New mod: Vive Extended Input

Unified UI elements script
This commit is contained in:
SDraw 2023-09-28 09:54:04 +03:00
parent 14e01e692e
commit 90de21cce8
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GPG key ID: BB95B4DAB2BB8BB5
26 changed files with 900 additions and 919 deletions

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ml_vei/Main.cs Normal file
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using ABI_RC.Systems.InputManagement;
using ABI_RC.Systems.InputManagement.XR;
using System;
using System.Reflection;
namespace ml_vei
{
public class ViveExtendedInput : MelonLoader.MelonMod
{
public override void OnInitializeMelon()
{
Settings.Init();
HarmonyInstance.Patch(
typeof(CVRXRModule).GetMethod("Update_Gestures_Vive", BindingFlags.NonPublic | BindingFlags.Instance),
null,
new HarmonyLib.HarmonyMethod(typeof(ViveExtendedInput).GetMethod(nameof(OnViveGesturesUpdate_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
);
}
static void OnViveGesturesUpdate_Postfix(ref CVRXRModule __instance)
{
try
{
if(Settings.Gestures)
{
float l_mag = ((!__instance.HasEmoteOverride) ? __instance.Primary2DAxis : __instance.EmoteOverride).magnitude;
if(__instance.ViveDirectionPressed && (l_mag >= CVRInputManager.VrViveGestureDeadZone))
{
if(__instance.Grip > 0.5f)
{
__instance.GestureRaw = -1f;
__instance.Gesture = -1f;
}
else
{
__instance.GestureRaw = __instance.Trigger;
__instance.Gesture = __instance.Trigger;
}
}
}
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
}
}

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[assembly: MelonLoader.MelonInfo(typeof(ml_vei.ViveExtendedInput), "ViveExtendedInput", "1.0.0", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]

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ml_vei/README.md Normal file
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# Vive Extended Input
This mod changes input behaviour for Vive controllers.
# Installation
* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
* Get [latest release DLL](../../../releases/latest):
* Put `ml_vei.dll` in `Mods` folder of game
# Usage
Available mod's settings in `Settings - Input & Key-Bindings - Vive Extended Input`:
* **Disable gestures while moving:** disables gestures while moving and sets gesture according to grip and trigger; grip has higher priority over trigger.

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ml_vei/Scripts.cs Normal file
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using System;
using System.IO;
using System.Reflection;
namespace ml_vei
{
static class Scripts
{
public static string GetEmbeddedScript(string p_name)
{
string l_result = "";
Assembly l_assembly = Assembly.GetExecutingAssembly();
string l_assemblyName = l_assembly.GetName().Name;
try
{
Stream l_libraryStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + p_name);
StreamReader l_streadReader = new StreamReader(l_libraryStream);
l_result = l_streadReader.ReadToEnd();
}
catch(Exception) { }
return l_result;
}
}
}

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ml_vei/Settings.cs Normal file
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using ABI_RC.Core.InteractionSystem;
using System;
using System.Collections.Generic;
namespace ml_vei
{
static class Settings
{
public enum ModSetting
{
Gestures = 0
}
public static bool Gestures { get; private set; } = true;
static MelonLoader.MelonPreferences_Category ms_category = null;
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
static public event Action<bool> GesturesChange;
internal static void Init()
{
ms_category = MelonLoader.MelonPreferences.CreateCategory("VEI", null, true);
ms_entries = new List<MelonLoader.MelonPreferences_Entry>()
{
ms_category.CreateEntry(ModSetting.Gestures.ToString(), Gestures),
};
Load();
MelonLoader.MelonCoroutines.Start(WaitMainMenuUi());
}
static System.Collections.IEnumerator WaitMainMenuUi()
{
while(ViewManager.Instance == null)
yield return null;
while(ViewManager.Instance.gameMenuView == null)
yield return null;
while(ViewManager.Instance.gameMenuView.Listener == null)
yield return null;
ViewManager.Instance.gameMenuView.Listener.ReadyForBindings += () =>
{
ViewManager.Instance.gameMenuView.View.BindCall("MelonMod_VEI_Call_InpToggle", new Action<string, string>(OnToggleUpdate));
};
ViewManager.Instance.gameMenuView.Listener.FinishLoad += (_) =>
{
ViewManager.Instance.gameMenuView.View.ExecuteScript(Scripts.GetEmbeddedScript("ui_elements.js"));
ViewManager.Instance.gameMenuView.View.ExecuteScript(Scripts.GetEmbeddedScript("ui_menu.js"));
foreach(var l_entry in ms_entries)
ViewManager.Instance.gameMenuView.View.TriggerEvent("updateModSettingVEI", l_entry.DisplayName, l_entry.GetValueAsString());
};
}
static void Load()
{
Gestures = (bool)ms_entries[(int)ModSetting.Gestures].BoxedValue;
}
static void OnToggleUpdate(string p_name, string p_value)
{
if(Enum.TryParse(p_name, out ModSetting l_setting))
{
switch(l_setting)
{
case ModSetting.Gestures:
{
Gestures = bool.Parse(p_value);
GesturesChange?.Invoke(Gestures);
}
break;
}
ms_entries[(int)l_setting].BoxedValue = bool.Parse(p_value);
}
}
}
}

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ml_vei/Utils.cs Normal file
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using ABI_RC.Core.UI;
using System.Reflection;
namespace ml_vei
{
static class Utils
{
static readonly FieldInfo ms_view = typeof(CohtmlControlledViewWrapper).GetField("_view", BindingFlags.NonPublic | BindingFlags.Instance);
static public void ExecuteScript(this CohtmlControlledViewWrapper p_instance, string p_script) => ((cohtml.Net.View)ms_view.GetValue(p_instance)).ExecuteScript(p_script);
}
}

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ml_vei/ml_vei.csproj Normal file
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>x64</Platforms>
<PackageId>ViveExtendedInput</PackageId>
<Version>1.0.0</Version>
<Authors>SDraw</Authors>
<Company>None</Company>
<Product>ViveExtendedInput</Product>
</PropertyGroup>
<ItemGroup>
<None Remove="PlayerRagdollMod.json" />
<None Remove="resources\ui_menu.js" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\MelonLoader\net35\0Harmony.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="cohtml.Net">
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll</HintPath>
</Reference>
<Reference Include="Cohtml.Runtime">
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
</Reference>
<Reference Include="MelonLoader">
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\MelonLoader\net35\MelonLoader.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Unity.Postprocessing.Runtime">
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.AnimationModule">
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="..\js\ui_elements.js" Link="resources\ui_elements.js" />
<EmbeddedResource Include="resources\ui_menu.js" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="copy /y &quot;$(TargetPath)&quot; &quot;D:\Games\Steam\steamapps\common\ChilloutVR\Mods\&quot;" />
</Target>
</Project>

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// Add settings
var g_modSettingsVEI = [];
engine.on('updateModSettingVEI', function (_name, _value) {
for (var i = 0; i < g_modSettingsVEI.length; i++) {
if (g_modSettingsVEI[i].name == _name) {
g_modSettingsVEI[i].updateValue(_value);
break;
}
}
});
// Add own menu
{
let l_block = document.createElement('div');
l_block.innerHTML = `
<div class ="settings-subcategory">
<div class ="subcategory-name">Vive Extended Input</div>
<div class ="subcategory-description"></div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Disable gestures while moving: </div>
<div class ="option-input">
<div id="Gestures" class ="inp_toggle no-scroll" data-current="true"></div>
</div>
</div>
`;
document.getElementById('settings-input').appendChild(l_block);
// Update toggles in new menu block
let l_toggles = l_block.querySelectorAll('.inp_toggle');
for (var i = 0; i < l_toggles.length; i++) {
g_modSettingsVEI[g_modSettingsVEI.length] = new inp_toggle_mod(l_toggles[i], 'MelonMod_VEI_Call_InpToggle');
}
}