//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #if !defined( INPUT_H ) #define INPUT_H #ifdef _WIN32 #pragma once #endif #include "iinput.h" #include "mathlib/vector.h" #include "kbutton.h" #include "ehandle.h" #include "inputsystem/AnalogCode.h" #include "shareddefs.h" typedef uint32 CRC32_t; // TrackIR extern QAngle g_angleCenter; // TrackIR //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CKeyboardKey { public: // Name for key char name[ 32 ]; // Pointer to the underlying structure kbutton_t *pkey; // Next key in key list. CKeyboardKey *next; }; class ConVar; class CVerifiedUserCmd { public: CUserCmd m_cmd; CRC32_t m_crc; }; class CInput : public ::IInput { // Interface public: CInput( void ); ~CInput( void ); void InitMouse( void ); virtual void Init_All( void ); virtual void Shutdown_All( void ); virtual int GetButtonBits( bool bResetState ); virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active ); virtual void ExtraMouseSample( float frametime, bool active ); virtual bool WriteUsercmdDeltaToBuffer( int nSlot, bf_write *buf, int from, int to, bool isnewcommand ); virtual void EncodeUserCmdToBuffer( int nSlot, bf_write& buf, int slot ); virtual void DecodeUserCmdFromBuffer( int nSlot, bf_read& buf, int slot ); virtual CUserCmd *GetUserCmd( int nSlot, int sequence_number ); virtual void MakeWeaponSelection( C_BaseCombatWeapon *weapon ); virtual float KeyState( kbutton_t *key ); virtual int KeyEvent( int down, ButtonCode_t keynum, const char *pszCurrentBinding ); virtual kbutton_t *FindKey( const char *name ); virtual void ControllerCommands( void ); virtual void Joystick_Advanced( bool bSilent ); virtual void Joystick_SetSampleTime(float frametime); virtual float Joystick_GetPitch( void ); virtual float Joystick_GetYaw( void ); virtual void Joystick_Querry( float &forward, float &side, float &pitch, float &yaw ); virtual void Joystick_ForceRecentering( int nStick, bool bSet = true ); virtual void IN_SetSampleTime( float frametime ); virtual void AccumulateMouse( int nSlot ); virtual void ActivateMouse( void ); virtual void DeactivateMouse( void ); virtual void ClearStates( void ); virtual float GetLookSpring( void ); virtual void GetFullscreenMousePos( int *mx, int *my, int *unclampedx = NULL, int *unclampedy = NULL ); virtual void SetFullscreenMousePos( int mx, int my ); virtual void ResetMouse( void ); // virtual bool IsNoClipping( void ); virtual float GetLastForwardMove( void ); virtual void ClearInputButton( int bits ); virtual void CAM_Think( void ); virtual int CAM_IsThirdPerson( int nSlot = -1 ); virtual bool CAM_IsThirdPersonOverview( int nSlot = -1 ); virtual void CAM_GetCameraOffset( Vector& ofs ); virtual void CAM_ToThirdPerson(void); virtual void CAM_ToFirstPerson(void); virtual void CAM_ToThirdPersonShoulder(void); virtual void CAM_ToThirdPersonOverview(void); virtual void CAM_StartMouseMove(void); virtual void CAM_EndMouseMove(void); virtual void CAM_StartDistance(void); virtual void CAM_EndDistance(void); virtual int CAM_InterceptingMouse( void ); virtual void CAM_Command( int command ); // orthographic camera info virtual void CAM_ToOrthographic(); virtual bool CAM_IsOrthographic() const; virtual void CAM_OrthographicSize( float& w, float& h ) const; #if defined( HL2_CLIENT_DLL ) // IK back channel info virtual void AddIKGroundContactInfo( int entindex, float minheight, float maxheight ); #endif virtual void LevelInit( void ); virtual void CAM_SetCameraThirdData( CameraThirdData_t *pCameraData, const QAngle &vecCameraOffset ); virtual void CAM_CameraThirdThink( void ); virtual void CheckPaused( CUserCmd *cmd ); virtual void CheckSplitScreenMimic( int nSlot, CUserCmd *cmd, CUserCmd *pPlayer0Command ); // Private Implementation protected: // Implementation specific initialization virtual void Init_Camera( void ); void Init_Keyboard( void ); void Init_Mouse( void ); void Shutdown_Keyboard( void ); // Add a named key to the list queryable by the engine void AddKeyButton( const char *name, kbutton_t *pkb ); // Mouse/keyboard movement input helpers void ScaleMovements( CUserCmd *cmd ); void ComputeForwardMove( int nSlot, CUserCmd *cmd ); void ComputeUpwardMove( int nSlot, CUserCmd *cmd ); void ComputeSideMove( int nSlot, CUserCmd *cmd ); void AdjustAngles ( int nSlot, float frametime ); void ClampAngles( QAngle& viewangles ); void AdjustPitch( int nSlot, float speed, QAngle& viewangles ); void AdjustYaw( int nSlot, float speed, QAngle& viewangles ); float DetermineKeySpeed( int nSlot, float frametime ); void GetAccumulatedMouseDeltasAndResetAccumulators( int nSlot, float *mx, float *my ); void GetMouseDelta( int nSlot, float inmousex, float inmousey, float *pOutMouseX, float *pOutMouseY ); void ScaleMouse( int nSlot, float *x, float *y ); virtual void ApplyMouse( int nSlot, QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y ); void MouseMove ( int nSlot, CUserCmd *cmd ); void MotionControllerMove( float frametime, CUserCmd *cmd ); float HandleMotionControllerInputSmoothing( float flDeadZonePct, float val ); // Joystick movement input helpers void ControllerMove( int nSlot, float frametime, CUserCmd *cmd ); float ScaleAxisValue( const float axisValue, const float axisThreshold ); virtual void JoyStickMove( float frametime, CUserCmd *cmd ); virtual void SteamControllerMove( float frametime, CUserCmd *cmd ); virtual bool ControllerModeActive( void ); virtual bool JoyStickActive(); virtual void JoyStickSampleAxes( float &forward, float &side, float &pitch, float &yaw, bool &bAbsoluteYaw, bool &bAbsolutePitch ); virtual void JoyStickThirdPersonPlatformer( CUserCmd *cmd, float &forward, float &side, float &pitch, float &yaw ); virtual void JoyStickTurn( CUserCmd *cmd, float &yaw, float &pitch, float frametime, bool bAbsoluteYaw, bool bAbsolutePitch ); virtual void JoyStickForwardSideControl( float forward, float side, float &joyForwardMove, float &joySideMove ); virtual void JoyStickApplyMovement( CUserCmd *cmd, float joyForwardMove, float joySideMove ); float ResponseCurveLookDefault( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ); float ResponseCurveLook( int nSlot, int curve, float x, int axis, float otherAxis, float dist, float frametime ); float ResponseCurveLookAccelerated( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ); float ResponseCurveLookPolynomial( int nSlot, float x, int axis, float otherAxis, float dist, float frametime ); float AutoAimDampening( float x, int axis, float dist ); float UpdateAndGetQuickTurnYaw( int nSlot, float lookFrametime, float angle ); // Call this to get the cursor position. The call will be logged in the VCR file if there is one. void GetMousePos(int &x, int &y); void SetMousePos(int x, int y); virtual void GetWindowCenter( int&x, int& y ); // Called once per frame to allow convar overrides to acceleration settings when mouse is active void CheckMouseAcclerationVars(); void ValidateUserCmd( CUserCmd *usercmd, int sequence_number ); // TrackIR void TrackIRMove ( float frametime, CUserCmd *cmd ); void Init_TrackIR( void ); void Shutdown_TrackIR( void ); bool m_fTrackIRAvailable; // TrackIR // SteamController void ApplySteamControllerCameraMove( QAngle& viewangles, CUserCmd *cmd, Vector2D vecPosition ); protected: typedef struct { unsigned int AxisFlags; unsigned int AxisMap; unsigned int ControlMap; } joy_axis_t; void DescribeJoystickAxis( int nJoystick, char const *axis, joy_axis_t *mapping ); char const *DescribeAxis( int index ); enum { GAME_AXIS_NONE = 0, GAME_AXIS_FORWARD, GAME_AXIS_PITCH, GAME_AXIS_SIDE, GAME_AXIS_YAW, MAX_GAME_AXES }; enum { CAM_COMMAND_NONE = 0, CAM_COMMAND_TOTHIRDPERSON = 1, CAM_COMMAND_TOFIRSTPERSON = 2 }; enum { MOUSE_ACCEL_THRESHHOLD1 = 0, // if mouse moves > this many mickey's double it MOUSE_ACCEL_THRESHHOLD2, // if mouse moves > this many mickey's double it a second time MOUSE_SPEED_FACTOR, // 0 = disabled, 1 = threshold 1 enabled, 2 = threshold 2 enabled NUM_MOUSE_PARAMS, }; // Has the mouse been initialized? bool m_fMouseInitialized; // Is the mosue active? bool m_fMouseActive; // Has the joystick advanced initialization been run? bool m_fJoystickAdvancedInit; // Between controller and mouse, what's the primary input bool m_bControllerMode; float m_fAccumulatedMouseMove; float m_lastAutoAimValue; // Accumulated mouse deltas struct PerUserInput_t { PerUserInput_t() { m_flAccumulatedMouseXMovement = 0; m_flAccumulatedMouseYMovement = 0; m_flPreviousMouseXPosition = 0; m_flPreviousMouseYPosition = 0; m_flRemainingJoystickSampleTime = 0; m_flKeyboardSampleTime = 0; m_flSpinFrameTime = 0; m_flSpinRate = 0; m_flLastYawAngle = 0; // Is the 3rd person camera using the mouse? m_fCameraInterceptingMouse = 0; // Are we in 3rd person view? m_fCameraInThirdPerson = 0; // Should we move view along with mouse? m_fCameraMovingWithMouse = 0; // What is the current camera offset from the view origin? m_vecCameraOffset.Init(); // Is the camera in distance moving mode? m_fCameraDistanceMove = 0; // Old and current mouse position readings. m_nCameraOldX = 0; m_nCameraOldY = 0; m_nCameraX = 0; m_nCameraY = 0; // orthographic camera settings m_CameraIsOrthographic = 0; m_CameraIsThirdPersonOverview = 0; m_angPreviousViewAngles.Init(); m_angPreviousViewAnglesTilt.Init(); m_flLastForwardMove = 0; m_pCommands = 0; m_pVerifiedCommands = NULL; m_nClearInputState = 0; m_pCameraThirdData = NULL; m_nCamCommand = 0; m_flPreviousJoystickForwardMove = 0; m_flPreviousJoystickSideMove = 0; m_flPreviousJoystickYaw = 0; m_flPreviousJoystickPitch = 0; m_bPreviousJoystickUseAbsoluteYaw = 0; m_bPreviousJoystickUseAbsolutePitch = 0; m_bForceJoystickRecentering[ 0 ] = false; m_bForceJoystickRecentering[ 1 ] = false; } float m_flAccumulatedMouseXMovement; float m_flAccumulatedMouseYMovement; float m_flPreviousMouseXPosition; float m_flPreviousMouseYPosition; float m_flRemainingJoystickSampleTime; float m_flKeyboardSampleTime; float m_flSpinFrameTime; float m_flSpinRate; float m_flLastYawAngle; // Joystick Axis data joy_axis_t m_rgAxes[ MAX_JOYSTICK_AXES ]; // Is the 3rd person camera using the mouse? bool m_fCameraInterceptingMouse; // Are we in 3rd person view? bool m_fCameraInThirdPerson; // Should we move view along with mouse? bool m_fCameraMovingWithMouse; // What is the current camera offset from the view origin? Vector m_vecCameraOffset; // Is the camera in distance moving mode? bool m_fCameraDistanceMove; // Old and current mouse position readings. int m_nCameraOldX; int m_nCameraOldY; int m_nCameraX; int m_nCameraY; // orthographic camera settings bool m_CameraIsOrthographic; // orthographic camera settings bool m_CameraIsThirdPersonOverview; QAngle m_angPreviousViewAngles; QAngle m_angPreviousViewAnglesTilt; float m_flLastForwardMove; int m_nClearInputState; CUserCmd *m_pCommands; CVerifiedUserCmd *m_pVerifiedCommands; // Set until polled by CreateMove and cleared CHandle< C_BaseCombatWeapon > m_hSelectedWeapon; #if defined( HL2_CLIENT_DLL ) CUtlVector< CEntityGroundContact > m_EntityGroundContact; #endif CameraThirdData_t *m_pCameraThirdData; int m_nCamCommand; // Cached movement from the previous sample // Note: To be used when we run out of sample time, // instead of leaving zeros in CUserCmd's. float m_flPreviousJoystickForwardMove; float m_flPreviousJoystickSideMove; float m_flPreviousJoystickYaw; float m_flPreviousJoystickPitch; bool m_bPreviousJoystickUseAbsoluteYaw; bool m_bPreviousJoystickUseAbsolutePitch; bool m_bForceJoystickRecentering[ 2 ]; }; PerUserInput_t &GetPerUser( int nSlot = -1 ); const PerUserInput_t &GetPerUser( int nSlot = -1 ) const; // Flag to restore systemparameters when exiting bool m_fRestoreSPI; // Original mouse parameters int m_rgOrigMouseParms[ NUM_MOUSE_PARAMS ]; // Current mouse parameters. int m_rgNewMouseParms[ NUM_MOUSE_PARAMS ]; bool m_rgCheckMouseParam[ NUM_MOUSE_PARAMS ]; // Are the parameters valid bool m_fMouseParmsValid; // List of queryable keys CKeyboardKey *m_pKeys; PerUserInput_t m_PerUser[ MAX_SPLITSCREEN_PLAYERS ]; InputContextHandle_t m_hInputContext; CThreadFastMutex m_IKContactPointMutex; }; extern kbutton_t in_strafe; extern kbutton_t in_speed; extern kbutton_t in_zoom; extern kbutton_t in_jlook; extern kbutton_t in_graph; extern kbutton_t in_moveleft; extern kbutton_t in_moveright; extern kbutton_t in_forward; extern kbutton_t in_back; extern kbutton_t in_joyspeed; extern kbutton_t in_lookspin; extern class ConVar in_joystick; extern class ConVar joy_autosprint; extern void KeyDown( kbutton_t *b, const char *c ); extern void KeyUp( kbutton_t *b, const char *c ); #endif // INPUT_H