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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The main manager of the input
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef INPUTMANAGER_H
#define INPUTMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "gamemanager.h"
#include "tier2/keybindings.h"
#include "tier1/commandbuffer.h"
#include "bitvec.h"
//-----------------------------------------------------------------------------
// Input management
//-----------------------------------------------------------------------------
class CInputManager : public CGameManager<>
{
public:
// Inherited from IGameManager
virtual bool Init();
virtual void Update( );
// Add a command into the command queue
void AddCommand( const char *pCommand );
private:
// Per-frame update of commands
void ProcessCommands( );
// Purpose:
void PrintConCommandBaseDescription( const ConCommandBase *pVar );
CKeyBindings m_KeyBindings;
CBitVec<BUTTON_CODE_LAST> m_ButtonUpToEngine;
CCommandBuffer m_CommandBuffer;
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
extern CInputManager *g_pInputManager;
#endif // INPUTMANAGER_H
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