diff options
Diffstat (limited to 'ftnoir_protocol_mouse/xxx_ftnoir_protocol_mouse.cpp')
-rw-r--r-- | ftnoir_protocol_mouse/xxx_ftnoir_protocol_mouse.cpp | 294 |
1 files changed, 294 insertions, 0 deletions
diff --git a/ftnoir_protocol_mouse/xxx_ftnoir_protocol_mouse.cpp b/ftnoir_protocol_mouse/xxx_ftnoir_protocol_mouse.cpp new file mode 100644 index 00000000..f81a38f7 --- /dev/null +++ b/ftnoir_protocol_mouse/xxx_ftnoir_protocol_mouse.cpp @@ -0,0 +1,294 @@ +/********************************************************************************
+* FaceTrackNoIR This program is a private project of the some enthusiastic *
+* gamers from Holland, who don't like to pay much for *
+* head-tracking. *
+* *
+* Copyright (C) 2010-2011 Wim Vriend (Developing) *
+* Ron Hendriks (Researching and Testing) *
+* *
+* Homepage *
+* *
+* This program is free software; you can redistribute it and/or modify it *
+* under the terms of the GNU General Public License as published by the *
+* Free Software Foundation; either version 3 of the License, or (at your *
+* option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, but *
+* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY *
+* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for *
+* more details. *
+* *
+* You should have received a copy of the GNU General Public License along *
+* with this program; if not, see <http://www.gnu.org/licenses/>. *
+* *
+* FTNoIR_Protocol_Mouse The Class, that communicates headpose-data by *
+* generating Mouse commands. *
+* Many games (like FPS's) support Mouse-look features, *
+* but no face-tracking. *
+********************************************************************************/
+/*
+ Modifications (last one on top):
+ 20110401 - WVR: Moved protocol to a DLL, convenient for installation etc.
+ 20101224 - WVR: Base class is no longer inheriting QThread. sendHeadposeToGame
+ is called from run() of Tracker.cpp
+*/
+#include "ftnoir_protocol_mouse.h"
+
+/** constructor **/
+FTNoIR_Protocol::FTNoIR_Protocol()
+{
+ prev_fMouse_X = 0.0f;
+ prev_fMouse_Y = 0.0f;
+ prev_fMouse_Wheel = 0.0f;
+ frame_delay = 0;
+
+ loadSettings();
+}
+
+/** destructor **/
+FTNoIR_Protocol::~FTNoIR_Protocol()
+{
+}
+
+/** helper to Auto-destruct **/
+void FTNoIR_Protocol::Release()
+{
+ delete this;
+}
+
+void FTNoIR_Protocol::Initialize()
+{
+int ScreenX, ScreenY;
+
+ ScreenX = GetSystemMetrics(SM_CXSCREEN);
+ ScreenY = GetSystemMetrics(SM_CYSCREEN);
+
+ qDebug() << "Initialize(): Screen width (x) = " << ScreenX << ", height (y) = " << ScreenY;
+
+ return;
+}
+
+//
+// Scale the measured value to the Joystick values
+//
+long FTNoIR_Protocol::scale2AnalogLimits( float x, float min_x, float max_x ) {
+double y;
+
+ y = ((MOUSE_AXIS_MAX - MOUSE_AXIS_MIN)/(max_x - min_x)) * x + ((MOUSE_AXIS_MAX - MOUSE_AXIS_MIN)/2) + MOUSE_AXIS_MIN;
+ return (long) y;
+}
+
+//
+// Load the current Settings from the currently 'active' INI-file.
+//
+void FTNoIR_Protocol::loadSettings() {
+ QSettings settings("Abbequerque Inc.", "FaceTrackNoIR"); // Registry settings (in HK_USER)
+
+ QString currentFile = settings.value ( "SettingsFile", QCoreApplication::applicationDirPath() + "/Settings/default.ini" ).toString();
+ QSettings iniFile( currentFile, QSettings::IniFormat ); // Application settings (in INI-file)
+
+ iniFile.beginGroup ( "Mouse" );
+ Mouse_Style = (FTN_MouseStyle) (iniFile.value ( "Style", 1 ).toInt() - 1);
+ Mouse_X = (FTN_AngleName) (iniFile.value ( "Mouse_X", 1 ).toInt() - 1);
+ Mouse_Y = (FTN_AngleName) (iniFile.value ( "Mouse_Y", 1 ).toInt() - 1);
+ Mouse_Wheel = (FTN_AngleName) (iniFile.value ( "Mouse_Wheel", 1 ).toInt() - 1);
+
+ mouse_X_factor = iniFile.value("SensX", 10).toFloat() / 10.0f;
+ mouse_Y_factor = iniFile.value("SensY", 10).toFloat() / 10.0f;
+ mouse_Wheel_factor = iniFile.value("SensWheel", 10).toFloat() / 10.0f;
+
+ useVirtualDesk = iniFile.value ( "useVirtualDesk", 0 ).toBool();
+
+ iniFile.endGroup ();
+}
+
+//
+// Update Headpose in Game.
+//
+void FTNoIR_Protocol::sendHeadposeToGame( THeadPoseData *headpose, THeadPoseData *rawheadpose ) {
+float fMouse_X; // The actual value
+float fMouse_Y;
+float fMouse_Wheel;
+
+
+ //
+ // Determine which of the 6DOF's is used.
+ // The rotations are from -180 to +180 and the translations from -50cm to +50cm.
+ // Let's scale the translations to the degrees for simplicity sake...
+ //
+ switch (Mouse_X) {
+ case FTN_PITCH:
+ fMouse_X = headpose->pitch;
+ break;
+
+ case FTN_YAW:
+ fMouse_X = headpose->yaw;
+ break;
+
+ case FTN_ROLL:
+ fMouse_X = headpose->roll;
+ break;
+
+ case FTN_X:
+ fMouse_X = headpose->x * 3.0f;
+ break;
+
+ case FTN_Y:
+ fMouse_X = headpose->y * 3.0f;
+ break;
+
+ case FTN_Z:
+ fMouse_X = headpose->z * 3.0f;
+ break;
+
+ default:
+ break;
+ }
+
+ //
+ // Determine which of the 6DOF's is used.
+ // The rotations are from -180 to +180 and the translations from -50cm to +50cm.
+ // Let's scale the translations to the degrees for simplicity sake...
+ //
+ switch (Mouse_Y) {
+ case FTN_PITCH:
+ fMouse_Y = headpose->pitch;
+ break;
+
+ case FTN_YAW:
+ fMouse_Y = headpose->yaw;
+ break;
+
+ case FTN_ROLL:
+ fMouse_Y = headpose->roll;
+ break;
+
+ case FTN_X:
+ fMouse_Y = headpose->x * 3.0f;
+ break;
+
+ case FTN_Y:
+ fMouse_Y = headpose->y * 3.0f;
+ break;
+
+ case FTN_Z:
+ fMouse_Y = headpose->z * 3.0f;
+ break;
+
+ default:
+ break;
+ }
+
+ //
+ // Determine which of the 6DOF's is used.
+ // The rotations are from -180 to +180 and the translations from -50cm to +50cm.
+ // Let's scale the translations to the degrees for simplicity sake...
+ //
+ switch (Mouse_Wheel) {
+ case FTN_PITCH:
+ fMouse_Wheel = headpose->pitch;
+ break;
+
+ case FTN_YAW:
+ fMouse_Wheel = headpose->yaw;
+ break;
+
+ case FTN_ROLL:
+ fMouse_Wheel = headpose->roll;
+ break;
+
+ case FTN_X:
+ fMouse_Wheel = headpose->x * 3.0f;
+ break;
+
+ case FTN_Y:
+ fMouse_Wheel = headpose->y * 3.0f;
+ break;
+
+ case FTN_Z:
+ fMouse_Wheel = headpose->z * 3.0f;
+ break;
+
+ default:
+ break;
+ }
+
+ //
+ // Determine which style is used.
+ //
+ SecureZeroMemory(&MouseStruct, sizeof(MouseStruct));
+ MouseStruct.type = INPUT_MOUSE;
+ switch (Mouse_Style) {
+ case FTN_ABSOLUTE:
+ MouseStruct.mi.dwFlags = MOUSEEVENTF_MOVE | MOUSEEVENTF_WHEEL | MOUSEEVENTF_ABSOLUTE;
+ if (useVirtualDesk) {
+ MouseStruct.mi.dwFlags |= MOUSEEVENTF_VIRTUALDESK;
+ }
+ MouseStruct.mi.dx = scale2AnalogLimits(-1.0f * fMouse_X * mouse_X_factor, -150, 150);
+ MouseStruct.mi.dy = scale2AnalogLimits(fMouse_Y * mouse_Y_factor, -150, 150);
+ MouseStruct.mi.mouseData = mouse_Wheel_factor * (fMouse_Wheel - prev_fMouse_Wheel);
+
+ frame_delay = 9999; // Seems no problem with Absolute positioning
+ break;
+
+ case FTN_RELATIVE:
+ MouseStruct.mi.dwFlags = MOUSEEVENTF_MOVE | MOUSEEVENTF_WHEEL;
+ MouseStruct.mi.dx = -1.0f * mouse_X_factor * (fMouse_X - prev_fMouse_X);
+ MouseStruct.mi.dy = mouse_Y_factor * (fMouse_Y - prev_fMouse_Y);
+ MouseStruct.mi.mouseData = - 1.0f * mouse_Wheel_factor * (fMouse_Wheel - prev_fMouse_Wheel);
+
+ frame_delay += 1; // Add 1 to the counter
+ qDebug() << "sendHeadposeToGame(): FTN_RELATIVE x = " << MouseStruct.mi.dx << ", y = " << MouseStruct.mi.dy;
+ break;
+
+ default:
+ Mouse_Style = FTN_ABSOLUTE; // Force to a valid value...
+ break;
+ }
+
+ //
+ // Only send Input, when it has changed.
+ // This releases the Mouse, when tracking is stopped (for a while).
+ //
+ if (frame_delay > 10) {
+ if ((prev_fMouse_X != fMouse_X) || (prev_fMouse_Y != fMouse_Y) || (prev_fMouse_Wheel != fMouse_Wheel)) {
+ SendInput(1, &MouseStruct, sizeof(MouseStruct));
+ }
+
+ prev_fMouse_X = fMouse_X;
+ prev_fMouse_Y = fMouse_Y;
+ prev_fMouse_Wheel = fMouse_Wheel;
+ }
+}
+
+//
+// Returns 'true' if all seems OK.
+//
+bool FTNoIR_Protocol::checkServerInstallationOK( HANDLE handle )
+{
+
+ return true;
+}
+
+//
+// Return a name, if present the name from the Game, that is connected...
+//
+void FTNoIR_Protocol::getNameFromGame( char *dest )
+{
+ sprintf_s(dest, 99, "Mouse");
+ return;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Factory function that creates instances if the Protocol object.
+
+// Export both decorated and undecorated names.
+// GetProtocol - Undecorated name, which can be easily used with GetProcAddress
+// Win32 API function.
+// _GetProtocol@0 - Common name decoration for __stdcall functions in C language.
+#pragma comment(linker, "/export:GetProtocol=_GetProtocol@0")
+
+FTNOIR_PROTOCOL_BASE_EXPORT IProtocolPtr __stdcall GetProtocol()
+{
+ return new FTNoIR_Protocol;
+}
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