initial
This commit is contained in:
44
public/inputsystem/AnalogCode.h
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44
public/inputsystem/AnalogCode.h
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef ANALOGCODE_H
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#define ANALOGCODE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "inputsystem/InputEnums.h"
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//-----------------------------------------------------------------------------
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// Macro to get at joystick codes
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//-----------------------------------------------------------------------------
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#define JOYSTICK_AXIS_INTERNAL( _joystick, _axis ) ( JOYSTICK_FIRST_AXIS + ((_joystick) * MAX_JOYSTICK_AXES) + (_axis) )
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#define JOYSTICK_AXIS( _joystick, _axis ) ( (AnalogCode_t)JOYSTICK_AXIS_INTERNAL( _joystick, _axis ) )
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//-----------------------------------------------------------------------------
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// Enumeration for analog input devices. Includes joysticks, mousewheel, mouse
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//-----------------------------------------------------------------------------
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enum AnalogCode_t
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{
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ANALOG_CODE_INVALID = -1,
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MOUSE_X = 0,
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MOUSE_Y,
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MOUSE_XY, // Invoked when either x or y changes
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MOUSE_WHEEL,
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JOYSTICK_FIRST_AXIS,
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JOYSTICK_LAST_AXIS = JOYSTICK_AXIS_INTERNAL( MAX_JOYSTICKS-1, MAX_JOYSTICK_AXES-1 ),
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ANALOG_CODE_LAST,
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};
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#endif // ANALOGCODE_H
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462
public/inputsystem/ButtonCode.h
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462
public/inputsystem/ButtonCode.h
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@@ -0,0 +1,462 @@
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef BUTTONCODE_H
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#define BUTTONCODE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "inputsystem/InputEnums.h"
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//-----------------------------------------------------------------------------
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// Button enum. "Buttons" are binary-state input devices (mouse buttons, keyboard keys)
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//-----------------------------------------------------------------------------
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enum
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{
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JOYSTICK_MAX_BUTTON_COUNT = 32,
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JOYSTICK_POV_BUTTON_COUNT = 4,
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JOYSTICK_AXIS_BUTTON_COUNT = MAX_JOYSTICK_AXES * 2,
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};
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#define JOYSTICK_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_BUTTON + ((_joystick) * JOYSTICK_MAX_BUTTON_COUNT) + (_button) )
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#define JOYSTICK_POV_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_POV_BUTTON + ((_joystick) * JOYSTICK_POV_BUTTON_COUNT) + (_button) )
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#define JOYSTICK_AXIS_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_AXIS_BUTTON + ((_joystick) * JOYSTICK_AXIS_BUTTON_COUNT) + (_button) )
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#define JOYSTICK_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_BUTTON_INTERNAL( _joystick, _button ) )
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#define JOYSTICK_POV_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_POV_BUTTON_INTERNAL( _joystick, _button ) )
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#define JOYSTICK_AXIS_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_AXIS_BUTTON_INTERNAL( _joystick, _button ) )
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//-----------------------------------------------------------------------------
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// Button enum. "Buttons" are binary-state input devices (mouse buttons, keyboard keys)
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//-----------------------------------------------------------------------------
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enum
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{
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STEAMCONTROLLER_MAX_BUTTON_COUNT = SK_MAX_KEYS - 1,
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STEAMCONTROLLER_AXIS_BUTTON_COUNT = MAX_STEAMPADAXIS * 2,
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};
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#define STEAMCONTROLLER_BUTTON_INTERNAL( _joystick, _button ) ( STEAMCONTROLLER_FIRST_BUTTON + ((_joystick) * STEAMCONTROLLER_MAX_BUTTON_COUNT) + (_button) )
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#define STEAMCONTROLLER_AXIS_BUTTON_INTERNAL( _joystick, _button ) ( STEAMCONTROLLER_FIRST_AXIS_BUTTON + ((_joystick) * STEAMCONTROLLER_AXIS_BUTTON_COUNT) + (_button) )
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#define STEAMCONTROLLER_BUTTON( _joystick, _button ) ( (ButtonCode_t)STEAMCONTROLLER_BUTTON_INTERNAL( _joystick, _button ) )
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#define STEAMCONTROLLER_AXIS_BUTTON( _joystick, _button ) ( (ButtonCode_t)STEAMCONTROLLER_AXIS_BUTTON_INTERNAL( _joystick, _button ) )
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enum ButtonCode_t
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{
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BUTTON_CODE_INVALID = -1,
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BUTTON_CODE_NONE = 0,
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KEY_FIRST = 0,
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KEY_NONE = KEY_FIRST,
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KEY_0,
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KEY_1,
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KEY_2,
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KEY_3,
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KEY_4,
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KEY_5,
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KEY_6,
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KEY_7,
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KEY_8,
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KEY_9,
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KEY_A,
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KEY_B,
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KEY_C,
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KEY_D,
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KEY_E,
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KEY_F,
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KEY_G,
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KEY_H,
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KEY_I,
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KEY_J,
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KEY_K,
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KEY_L,
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KEY_M,
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KEY_N,
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KEY_O,
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KEY_P,
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KEY_Q,
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KEY_R,
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KEY_S,
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KEY_T,
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KEY_U,
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KEY_V,
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KEY_W,
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KEY_X,
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KEY_Y,
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KEY_Z,
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KEY_PAD_0,
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KEY_PAD_1,
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KEY_PAD_2,
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KEY_PAD_3,
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KEY_PAD_4,
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KEY_PAD_5,
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KEY_PAD_6,
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KEY_PAD_7,
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KEY_PAD_8,
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KEY_PAD_9,
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KEY_PAD_DIVIDE,
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KEY_PAD_MULTIPLY,
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KEY_PAD_MINUS,
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KEY_PAD_PLUS,
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KEY_PAD_ENTER,
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KEY_PAD_DECIMAL,
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KEY_LBRACKET,
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KEY_RBRACKET,
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KEY_SEMICOLON,
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KEY_APOSTROPHE,
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KEY_BACKQUOTE,
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KEY_COMMA,
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KEY_PERIOD,
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KEY_SLASH,
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KEY_BACKSLASH,
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KEY_MINUS,
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KEY_EQUAL,
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KEY_ENTER,
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KEY_SPACE,
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KEY_BACKSPACE,
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KEY_TAB,
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KEY_CAPSLOCK,
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KEY_NUMLOCK,
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KEY_ESCAPE,
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KEY_SCROLLLOCK,
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KEY_INSERT,
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KEY_DELETE,
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KEY_HOME,
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KEY_END,
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KEY_PAGEUP,
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KEY_PAGEDOWN,
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KEY_BREAK,
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KEY_LSHIFT,
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KEY_RSHIFT,
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KEY_LALT,
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KEY_RALT,
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KEY_LCONTROL,
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KEY_RCONTROL,
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KEY_LWIN,
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KEY_RWIN,
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KEY_APP,
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KEY_UP,
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KEY_LEFT,
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KEY_DOWN,
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KEY_RIGHT,
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KEY_F1,
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KEY_F2,
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KEY_F3,
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KEY_F4,
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KEY_F5,
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KEY_F6,
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KEY_F7,
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KEY_F8,
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KEY_F9,
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KEY_F10,
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KEY_F11,
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KEY_F12,
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KEY_CAPSLOCKTOGGLE,
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KEY_NUMLOCKTOGGLE,
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KEY_SCROLLLOCKTOGGLE,
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KEY_LAST = KEY_SCROLLLOCKTOGGLE,
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KEY_COUNT = KEY_LAST - KEY_FIRST + 1,
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// Mouse
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MOUSE_FIRST = KEY_LAST + 1,
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MOUSE_LEFT = MOUSE_FIRST,
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MOUSE_RIGHT,
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MOUSE_MIDDLE,
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MOUSE_4,
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MOUSE_5,
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MOUSE_WHEEL_UP, // A fake button which is 'pressed' and 'released' when the wheel is moved up
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MOUSE_WHEEL_DOWN, // A fake button which is 'pressed' and 'released' when the wheel is moved down
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MOUSE_LAST = MOUSE_WHEEL_DOWN,
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MOUSE_COUNT = MOUSE_LAST - MOUSE_FIRST + 1,
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// Joystick
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JOYSTICK_FIRST = MOUSE_LAST + 1,
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JOYSTICK_FIRST_BUTTON = JOYSTICK_FIRST,
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JOYSTICK_LAST_BUTTON = JOYSTICK_BUTTON_INTERNAL( MAX_JOYSTICKS-1, JOYSTICK_MAX_BUTTON_COUNT-1 ),
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JOYSTICK_FIRST_POV_BUTTON,
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JOYSTICK_LAST_POV_BUTTON = JOYSTICK_POV_BUTTON_INTERNAL( MAX_JOYSTICKS-1, JOYSTICK_POV_BUTTON_COUNT-1 ),
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JOYSTICK_FIRST_AXIS_BUTTON,
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JOYSTICK_LAST_AXIS_BUTTON = JOYSTICK_AXIS_BUTTON_INTERNAL( MAX_JOYSTICKS-1, JOYSTICK_AXIS_BUTTON_COUNT-1 ),
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JOYSTICK_LAST = JOYSTICK_LAST_AXIS_BUTTON,
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STEAMCONTROLLER_FIRST = JOYSTICK_LAST + 1,
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STEAMCONTROLLER_FIRST_BUTTON = STEAMCONTROLLER_FIRST,
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STEAMCONTROLLER_LAST_BUTTON = STEAMCONTROLLER_BUTTON_INTERNAL( MAX_STEAM_CONTROLLERS-1, STEAMCONTROLLER_MAX_BUTTON_COUNT-1 ),
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STEAMCONTROLLER_FIRST_AXIS_BUTTON,
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STEAMCONTROLLER_LAST_AXIS_BUTTON = STEAMCONTROLLER_AXIS_BUTTON_INTERNAL( MAX_STEAM_CONTROLLERS-1, STEAMCONTROLLER_AXIS_BUTTON_COUNT-1 ),
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STEAMCONTROLLER_LAST = STEAMCONTROLLER_LAST_AXIS_BUTTON,
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BUTTON_CODE_LAST,
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BUTTON_CODE_COUNT = BUTTON_CODE_LAST - KEY_FIRST + 1,
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// Helpers for XBox 360
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KEY_XBUTTON_UP = JOYSTICK_FIRST_POV_BUTTON, // POV buttons
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KEY_XBUTTON_RIGHT,
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KEY_XBUTTON_DOWN,
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KEY_XBUTTON_LEFT,
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KEY_XBUTTON_A = JOYSTICK_FIRST_BUTTON, // Buttons
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KEY_XBUTTON_B,
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KEY_XBUTTON_X,
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KEY_XBUTTON_Y,
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KEY_XBUTTON_LEFT_SHOULDER,
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KEY_XBUTTON_RIGHT_SHOULDER,
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KEY_XBUTTON_BACK,
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KEY_XBUTTON_START,
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KEY_XBUTTON_STICK1,
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KEY_XBUTTON_STICK2,
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KEY_XBUTTON_INACTIVE_START,
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KEY_XBUTTON_FIREMODE_SELECTOR_1,
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KEY_XBUTTON_FIREMODE_SELECTOR_2,
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KEY_XBUTTON_FIREMODE_SELECTOR_3,
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KEY_XBUTTON_RELOAD,
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KEY_XBUTTON_TRIGGER,
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KEY_XBUTTON_PUMP_ACTION,
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KEY_XBUTTON_ROLL_RIGHT,
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KEY_XBUTTON_ROLL_LEFT,
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KEY_XSTICK1_RIGHT = JOYSTICK_FIRST_AXIS_BUTTON, // XAXIS POSITIVE
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KEY_XSTICK1_LEFT, // XAXIS NEGATIVE
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KEY_XSTICK1_DOWN, // YAXIS POSITIVE
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KEY_XSTICK1_UP, // YAXIS NEGATIVE
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KEY_XBUTTON_LTRIGGER, // ZAXIS POSITIVE
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KEY_XBUTTON_RTRIGGER, // ZAXIS NEGATIVE
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KEY_XSTICK2_RIGHT, // UAXIS POSITIVE
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KEY_XSTICK2_LEFT, // UAXIS NEGATIVE
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KEY_XSTICK2_DOWN, // VAXIS POSITIVE
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KEY_XSTICK2_UP, // VAXIS NEGATIVE
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// Helpers for Steam Controller
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STEAMCONTROLLER_A = STEAMCONTROLLER_FIRST_BUTTON,
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STEAMCONTROLLER_B,
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STEAMCONTROLLER_X,
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STEAMCONTROLLER_Y,
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STEAMCONTROLLER_DPAD_UP,
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STEAMCONTROLLER_DPAD_RIGHT,
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STEAMCONTROLLER_DPAD_DOWN,
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STEAMCONTROLLER_DPAD_LEFT,
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STEAMCONTROLLER_LEFT_BUMPER,
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STEAMCONTROLLER_RIGHT_BUMPER,
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STEAMCONTROLLER_LEFT_TRIGGER,
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STEAMCONTROLLER_RIGHT_TRIGGER,
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STEAMCONTROLLER_LEFT_GRIP,
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STEAMCONTROLLER_RIGHT_GRIP,
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STEAMCONTROLLER_LEFT_PAD_FINGERDOWN,
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STEAMCONTROLLER_RIGHT_PAD_FINGERDOWN,
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STEAMCONTROLLER_LEFT_PAD_CLICK,
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STEAMCONTROLLER_RIGHT_PAD_CLICK,
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STEAMCONTROLLER_LEFT_PAD_UP,
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STEAMCONTROLLER_LEFT_PAD_RIGHT,
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STEAMCONTROLLER_LEFT_PAD_DOWN,
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STEAMCONTROLLER_LEFT_PAD_LEFT,
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STEAMCONTROLLER_RIGHT_PAD_UP,
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STEAMCONTROLLER_RIGHT_PAD_RIGHT,
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STEAMCONTROLLER_RIGHT_PAD_DOWN,
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STEAMCONTROLLER_RIGHT_PAD_LEFT,
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STEAMCONTROLLER_SELECT,
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STEAMCONTROLLER_START,
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STEAMCONTROLLER_STEAM,
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STEAMCONTROLLER_INACTIVE_START,
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};
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inline bool IsAlpha( ButtonCode_t code )
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{
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return ( code >= KEY_A ) && ( code <= KEY_Z );
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}
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inline bool IsAlphaNumeric( ButtonCode_t code )
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{
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return ( code >= KEY_0 ) && ( code <= KEY_Z );
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}
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inline bool IsSpace( ButtonCode_t code )
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{
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return ( code == KEY_ENTER ) || ( code == KEY_TAB ) || ( code == KEY_SPACE );
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}
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inline bool IsKeypad( ButtonCode_t code )
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{
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return ( code >= MOUSE_FIRST ) && ( code <= KEY_PAD_DECIMAL );
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}
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inline bool IsPunctuation( ButtonCode_t code )
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{
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return ( code >= KEY_0 ) && ( code <= KEY_SPACE ) && !IsAlphaNumeric( code ) && !IsSpace( code ) && !IsKeypad( code );
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}
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inline bool IsKeyCode( ButtonCode_t code )
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{
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return ( code >= KEY_FIRST ) && ( code <= KEY_LAST );
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}
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inline bool IsMouseCode( ButtonCode_t code )
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{
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return ( code >= MOUSE_FIRST ) && ( code <= MOUSE_LAST );
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}
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inline bool IsJoystickCode( ButtonCode_t code )
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{
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return ( ( code >= JOYSTICK_FIRST ) && ( code <= JOYSTICK_LAST ) ) ||
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( ( code >= STEAMCONTROLLER_FIRST ) && ( code <= STEAMCONTROLLER_LAST ) );
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}
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inline bool IsJoystickButtonCode( ButtonCode_t code )
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{
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return ( code >= JOYSTICK_FIRST_BUTTON ) && ( code <= JOYSTICK_LAST_BUTTON );
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}
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inline bool IsJoystickPOVCode( ButtonCode_t code )
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{
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return ( code >= JOYSTICK_FIRST_POV_BUTTON ) && ( code <= JOYSTICK_LAST_POV_BUTTON );
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}
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||||
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inline bool IsJoystickAxisCode( ButtonCode_t code )
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{
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return ( code >= JOYSTICK_FIRST_AXIS_BUTTON ) && ( code <= JOYSTICK_LAST_AXIS_BUTTON );
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}
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||||
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||||
inline bool IsSteamControllerCode( ButtonCode_t code )
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{
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return ( ( code >= STEAMCONTROLLER_FIRST ) && ( code <= STEAMCONTROLLER_LAST ) );
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||||
}
|
||||
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||||
inline bool IsSteamControllerButtonCode( ButtonCode_t code )
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||||
{
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||||
return ( code >= STEAMCONTROLLER_FIRST_BUTTON ) && ( code <= STEAMCONTROLLER_LAST_BUTTON );
|
||||
}
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||||
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||||
inline bool IsSteamControllerAxisCode( ButtonCode_t code )
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{
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return ( code >= STEAMCONTROLLER_FIRST_AXIS_BUTTON ) && ( code <= STEAMCONTROLLER_LAST_AXIS_BUTTON );
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||||
}
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||||
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||||
inline ButtonCode_t GetBaseButtonCode( ButtonCode_t code )
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||||
{
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||||
if ( IsJoystickButtonCode( code ) )
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||||
{
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int offset = ( code - JOYSTICK_FIRST_BUTTON ) % JOYSTICK_MAX_BUTTON_COUNT;
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return (ButtonCode_t)( JOYSTICK_FIRST_BUTTON + offset );
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}
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||||
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||||
if ( IsJoystickPOVCode( code ) )
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||||
{
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int offset = ( code - JOYSTICK_FIRST_POV_BUTTON ) % JOYSTICK_POV_BUTTON_COUNT;
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return (ButtonCode_t)( JOYSTICK_FIRST_POV_BUTTON + offset );
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||||
}
|
||||
|
||||
if ( IsJoystickAxisCode( code ) )
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||||
{
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int offset = ( code - JOYSTICK_FIRST_AXIS_BUTTON ) % JOYSTICK_AXIS_BUTTON_COUNT;
|
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return (ButtonCode_t)( JOYSTICK_FIRST_AXIS_BUTTON + offset );
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||||
}
|
||||
|
||||
if ( IsSteamControllerButtonCode( code ) )
|
||||
{
|
||||
int offset = ( code - STEAMCONTROLLER_FIRST_BUTTON ) % STEAMCONTROLLER_MAX_BUTTON_COUNT;
|
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return (ButtonCode_t)( STEAMCONTROLLER_FIRST_BUTTON + offset );
|
||||
}
|
||||
|
||||
if ( IsSteamControllerAxisCode( code ) )
|
||||
{
|
||||
int offset = ( code - STEAMCONTROLLER_FIRST_AXIS_BUTTON ) % STEAMCONTROLLER_AXIS_BUTTON_COUNT;
|
||||
return (ButtonCode_t)( STEAMCONTROLLER_FIRST_AXIS_BUTTON + offset );
|
||||
}
|
||||
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||||
return code;
|
||||
}
|
||||
|
||||
inline int GetJoystickForCode( ButtonCode_t code )
|
||||
{
|
||||
if ( !IsJoystickCode( code ) )
|
||||
return 0;
|
||||
|
||||
if ( IsJoystickButtonCode( code ) )
|
||||
{
|
||||
int offset = ( code - JOYSTICK_FIRST_BUTTON ) / JOYSTICK_MAX_BUTTON_COUNT;
|
||||
return offset;
|
||||
}
|
||||
if ( IsJoystickPOVCode( code ) )
|
||||
{
|
||||
int offset = ( code - JOYSTICK_FIRST_POV_BUTTON ) / JOYSTICK_POV_BUTTON_COUNT;
|
||||
return offset;
|
||||
}
|
||||
if ( IsJoystickAxisCode( code ) )
|
||||
{
|
||||
int offset = ( code - JOYSTICK_FIRST_AXIS_BUTTON ) / JOYSTICK_AXIS_BUTTON_COUNT;
|
||||
return offset;
|
||||
}
|
||||
if ( IsSteamControllerButtonCode( code ) )
|
||||
{
|
||||
int offset = ( code - STEAMCONTROLLER_FIRST_BUTTON ) / STEAMCONTROLLER_MAX_BUTTON_COUNT;
|
||||
return offset;
|
||||
}
|
||||
if ( IsSteamControllerAxisCode( code ) )
|
||||
{
|
||||
int offset = ( code - STEAMCONTROLLER_FIRST_AXIS_BUTTON ) / STEAMCONTROLLER_AXIS_BUTTON_COUNT;
|
||||
return offset;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
inline ButtonCode_t ButtonCodeToJoystickButtonCode( ButtonCode_t code, int nDesiredJoystick )
|
||||
{
|
||||
if ( !IsJoystickCode( code ) || nDesiredJoystick == 0 )
|
||||
return code;
|
||||
|
||||
nDesiredJoystick = clamp( nDesiredJoystick, 0, MAX_JOYSTICKS - 1 );
|
||||
|
||||
code = GetBaseButtonCode( code );
|
||||
|
||||
// Now upsample it
|
||||
if ( IsJoystickButtonCode( code ) )
|
||||
{
|
||||
int nOffset = code - JOYSTICK_FIRST_BUTTON;
|
||||
return JOYSTICK_BUTTON( nDesiredJoystick, nOffset );
|
||||
}
|
||||
|
||||
if ( IsJoystickPOVCode( code ) )
|
||||
{
|
||||
int nOffset = code - JOYSTICK_FIRST_POV_BUTTON;
|
||||
return JOYSTICK_POV_BUTTON( nDesiredJoystick, nOffset );
|
||||
}
|
||||
|
||||
if ( IsJoystickAxisCode( code ) )
|
||||
{
|
||||
int nOffset = code - JOYSTICK_FIRST_AXIS_BUTTON;
|
||||
return JOYSTICK_AXIS_BUTTON( nDesiredJoystick, nOffset );
|
||||
}
|
||||
|
||||
if ( IsSteamControllerButtonCode( code ) )
|
||||
{
|
||||
int nOffset = code - STEAMCONTROLLER_FIRST_BUTTON;
|
||||
return STEAMCONTROLLER_BUTTON( nDesiredJoystick, nOffset );
|
||||
}
|
||||
|
||||
if ( IsJoystickAxisCode( code ) )
|
||||
{
|
||||
int nOffset = code - STEAMCONTROLLER_FIRST_AXIS_BUTTON;
|
||||
return STEAMCONTROLLER_AXIS_BUTTON( nDesiredJoystick, nOffset );
|
||||
}
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
#endif // BUTTONCODE_H
|
||||
182
public/inputsystem/InputEnums.h
Normal file
182
public/inputsystem/InputEnums.h
Normal file
@@ -0,0 +1,182 @@
|
||||
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//===========================================================================//
|
||||
|
||||
#ifndef INPUTENUMS_H
|
||||
#define INPUTENUMS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "tier0/basetypes.h"
|
||||
|
||||
// Standard maximum +/- value of a joystick axis
|
||||
#define MAX_BUTTONSAMPLE 32768
|
||||
|
||||
#if !defined( _X360 )
|
||||
#define INVALID_USER_ID -1
|
||||
#else
|
||||
#define INVALID_USER_ID XBX_INVALID_USER_ID
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Forward declarations:
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum
|
||||
{
|
||||
#ifdef _PS3
|
||||
MAX_JOYSTICKS = 7,
|
||||
#else
|
||||
MAX_JOYSTICKS = 4,
|
||||
#endif
|
||||
MOUSE_BUTTON_COUNT = 5,
|
||||
MAX_NOVINT_DEVICES = 2,
|
||||
};
|
||||
|
||||
enum JoystickAxis_t
|
||||
{
|
||||
JOY_AXIS_X = 0,
|
||||
JOY_AXIS_Y,
|
||||
JOY_AXIS_Z,
|
||||
JOY_AXIS_R,
|
||||
JOY_AXIS_U,
|
||||
JOY_AXIS_V,
|
||||
MAX_JOYSTICK_AXES,
|
||||
};
|
||||
|
||||
enum JoystickDeadzoneMode_t
|
||||
{
|
||||
JOYSTICK_DEADZONE_CROSS = 0,
|
||||
JOYSTICK_DEADZONE_SQUARE = 1,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Extra mouse codes
|
||||
//-----------------------------------------------------------------------------
|
||||
enum
|
||||
{
|
||||
MS_WM_XBUTTONDOWN = 0x020B,
|
||||
MS_WM_XBUTTONUP = 0x020C,
|
||||
MS_WM_XBUTTONDBLCLK = 0x020D,
|
||||
MS_MK_BUTTON4 = 0x0020,
|
||||
MS_MK_BUTTON5 = 0x0040,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Events
|
||||
//-----------------------------------------------------------------------------
|
||||
enum InputEventType_t
|
||||
{
|
||||
IE_ButtonPressed = 0, // m_nData contains a ButtonCode_t
|
||||
IE_ButtonReleased, // m_nData contains a ButtonCode_t
|
||||
IE_ButtonDoubleClicked, // m_nData contains a ButtonCode_t
|
||||
IE_AnalogValueChanged, // m_nData contains an AnalogCode_t, m_nData2 contains the value
|
||||
|
||||
IE_FirstSystemEvent = 100,
|
||||
IE_Quit = IE_FirstSystemEvent,
|
||||
IE_ControllerInserted, // m_nData contains the controller ID
|
||||
IE_ControllerUnplugged, // m_nData contains the controller ID
|
||||
IE_Close,
|
||||
IE_WindowSizeChanged, // m_nData contains width, m_nData2 contains height, m_nData3 = 0 if not minimized, 1 if minimized
|
||||
IE_PS_CameraUnplugged, // m_nData contains code for type of disconnect.
|
||||
IE_PS_Move_OutOfView, // m_nData contains bool (0, 1) for whether the move is now out of view (1) or in view (0)
|
||||
|
||||
IE_FirstUIEvent = 200,
|
||||
IE_LocateMouseClick = IE_FirstUIEvent,
|
||||
IE_SetCursor,
|
||||
IE_KeyTyped,
|
||||
IE_KeyCodeTyped,
|
||||
IE_InputLanguageChanged,
|
||||
IE_IMESetWindow,
|
||||
IE_IMEStartComposition,
|
||||
IE_IMEComposition,
|
||||
IE_IMEEndComposition,
|
||||
IE_IMEShowCandidates,
|
||||
IE_IMEChangeCandidates,
|
||||
IE_IMECloseCandidates,
|
||||
IE_IMERecomputeModes,
|
||||
IE_OverlayEvent,
|
||||
|
||||
IE_FirstVguiEvent = 1000, // Assign ranges for other systems that post user events here
|
||||
IE_FirstAppEvent = 2000,
|
||||
};
|
||||
|
||||
struct InputEvent_t
|
||||
{
|
||||
int m_nType; // Type of the event (see InputEventType_t)
|
||||
int m_nTick; // Tick on which the event occurred
|
||||
int m_nData; // Generic 32-bit data, what it contains depends on the event
|
||||
int m_nData2; // Generic 32-bit data, what it contains depends on the event
|
||||
int m_nData3; // Generic 32-bit data, what it contains depends on the event
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Steam Controller Enums
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef MAX_STEAM_CONTROLLERS
|
||||
#define MAX_STEAM_CONTROLLERS 16
|
||||
#endif
|
||||
|
||||
typedef enum
|
||||
{
|
||||
SK_NULL,
|
||||
SK_BUTTON_A,
|
||||
SK_BUTTON_B,
|
||||
SK_BUTTON_X,
|
||||
SK_BUTTON_Y,
|
||||
SK_BUTTON_UP,
|
||||
SK_BUTTON_RIGHT,
|
||||
SK_BUTTON_DOWN,
|
||||
SK_BUTTON_LEFT,
|
||||
SK_BUTTON_LEFT_BUMPER,
|
||||
SK_BUTTON_RIGHT_BUMPER,
|
||||
SK_BUTTON_LEFT_TRIGGER,
|
||||
SK_BUTTON_RIGHT_TRIGGER,
|
||||
SK_BUTTON_LEFT_GRIP,
|
||||
SK_BUTTON_RIGHT_GRIP,
|
||||
SK_BUTTON_LPAD_TOUCH,
|
||||
SK_BUTTON_RPAD_TOUCH,
|
||||
SK_BUTTON_LPAD_CLICK,
|
||||
SK_BUTTON_RPAD_CLICK,
|
||||
SK_BUTTON_LPAD_UP,
|
||||
SK_BUTTON_LPAD_RIGHT,
|
||||
SK_BUTTON_LPAD_DOWN,
|
||||
SK_BUTTON_LPAD_LEFT,
|
||||
SK_BUTTON_RPAD_UP,
|
||||
SK_BUTTON_RPAD_RIGHT,
|
||||
SK_BUTTON_RPAD_DOWN,
|
||||
SK_BUTTON_RPAD_LEFT,
|
||||
SK_BUTTON_SELECT,
|
||||
SK_BUTTON_START,
|
||||
SK_BUTTON_STEAM,
|
||||
SK_BUTTON_INACTIVE_START,
|
||||
SK_MAX_KEYS
|
||||
} sKey_t;
|
||||
|
||||
enum ESteamPadAxis
|
||||
{
|
||||
LEFTPAD_AXIS_X,
|
||||
LEFTPAD_AXIS_Y,
|
||||
RIGHTPAD_AXIS_X,
|
||||
RIGHTPAD_AXIS_Y,
|
||||
LEFT_TRIGGER_AXIS,
|
||||
RIGHT_TRIGGER_AXIS,
|
||||
GYRO_AXIS_PITCH,
|
||||
GYRO_AXIS_ROLL,
|
||||
GYRO_AXIS_YAW,
|
||||
MAX_STEAMPADAXIS = GYRO_AXIS_YAW
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
LASTINPUT_KBMOUSE = 0,
|
||||
LASTINPUT_CONTROLLER = 1,
|
||||
LASTINPUT_STEAMCONTROLLER = 2
|
||||
};
|
||||
|
||||
#endif // INPUTENUMS_H
|
||||
76
public/inputsystem/iinputstacksystem.h
Normal file
76
public/inputsystem/iinputstacksystem.h
Normal file
@@ -0,0 +1,76 @@
|
||||
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
||||
//
|
||||
// Purpose: This is input priority system, allowing various clients to
|
||||
// cause input messages / cursor control to be routed to them as opposed to
|
||||
// other clients.
|
||||
//
|
||||
//===========================================================================//
|
||||
|
||||
#ifndef IINPUTCLIENTSTACK_H
|
||||
#define IINPUTCLIENTSTACK_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "appframework/iappsystem.h"
|
||||
#include "inputsystem/iinputsystem.h"
|
||||
|
||||
|
||||
///-----------------------------------------------------------------------------
|
||||
/// A handle to an input context. These are arranged in a priority-based
|
||||
/// stack; the top context on the stack which is also enabled wins.
|
||||
///-----------------------------------------------------------------------------
|
||||
DECLARE_POINTER_HANDLE( InputContextHandle_t );
|
||||
#define INPUT_CONTEXT_HANDLE_INVALID ( (InputContextHandle_t)0 )
|
||||
|
||||
|
||||
///-----------------------------------------------------------------------------
|
||||
/// Purpose: This is input priority system, allowing various clients to
|
||||
/// cause input messages / cursor control to be routed to them as opposed to
|
||||
/// other clients.
|
||||
///
|
||||
/// NOTE: For Source1, it would be a huge change to move all input (like
|
||||
/// the code in engine/keys.cpp for example) to go through this interface.
|
||||
/// Therefore, I'm going to stick with only dealing with cursor control,
|
||||
/// which is necessary for Jen's new gameUI system to interoperate with VGui.
|
||||
///-----------------------------------------------------------------------------
|
||||
abstract_class IInputStackSystem : public IAppSystem
|
||||
{
|
||||
public:
|
||||
/// Allocates an input context, pushing it on top of the input stack,
|
||||
/// thereby giving it top priority
|
||||
virtual InputContextHandle_t PushInputContext() = 0;
|
||||
|
||||
/// Pops the top input context off the input stack, and destroys it.
|
||||
virtual void PopInputContext( ) = 0;
|
||||
|
||||
/// Enables/disables an input context, allowing something lower on the
|
||||
/// stack to have control of input. Disabling an input context which
|
||||
/// owns mouse capture
|
||||
virtual void EnableInputContext( InputContextHandle_t hContext, bool bEnable ) = 0;
|
||||
|
||||
/// Allows a context to make the cursor visible;
|
||||
/// the topmost enabled context wins
|
||||
virtual void SetCursorVisible( InputContextHandle_t hContext, bool bVisible ) = 0;
|
||||
|
||||
/// Allows a context to set the cursor icon;
|
||||
/// the topmost enabled context wins
|
||||
virtual void SetCursorIcon( InputContextHandle_t hContext, InputCursorHandle_t hCursor ) = 0;
|
||||
|
||||
/// Allows a context to enable mouse capture. Disabling an input context
|
||||
/// deactivates mouse capture. Capture will occur if it happens on the
|
||||
/// topmost enabled context
|
||||
virtual void SetMouseCapture( InputContextHandle_t hContext, bool bEnable ) = 0;
|
||||
|
||||
/// Allows a context to set the mouse position. It only has any effect if the
|
||||
/// specified context is the topmost enabled context
|
||||
virtual void SetCursorPosition( InputContextHandle_t hContext, int x, int y ) = 0;
|
||||
|
||||
/// Returns true if the specified context is the topmost enabled context
|
||||
virtual bool IsTopmostEnabledContext( InputContextHandle_t hContext ) const = 0;
|
||||
};
|
||||
|
||||
DECLARE_TIER2_INTERFACE( IInputStackSystem, g_pInputStackSystem );
|
||||
|
||||
|
||||
#endif // IINPUTCLIENTSTACK_H
|
||||
269
public/inputsystem/iinputsystem.h
Normal file
269
public/inputsystem/iinputsystem.h
Normal file
@@ -0,0 +1,269 @@
|
||||
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//===========================================================================//
|
||||
|
||||
#ifndef IINPUTSYSTEM_H
|
||||
#define IINPUTSYSTEM_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "tier0/platform.h"
|
||||
#include "tier0/platwindow.h"
|
||||
#include "appframework/iappsystem.h"
|
||||
#include "inputsystem/InputEnums.h"
|
||||
#include "inputsystem/ButtonCode.h"
|
||||
#include "inputsystem/AnalogCode.h"
|
||||
#include <mathlib/vector.h>
|
||||
#include "input_device.h"
|
||||
|
||||
///-----------------------------------------------------------------------------
|
||||
/// A handle to a cursor icon
|
||||
///-----------------------------------------------------------------------------
|
||||
DECLARE_POINTER_HANDLE( InputCursorHandle_t );
|
||||
#define INPUT_CURSOR_HANDLE_INVALID ( (InputCursorHandle_t)0 )
|
||||
|
||||
|
||||
///-----------------------------------------------------------------------------
|
||||
/// An enumeration describing well-known cursor icons
|
||||
///-----------------------------------------------------------------------------
|
||||
enum InputStandardCursor_t
|
||||
{
|
||||
INPUT_CURSOR_NONE = 0,
|
||||
INPUT_CURSOR_ARROW,
|
||||
INPUT_CURSOR_IBEAM,
|
||||
INPUT_CURSOR_HOURGLASS,
|
||||
INPUT_CURSOR_CROSSHAIR,
|
||||
INPUT_CURSOR_WAITARROW,
|
||||
INPUT_CURSOR_UP,
|
||||
INPUT_CURSOR_SIZE_NW_SE,
|
||||
INPUT_CURSOR_SIZE_NE_SW,
|
||||
INPUT_CURSOR_SIZE_W_E,
|
||||
INPUT_CURSOR_SIZE_N_S,
|
||||
INPUT_CURSOR_SIZE_ALL,
|
||||
INPUT_CURSOR_NO,
|
||||
INPUT_CURSOR_HAND,
|
||||
|
||||
INPUT_CURSOR_COUNT
|
||||
};
|
||||
|
||||
|
||||
#ifdef _PS3
|
||||
#include "cell/pad.h"
|
||||
typedef bool (*BCellPadDataHook_t)( CellPadData &data );
|
||||
typedef bool (*BCellPadNoDataHook_t)();
|
||||
#endif
|
||||
|
||||
///-----------------------------------------------------------------------------
|
||||
/// Main interface for input. This is a low-level interface, creating an
|
||||
/// OS-independent queue of low-level input events which were sampled since
|
||||
/// the last call to PollInputState. It also contains facilities for cursor
|
||||
/// control and creation.
|
||||
///-----------------------------------------------------------------------------
|
||||
abstract_class IInputSystem : public IAppSystem
|
||||
{
|
||||
public:
|
||||
/// Attach, detach input system from a particular window
|
||||
/// This window should be the root window for the application
|
||||
/// Only 1 window should be attached at any given time.
|
||||
virtual void AttachToWindow( void* hWnd ) = 0;
|
||||
virtual void DetachFromWindow( ) = 0;
|
||||
|
||||
/// Enables/disables input. PollInputState will not update current
|
||||
/// button/analog states when it is called if the system is disabled.
|
||||
virtual void EnableInput( bool bEnable ) = 0;
|
||||
|
||||
/// Enables/disables the windows message pump. PollInputState will not
|
||||
/// Peek/Dispatch messages if this is disabled
|
||||
virtual void EnableMessagePump( bool bEnable ) = 0;
|
||||
|
||||
/// Polls the current input state
|
||||
virtual void PollInputState( bool bIsInGame = false ) = 0;
|
||||
|
||||
/// Gets the time of the last polling in ms
|
||||
virtual int GetPollTick() const = 0;
|
||||
|
||||
/// Is a button down? "Buttons" are binary-state input devices (mouse buttons, keyboard keys)
|
||||
virtual bool IsButtonDown( ButtonCode_t code ) const = 0;
|
||||
|
||||
/// Returns the tick at which the button was pressed and released
|
||||
virtual int GetButtonPressedTick( ButtonCode_t code ) const = 0;
|
||||
virtual int GetButtonReleasedTick( ButtonCode_t code ) const = 0;
|
||||
|
||||
/// Gets the value of an analog input device this frame
|
||||
/// Includes joysticks, mousewheel, mouse
|
||||
virtual int GetAnalogValue( AnalogCode_t code ) const = 0;
|
||||
|
||||
/// Gets the change in a particular analog input device this frame
|
||||
/// Includes joysticks, mousewheel, mouse
|
||||
virtual int GetAnalogDelta( AnalogCode_t code ) const = 0;
|
||||
|
||||
/// Returns the input events since the last poll
|
||||
virtual int GetEventCount() const = 0;
|
||||
virtual const InputEvent_t* GetEventData( ) const = 0;
|
||||
|
||||
// Motion Controller status
|
||||
virtual bool MotionControllerActive() const = 0;
|
||||
virtual Quaternion GetMotionControllerOrientation() const = 0; // Pointer direction
|
||||
virtual float GetMotionControllerPosX() const = 0;
|
||||
virtual float GetMotionControllerPosY() const = 0;
|
||||
virtual int GetMotionControllerDeviceStatus() const = 0;
|
||||
virtual uint64 GetMotionControllerDeviceStatusFlags() const = 0;
|
||||
virtual void SetMotionControllerDeviceStatus( int nStatus ) = 0;
|
||||
virtual void SetMotionControllerCalibrationInvalid( void ) = 0;
|
||||
virtual void StepMotionControllerCalibration( void ) = 0;
|
||||
virtual void ResetMotionControllerScreenCalibration( void ) = 0;
|
||||
|
||||
/// Posts a user-defined event into the event queue; this is expected
|
||||
/// to be called in overridden wndprocs connected to the root panel.
|
||||
virtual void PostUserEvent( const InputEvent_t &event ) = 0;
|
||||
|
||||
/// Returns the number of joysticks
|
||||
virtual int GetJoystickCount() const = 0;
|
||||
|
||||
/// Enable/disable joystick, it has perf costs
|
||||
virtual void EnableJoystickInput( int nJoystick, bool bEnable ) = 0;
|
||||
|
||||
/// Enable/disable diagonal joystick POV (simultaneous POV buttons down)
|
||||
virtual void EnableJoystickDiagonalPOV( int nJoystick, bool bEnable ) = 0;
|
||||
|
||||
/// Sample the joystick and append events to the input queue
|
||||
virtual void SampleDevices( void ) = 0;
|
||||
|
||||
// FIXME: Currently force-feedback is only supported on the Xbox 360
|
||||
virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId = INVALID_USER_ID ) = 0;
|
||||
virtual void StopRumble( int userId = INVALID_USER_ID ) = 0;
|
||||
|
||||
/// Resets the input state
|
||||
virtual void ResetInputState() = 0;
|
||||
|
||||
/// Convert back + forth between ButtonCode/AnalogCode + strings
|
||||
virtual const char *ButtonCodeToString( ButtonCode_t code ) const = 0;
|
||||
virtual const char *AnalogCodeToString( AnalogCode_t code ) const = 0;
|
||||
virtual ButtonCode_t StringToButtonCode( const char *pString ) const = 0;
|
||||
virtual AnalogCode_t StringToAnalogCode( const char *pString ) const = 0;
|
||||
|
||||
/// Sleeps until input happens. Pass a negative number to sleep infinitely
|
||||
virtual void SleepUntilInput( int nMaxSleepTimeMS = -1 ) = 0;
|
||||
|
||||
/// Convert back + forth between virtual codes + button codes
|
||||
// FIXME: This is a temporary piece of code
|
||||
virtual ButtonCode_t VirtualKeyToButtonCode( int nVirtualKey ) const = 0;
|
||||
virtual int ButtonCodeToVirtualKey( ButtonCode_t code ) const = 0;
|
||||
virtual ButtonCode_t ScanCodeToButtonCode( int lParam ) const = 0;
|
||||
|
||||
/// How many times have we called PollInputState?
|
||||
virtual int GetPollCount() const = 0;
|
||||
|
||||
/// Sets the cursor position
|
||||
virtual void SetCursorPosition( int x, int y ) = 0;
|
||||
|
||||
/// Tells the input system to generate UI-related events, defined
|
||||
/// in inputsystem/inputenums.h (see IE_FirstUIEvent)
|
||||
/// We could have multiple clients that care about UI-related events
|
||||
/// so we refcount the clients with an Add/Remove strategy. If there
|
||||
/// are no interested clients, the UI events are not generated
|
||||
virtual void AddUIEventListener() = 0;
|
||||
virtual void RemoveUIEventListener() = 0;
|
||||
|
||||
/// Returns the currently attached window
|
||||
virtual PlatWindow_t GetAttachedWindow() const = 0;
|
||||
|
||||
/// Creates a cursor using one of the well-known cursor icons
|
||||
virtual InputCursorHandle_t GetStandardCursor( InputStandardCursor_t id ) = 0;
|
||||
|
||||
/// Loads a cursor defined in a file
|
||||
virtual InputCursorHandle_t LoadCursorFromFile( const char *pFileName, const char *pPathID = NULL ) = 0;
|
||||
|
||||
/// Sets the cursor icon
|
||||
virtual void SetCursorIcon( InputCursorHandle_t hCursor ) = 0;
|
||||
|
||||
/// Gets the cursor position
|
||||
virtual void GetCursorPosition( int *pX, int *pY ) = 0;
|
||||
|
||||
/// Mouse capture
|
||||
virtual void EnableMouseCapture( PlatWindow_t hWnd ) = 0;
|
||||
virtual void DisableMouseCapture() = 0;
|
||||
|
||||
// Mouse visibility, tell inputsystem when we hide stuff rather than querying the OS which is expensive on OSX
|
||||
virtual void SetMouseCursorVisible( bool bVisible ) = 0;
|
||||
|
||||
#ifdef _PS3
|
||||
virtual void SetPS3CellPadDataHook( BCellPadDataHook_t hookFunc ) = 0;
|
||||
virtual void SetPS3CellPadNoDataHook( BCellPadNoDataHook_t hookFunc ) = 0;
|
||||
|
||||
virtual void SetPS3StartButtonIdentificationMode() = 0;
|
||||
virtual bool GetPS3CursorPos( int &x, int &y ) = 0;
|
||||
virtual void PS3SetupHardwareCursor( void* image ) = 0;
|
||||
|
||||
virtual void DisableHardwareCursor( void ) = 0;
|
||||
virtual void EnableHardwareCursor( void ) = 0;
|
||||
#endif
|
||||
|
||||
#if defined( USE_SDL ) || defined( LINUX )
|
||||
virtual void DisableHardwareCursor( void ) = 0;
|
||||
virtual void EnableHardwareCursor( void ) = 0;
|
||||
#endif
|
||||
|
||||
/// Reset the current cursor icon. Used to reset the icon in the case of alt+tabs where the cursor has been forced to a different
|
||||
/// icon because it was outside of the client rect during the reload.
|
||||
virtual void ResetCursorIcon() = 0;
|
||||
|
||||
// read and clear accumulated raw input values
|
||||
virtual void GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
|
||||
|
||||
// ========================================================================
|
||||
// Platform Input Device Interface
|
||||
//
|
||||
// This section provides a way to determine what Input/controller setup(s) are available on a
|
||||
// given platform (PC, MAC, PS3, XBox) and what input device is currently selected/in use on
|
||||
// the local client
|
||||
//
|
||||
// Modules outside of the inputsystem need this information for tasks such as statistics,
|
||||
// achievements, and player rankings which take into account what input controller setup the
|
||||
// player is using on a per-platform basis.
|
||||
//
|
||||
// The platform can be specified because a dedicate server may be running on a different
|
||||
// platform than the clients connected to it.
|
||||
//
|
||||
// The master list of input devices and platforms used here is located in src\common\input_device.h
|
||||
//
|
||||
// The methods here allow the user to write platform agnostic code to iterate through and
|
||||
// and process the list of input devices specific to the current (or specified) platform
|
||||
// without seeing devices not applicable to that platform.
|
||||
//
|
||||
// Terminology:
|
||||
// Connected Device = Input setup is connected and available for use, can be more than one
|
||||
// Current Device = Input setup being actively used
|
||||
//
|
||||
|
||||
// ================================================================
|
||||
// Input Device Functions specific to the local client and hardware
|
||||
// ================================================================
|
||||
|
||||
// Manage the list of input devices that are connected
|
||||
virtual InputDevice_t GetConnectedInputDevices( void ) = 0; // returns the bitfield of all connected devices
|
||||
virtual bool IsInputDeviceConnected( InputDevice_t device ) = 0;
|
||||
virtual void SetInputDeviceConnected( InputDevice_t device, bool connected = true ) = 0;
|
||||
virtual InputDevice_t IsOnlySingleDeviceConnected( void ) = 0;
|
||||
|
||||
// Access the currently selected Input device
|
||||
virtual InputDevice_t GetCurrentInputDevice( void ) = 0; // returns the enum referring to the one currently selected device
|
||||
virtual bool IsDeviceReadingInput( InputDevice_t device ) const = 0; // returns whether the passed in device is the current device. Returns true if no current device is defined.
|
||||
virtual void SetCurrentInputDevice( InputDevice_t device ) = 0;
|
||||
virtual void ResetCurrentInputDevice( void ) = 0; // sets the input device to the platform default
|
||||
|
||||
virtual void SampleInputToFindCurrentDevice( bool ) = 0; // looks for the next 'significant' button press to determine and set the current input device
|
||||
virtual bool IsSamplingForCurrentDevice( void ) = 0;
|
||||
|
||||
virtual bool IsSteamControllerActive() const = 0;
|
||||
virtual void SetSteamControllerMode( const char *pMode, const void *obj=NULL ) = 0;
|
||||
|
||||
};
|
||||
|
||||
DECLARE_TIER2_INTERFACE( IInputSystem, g_pInputSystem );
|
||||
|
||||
|
||||
#endif // IINPUTSYSTEM_H
|
||||
Reference in New Issue
Block a user