diff options
Diffstat (limited to 'mp/src/public/inputsystem/iinputsystem.h')
| -rw-r--r-- | mp/src/public/inputsystem/iinputsystem.h | 253 |
1 files changed, 130 insertions, 123 deletions
diff --git a/mp/src/public/inputsystem/iinputsystem.h b/mp/src/public/inputsystem/iinputsystem.h index f2453067..ab408e09 100644 --- a/mp/src/public/inputsystem/iinputsystem.h +++ b/mp/src/public/inputsystem/iinputsystem.h @@ -1,123 +1,130 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-
-#ifndef IINPUTSYSTEM_H
-#define IINPUTSYSTEM_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "tier0/platform.h"
-#include "appframework/IAppSystem.h"
-
-#include "inputsystem/InputEnums.h"
-#include "inputsystem/ButtonCode.h"
-#include "inputsystem/AnalogCode.h"
-
-//-----------------------------------------------------------------------------
-// Main interface for input. This is a low-level interface
-//-----------------------------------------------------------------------------
-#define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001"
-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() = 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;
-
- // 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( void ) = 0;
-
- // Resets the input state
- virtual void ResetInputState() = 0;
-
- // Sets a player as the primary user - all other controllers will be ignored.
- virtual void SetPrimaryUserId( int userId ) = 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;
-
- // NVNT get address to haptics interface
- virtual void *GetHapticsInterfaceAddress() const = 0;
-
- virtual void SetNovintPure( bool bPure ) = 0;
-
- // read and clear accumulated raw input values
- virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
-};
-
-
-#endif // IINPUTSYSTEM_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#ifndef IINPUTSYSTEM_H +#define IINPUTSYSTEM_H +#ifdef _WIN32 +#pragma once +#endif + +#include "tier0/platform.h" +#include "appframework/IAppSystem.h" + +#include "inputsystem/InputEnums.h" +#include "inputsystem/ButtonCode.h" +#include "inputsystem/AnalogCode.h" + +//----------------------------------------------------------------------------- +// Main interface for input. This is a low-level interface +//----------------------------------------------------------------------------- +#define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001" +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() = 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; + + // 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( void ) = 0; + + // Resets the input state + virtual void ResetInputState() = 0; + + // Sets a player as the primary user - all other controllers will be ignored. + virtual void SetPrimaryUserId( int userId ) = 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; + + // NVNT get address to haptics interface + virtual void *GetHapticsInterfaceAddress() const = 0; + + virtual void SetNovintPure( bool bPure ) = 0; + + // read and clear accumulated raw input values + virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0; + + // tell the input system that we're not a game, we're console text mode. + // this is used for dedicated servers to not initialize joystick system. + // this needs to be called before CInputSystem::Init (e.g. in PreInit of + // some system) if you want ot prevent the joystick system from ever + // being initialized. + virtual void SetConsoleTextMode( bool bConsoleTextMode ) = 0; +}; + + +#endif // IINPUTSYSTEM_H |