElevRecenter)
- mechmppr bridge: feeds stickPosition.y every bridged frame (the old
  unconditional zero removed); both mode branches covered
- CONTROLS.MAP (+ numpad profile + compiled default): R/F = aim
  up/down, pad LeftStickY = elevation (was unused)
- torso.hpp: CurrentElevation()/ElevationVelocity() accessors (diag)
- [mppr] trace gains stickY (note: the trace reads AFTER the next
  frame's device push re-zeroes the stick -- input flows regardless)

Verified live: R held -> torso elevation climbs at the authored rate
and clamps at 0.349066 rad = exactly 20.0 deg (the Blackhawk's
VerticalLimitTop); release holds the aim.  The eyepoint correctly
stays level -- pitch aims the GUNS and reads on the HUD's vertical
elevation tape, as in the pod.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 16:44:22 -05:00

72 lines
3.1 KiB
C++

//#############################################################################
// btinput.hpp -- the desktop input binding engine (CONTROLS.MAP + XInput).
//
// The pod's controls are a fixed physical device set (stick, throttle lever,
// pedals, ~44 lamp buttons, keypads) reaching the game through the
// LBE4ControlsManager push model. On a desktop there is no RIO, so this
// engine maps PC keys and an XInput gamepad onto the SAME channels:
//
// axes -> the virtual-controls integrators in mech4.cpp (lever / turn
// stick / torso twist), exactly where the BT_KEY_BRIDGE writes
// the analog values the RIO would have produced
// buttons -> real buttonGroup[addr] ForceUpdates (aux banks, hotbox,
// panic, throttle-head...) so the AUTHENTIC handlers fire;
// the four joystick fire buttons (0x40/45/46/47) drive the
// bring-up fire channels instead (see btinput.cpp note)
// keypads -> keyboardGroup[KeyboardPilot/KeyboardExternal] key values
// pckey -> keyboardGroup[KeyboardPC] (any authentic '+'-style hotkey)
// actions -> the port-side dev controls (view toggle, all-stop, ...)
//
// Bindings load from content/CONTROLS.MAP at first poll; if the file is
// absent the compiled-in WASD-classic profile (identical text) applies.
// Keys claimed by a binding are SUPPRESSED from the legacy WM_CHAR/-KEYUP
// keyboard feed (BTInputSuppressKey), ending the historic double-dispatch
// (W = drive AND pilot-select, F5 keyup aliasing to 't' = pilot 3, ...).
//#############################################################################
#ifndef BTINPUT_HPP
#define BTINPUT_HPP
struct BTInputState
{
// analog demands (consumed by the mech4 virtual-controls block)
float leverRate; // throttle lever sweep, per second (+fwd/-back)
float turnTarget; // turn-stick deflection target [-1,1]
int turnActive; // any turn input held (else spring-center)
float twistTarget; // torso-twist deflection target [-1,1]
int twistActive;
float elevTarget; // torso-elevation (pitch) target [-1,1]
int elevActive;
int turnAbsolute; // pad stick overrides the integrator outright
int twistAbsolute;
int elevAbsolute;
// the four pod joystick fire buttons (levels)
int fireTrigger; // 0x40 Main
int firePinky; // 0x45
int fireThumbLow; // 0x46 Middle
int fireThumbHigh; // 0x47 Upper
// port-side actions (levels; consumers keep their own edge detectors)
int viewToggle;
int lookBehind;
int allStop;
int modeCycle;
int valve;
int configHold;
int genSel; // 0 = none, 4..7 = Generator A..D, 8 = reconnect
};
extern BTInputState gBTInput;
// Poll everything (keys + pad), evaluate the binding table, fire button /
// keypad edges into the controls manager. Call ONCE per sim frame from the
// player drive block. Handles the foreground-focus guard (BT_KEY_NOFOCUS)
// internally.
void BTInputPoll(float dt);
// The legacy keyboard feed asks before dispatching a typed character /
// key-up value: nonzero = this key is claimed by a binding, swallow it.
extern "C" int BTInputSuppressKey(unsigned int key_value, int is_char);
#endif // BTINPUT_HPP