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629 lines
19 KiB
629 lines
19 KiB
//===== 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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//===========================================================================//
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#ifndef INPUTSYSTEM_H
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#define INPUTSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define DONT_DEFINE_DWORD
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#include "platform.h"
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#include "basetypes.h"
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#ifdef PLATFORM_WINDOWS_PC
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#define OEMRESOURCE //for OCR_* cursor junk
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#define _WIN32_WINNT 0x502
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#include <windows.h>
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#include <zmouse.h>
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#include "xbox/xboxstubs.h"
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#include "../../dx9sdk/include/XInput.h"
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#endif
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#if defined( _WIN32 ) && defined( USE_SDL )
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#include "appframework/ilaunchermgr.h"
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#endif
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#if defined(PLATFORM_POSIX) && !defined(_PS3)
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#ifdef PLATFORM_OSX
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#define DWORD DWORD
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#define CARBON_WORKAROUND
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#include <CoreFoundation/CoreFoundation.h>
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#include <Carbon/Carbon.h>
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#include <IOKit/IOKitLib.h>
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#include <IOKit/IOCFPlugIn.h>
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#include <Kernel/IOKit/hidsystem/IOHIDUsageTables.h>
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#include <IOKit/hid/IOHIDLib.h>
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#include <IOKit/hid/IOHIDKeys.h>
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#include <ForceFeedback/ForceFeedback.h>
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#include <ForceFeedback/ForceFeedbackConstants.h>
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#undef DWORD
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#else
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typedef char xKey_t;
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#endif // OSX
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#include "posix_stubs.h"
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#endif // POSIX
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#include "appframework/ilaunchermgr.h"
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#include "inputsystem/iinputsystem.h"
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#include "tier2/tier2.h"
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#ifdef _PS3
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#include "ps3/ps3_platform.h"
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#include "ps3/ps3_win32stubs.h"
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#include "ps3/ps3_core.h"
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#include "ps3/ps3stubs.h"
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#include <cell/pad.h>
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#endif
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#include "tier1/UtlStringMap.h"
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#include "inputsystem/ButtonCode.h"
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#include "inputsystem/AnalogCode.h"
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#include "bitvec.h"
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#include "tier1/utlvector.h"
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#include "tier1/utlflags.h"
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#include "input_device.h"
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#include "steam/steam_api.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#include "xbox/xbox_console.h"
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#endif
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enum
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{
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INPUT_TYPE_GENERIC_JOYSTICK = 0,
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INPUT_TYPE_STEAMCONTROLLER,
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};
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//-----------------------------------------------------------------------------
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// Implementation of the input system
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//-----------------------------------------------------------------------------
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class CInputSystem : public CTier2AppSystem< IInputSystem >
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{
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typedef CTier2AppSystem< IInputSystem > BaseClass;
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public:
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// Constructor, destructor
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CInputSystem();
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virtual ~CInputSystem();
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// Inherited from IAppSystem
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virtual InitReturnVal_t Init();
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Shutdown();
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// Inherited from IInputSystem
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virtual void AttachToWindow( void* hWnd );
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virtual void DetachFromWindow( );
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virtual void EnableInput( bool bEnable );
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virtual void EnableMessagePump( bool bEnable );
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virtual int GetPollTick() const;
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virtual void PollInputState( bool bIsInGame = false );
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virtual bool IsButtonDown( ButtonCode_t code ) const;
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virtual int GetButtonPressedTick( ButtonCode_t code ) const;
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virtual int GetButtonReleasedTick( ButtonCode_t code ) const;
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virtual int GetAnalogValue( AnalogCode_t code ) const;
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virtual int GetAnalogDelta( AnalogCode_t code ) const;
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virtual int GetEventCount() const;
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virtual bool MotionControllerActive() const;
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virtual Quaternion GetMotionControllerOrientation() const;
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virtual float GetMotionControllerPosX() const;
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virtual float GetMotionControllerPosY() const;
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virtual int GetMotionControllerDeviceStatus() const;
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virtual uint64 GetMotionControllerDeviceStatusFlags() const;
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virtual void SetMotionControllerDeviceStatus( int nStatus );
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virtual void SetMotionControllerCalibrationInvalid( void );
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virtual void StepMotionControllerCalibration( void );
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virtual void ResetMotionControllerScreenCalibration( void );
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virtual const InputEvent_t* GetEventData( ) const;
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virtual void PostUserEvent( const InputEvent_t &event );
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virtual int GetJoystickCount() const;
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virtual void EnableJoystickInput( int nJoystick, bool bEnable );
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virtual void EnableJoystickDiagonalPOV( int nJoystick, bool bEnable );
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virtual void SampleDevices( void );
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virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId );
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virtual void StopRumble( int userId = INVALID_USER_ID );
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virtual void ResetInputState( void );
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virtual const char *ButtonCodeToString( ButtonCode_t code ) const;
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virtual const char *AnalogCodeToString( AnalogCode_t code ) const;
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virtual ButtonCode_t StringToButtonCode( const char *pString ) const;
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virtual AnalogCode_t StringToAnalogCode( const char *pString ) const;
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virtual ButtonCode_t VirtualKeyToButtonCode( int nVirtualKey ) const;
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virtual int ButtonCodeToVirtualKey( ButtonCode_t code ) const;
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virtual ButtonCode_t ScanCodeToButtonCode( int lParam ) const;
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virtual void SleepUntilInput( int nMaxSleepTimeMS );
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virtual int GetPollCount() const;
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virtual void SetCursorPosition( int x, int y );
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void GetRawMouseAccumulators( int& accumX, int& accumY );
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virtual void GetCursorPosition( int *pX, int *pY );
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virtual void SetMouseCursorVisible( bool bVisible );
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virtual void AddUIEventListener();
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virtual void RemoveUIEventListener();
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virtual PlatWindow_t GetAttachedWindow() const;
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virtual InputCursorHandle_t GetStandardCursor( InputStandardCursor_t id );
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virtual InputCursorHandle_t LoadCursorFromFile( const char *pFileName, const char *pPathID = NULL );
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virtual void SetCursorIcon( InputCursorHandle_t hCursor );
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virtual void EnableMouseCapture( PlatWindow_t hWnd );
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virtual void DisableMouseCapture();
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#ifdef PLATFORM_WINDOWS
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LRESULT WindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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#elif defined(PLATFORM_OSX)
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// helper function for callbacks
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struct JoystickInfo_t;
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void HIDAddElement(CFTypeRef refElement, JoystickInfo_t &info );
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#endif
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#ifdef _PS3
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virtual void SetPS3CellPadDataHook( BCellPadDataHook_t hookFunc );
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virtual void SetPS3CellPadNoDataHook( BCellPadNoDataHook_t hookFunc );
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virtual void SetPS3StartButtonIdentificationMode();
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virtual bool GetPS3CursorPos( int &x, int &y );
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virtual void DisableHardwareCursor( void );
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virtual void EnableHardwareCursor( void );
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void ExitHardwareCursor( void );
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#endif
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#if defined( USE_SDL )
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virtual void DisableHardwareCursor( void );
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virtual void EnableHardwareCursor( void );
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#endif
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virtual void ResetCursorIcon();
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// handles the connected input devices
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virtual InputDevice_t GetConnectedInputDevices( void ); // returns the bitfield of all connected devices
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virtual bool IsInputDeviceConnected( InputDevice_t device );
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virtual void SetInputDeviceConnected( InputDevice_t device, bool connected = true );
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virtual InputDevice_t IsOnlySingleDeviceConnected( void );
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// handles the selected "current" primary input device
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virtual bool IsDeviceReadingInput( InputDevice_t device ) const; // returns whether the passed in device is the current device. Returns true if no current device is defined
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virtual InputDevice_t GetCurrentInputDevice( void ); // returns the enum referring to the one currently selected device
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virtual void SetCurrentInputDevice( InputDevice_t device );
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virtual void ResetCurrentInputDevice( void ); // sets the input device to the platform default
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virtual void SampleInputToFindCurrentDevice( bool ); // looks for the next 'significant' button press to determine and set the current input device
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virtual bool IsSamplingForCurrentDevice( void );
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void InitPlatfromInputDeviceInfo( void );
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private:
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enum
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{
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STICK1_AXIS_X,
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STICK1_AXIS_Y,
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STICK2_AXIS_X,
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STICK2_AXIS_Y,
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MAX_STICKAXIS
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};
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enum
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{
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INPUT_STATE_QUEUED = 0,
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INPUT_STATE_CURRENT,
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INPUT_STATE_COUNT,
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};
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public:
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#if defined(PLATFORM_OSX)
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struct OSXInputValue_t
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{
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bool m_bSet;
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int m_MinVal;
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int m_MaxVal;
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int m_MinReport;
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int m_MaxReport;
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int m_Cookie;
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uint32 m_Usage;
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CFTypeRef m_RefElement;
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};
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#define MAX_JOYSTICK_BUTTONS 32
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#endif
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struct JoystickInfo_t
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{
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#if defined(PLATFORM_WINDOWS) || defined(_GAMECONSOLE)
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JOYINFOEX m_JoyInfoEx;
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#elif defined(PLATFORM_OSX)
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FFDeviceObjectReference m_FFInterface;
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IOHIDDeviceInterface **m_Interface;
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long usage; // from IOUSBHID Parser.h
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long usagePage; // from IOUSBHID Parser.h
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CInputSystem *m_pParent;
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bool m_bRemoved;
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bool m_bXBoxRumbleEnabled;
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OSXInputValue_t m_xaxis;
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OSXInputValue_t m_yaxis;
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OSXInputValue_t m_zaxis;
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OSXInputValue_t m_raxis;
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OSXInputValue_t m_uaxis;
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OSXInputValue_t m_vaxis;
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OSXInputValue_t m_POV;
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OSXInputValue_t m_Buttons[MAX_JOYSTICK_BUTTONS];
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#elif defined(LINUX)
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void *m_pDevice; // Really an SDL_GameController*, NULL if not present.
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void *m_pHaptic; // Really an SDL_Haptic*
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float m_fCurrentRumble;
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bool m_bRumbleEnabled;
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#else
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#error
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#endif
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int m_nButtonCount;
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int m_nAxisFlags;
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int m_nDeviceId;
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bool m_bHasPOVControl;
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bool m_bDiagonalPOVControlEnabled;
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unsigned int m_nFlags;
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unsigned int m_nLastPolledButtons;
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unsigned int m_nLastPolledAxisButtons;
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unsigned int m_nLastPolledPOVState;
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unsigned long m_pLastPolledAxes[MAX_JOYSTICK_AXES];
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};
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private:
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struct xdevice_t
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{
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int userId;
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byte type;
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byte subtype;
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word flags;
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bool active;
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XINPUT_STATE states[2];
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int newState;
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// track Xbox stick keys from previous frame
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xKey_t lastStickKeys[MAX_STICKAXIS];
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int stickThreshold[MAX_STICKAXIS];
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float stickScale[MAX_STICKAXIS];
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int quitTimeout;
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int dpadLock;
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// rumble
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XINPUT_VIBRATION vibration;
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bool pendingRumbleUpdate;
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};
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struct appKey_t
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{
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int repeats;
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int sample;
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};
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struct InputState_t
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{
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// Analog states
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CBitVec<BUTTON_CODE_LAST> m_ButtonState;
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int m_ButtonPressedTick[ BUTTON_CODE_LAST ];
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int m_ButtonReleasedTick[ BUTTON_CODE_LAST ];
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int m_pAnalogDelta[ ANALOG_CODE_LAST ];
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int m_pAnalogValue[ ANALOG_CODE_LAST ];
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CUtlVector< InputEvent_t > m_Events;
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bool m_bDirty;
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};
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// Steam Controller
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struct steampad_t
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{
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steampad_t()
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{
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m_nHardwareIndex = 0;
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m_nJoystickIndex = INVALID_USER_ID;
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m_nLastPacketIndex = 0;
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active = false;
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memset( lastAnalogKeys, 0, sizeof( lastAnalogKeys ) );
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}
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bool active;
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sKey_t lastAnalogKeys[MAX_STEAMPADAXIS];
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appKey_t m_appSKeys[ SK_MAX_KEYS ];
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// Hardware index and joystick index don't necessarily match
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// Joystick index will depend on the order of multiple initialized devices
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// Which could include other controller types
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// Hardware index should line up 1:1 with the order they're polled
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// and could change based on removing devices, unlike Joystick Index
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uint32 m_nHardwareIndex;
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int m_nJoystickIndex;
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uint32 m_nLastPacketIndex;
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};
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steampad_t m_SteamControllerDevice[MAX_STEAM_CONTROLLERS];
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uint32 m_unNumSteamControllerConnected;
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bool m_bControllerModeActive;
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int m_nControllerType[MAX_JOYSTICKS+MAX_STEAM_CONTROLLERS];
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//Steam controllers start after this index.
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int m_nJoystickBaseline;
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public:
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// Initializes all Xbox controllers
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void InitializeXDevices( void );
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// Opens an Xbox controller
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void OpenXDevice( xdevice_t* pXDevice, int userId );
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// Closes an Xbox controller
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void CloseXDevice( xdevice_t* pXDevice );
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// Samples the Xbox controllers
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void PollXDevices( void );
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// Samples console mouse
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void PollXMouse();
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// Samples console keyboard
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void PollXKeyboard();
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// Helper function used by ReadXDevice to handle stick direction events
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void HandleXDeviceAxis( xdevice_t *pXDevice, int nAxisValue, xKey_t negativeKey, xKey_t positiveKey, int axisID );
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// Samples an Xbox controller and queues input events
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void ReadXDevice( xdevice_t* pXDevice );
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// Submits force feedback data to an Xbox controller
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void WriteToXDevice( xdevice_t* pXDevice );
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// Sets rumble values for an Xbox controller
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void SetXDeviceRumble( float fLeftMotor, float fRightMotor, int userId );
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#if !defined( _CERT ) && !defined(LINUX)
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CON_COMMAND_MEMBER_F( CInputSystem, "press_x360_button", PressX360Button, "Press the specified Xbox 360 controller button (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])", 0 );
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void PollPressX360Button( void );
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uint32 m_press_x360_buttons[ 2 ];
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#endif
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#if defined( _PS3 )
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void PS3_PollKeyboard( void );
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void PS3_PollMouse( void );
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void PS3_XInputPollEverything( BCellPadDataHook_t hookFunc, BCellPadNoDataHook_t hookNoDataFunc );
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DWORD PS3_XInputGetState( DWORD dwUserIndex, PXINPUT_STATE pState );
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void HandlePS3SharpshooterButtons( void );
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void HandlePS3Move( PXINPUT_STATE& pState );
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virtual void PS3SetupHardwareCursor( void* image );
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#endif
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void QueueMoveControllerRumble( float fRightMotor );
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// Posts an Xbox key event, ignoring key repeats
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void PostXKeyEvent( int nUserId, xKey_t xKey, int nSample );
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// Dispatches all joystick button events through the game's window procs
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void ProcessEvent( UINT uMsg, WPARAM wParam, LPARAM lParam );
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// Initializes SteamControllers - Returns true if steam is running and finds controllers, otherwise false
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bool InitializeSteamControllers( void );
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// Samples all Steam Controllers - returns true if active this frame
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bool PollSteamControllers( void );
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// Initializes joysticks
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void InitializeJoysticks( void );
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// Samples the joystick
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void PollJoystick( void );
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// Update the joystick button state
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void UpdateJoystickButtonState( int nJoystick );
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// Update the joystick POV control
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void UpdateJoystickPOVControl( int nJoystick );
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// Record button state and post the event
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void JoystickButtonEvent( ButtonCode_t button, int sample );
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bool IsSteamControllerActive() const;
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void SetSteamControllerMode( const char *pSteamControllerMode, const void *obj );
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private:
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// Purpose: Get raw joystick sample along axis
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#if defined(LINUX)
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void AxisAnalogButtonEvent( ButtonCode_t buttonCode, bool state, int nLastSampleTick );
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#elif defined(OSX)
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unsigned int AxisValue( JoystickAxis_t axis, JoystickInfo_t &info );
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#else
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unsigned int AxisValue( JoystickAxis_t axis, JOYINFOEX& ji );
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#endif
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// Chains the window message to the previous wndproc
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LRESULT ChainWindowMessage( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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// Post an event to the queue
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void PostEvent( int nType, int nTick, int nData = 0, int nData2 = 0, int nData3 = 0 );
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// Deals with app deactivation (sends a bunch of button released messages)
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void ActivateInputSystem( bool bActivated );
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// Determines all mouse button presses
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int ButtonMaskFromMouseWParam( WPARAM wParam, ButtonCode_t code = BUTTON_CODE_INVALID, bool bDown = false ) const;
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// Updates the state of all mouse buttons
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void UpdateMouseButtonState( int nButtonMask, ButtonCode_t dblClickCode = BUTTON_CODE_INVALID );
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// Copies the input state record over
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void CopyInputState( InputState_t *pDest, const InputState_t &src, bool bCopyEvents );
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// Post an button press/release event to the queue
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void PostButtonPressedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode );
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void PostButtonReleasedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode );
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// Release all buttons
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void ReleaseAllButtons( int nFirstButton = 0, int nLastButton = BUTTON_CODE_LAST - 1 );
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// Zero analog state
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void ZeroAnalogState( int nFirstState, int nLastState );
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// Converts xbox keys to button codes
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ButtonCode_t XKeyToButtonCode( int nUserId, int nXKey ) const;
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// Converts SteamController keys to button codes
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ButtonCode_t SKeyToButtonCode( int nUserId, int nXKey ) const;
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// Computes the sample tick
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int ComputeSampleTick();
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// Clears the input state, doesn't generate key-up messages
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void ClearInputState( bool bPurgeState );
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// Called for mouse move events. Sets the current x and y and posts events for the mouse moving.
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void UpdateMousePositionState( InputState_t &state, short x, short y );
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// Should we generate UI events?
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bool ShouldGenerateUIEvents() const;
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// Generates LocateMouseClick messages
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void LocateMouseClick( LPARAM lParam );
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// Initializes, shuts down cursors
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void InitCursors();
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void ShutdownCursors();
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#ifdef WIN32
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void PollInputState_Windows();
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#endif
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// Poll input state for different OSes.
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#if defined( PLATFORM_OSX )
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void PollInputState_OSX();
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void HIDGetElementInfo( CFTypeRef refElement, OSXInputValue_t &input );
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bool HIDBuildDevice( io_object_t ioHIDDeviceObject, JoystickInfo_t &info );
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bool HIDCreateOpenDeviceInterface( io_object_t hidDevice, JoystickInfo_t &info );
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void HIDGetDeviceInfo( io_object_t hidDevice, CFMutableDictionaryRef hidProperties, JoystickInfo_t &info );
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void HIDGetElements( CFTypeRef refElementCurrent, JoystickInfo_t &info );
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void HIDGetCollectionElements( CFMutableDictionaryRef deviceProperties, JoystickInfo_t &info );
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void HIDDisposeDevice( JoystickInfo_t &info );
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int HIDGetElementValue( JoystickInfo_t &info, OSXInputValue_t &value );
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int HIDScaledCalibratedValue( JoystickInfo_t &info, OSXInputValue_t &value );
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void HIDSortJoystickButtons( JoystickInfo_t &info );
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#elif defined(LINUX)
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public:
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void PollInputState_Linux();
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void JoystickHotplugAdded( int joystickIndex );
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void JoystickHotplugRemoved( int joystickId );
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void JoystickButtonPress( int joystickId, int button ); // button is a SDL_CONTROLLER_BUTTON;
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void JoystickButtonRelease( int joystickId, int button ); // same as above.
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void JoystickAxisMotion( int joystickId, int axis, int value );
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#endif
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private:
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#if defined( USE_SDL ) || defined( OSX )
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ILauncherMgr *m_pLauncherMgr;
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#endif
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WNDPROC m_ChainedWndProc;
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HWND m_hAttachedHWnd;
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HWND m_hLastIMEHWnd;
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bool m_bEnabled;
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bool m_bPumpEnabled;
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bool m_bIsPolling;
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bool m_bIMEComposing;
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bool m_bIsInGame;
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// Current button state
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InputState_t m_InputState[INPUT_STATE_COUNT];
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DWORD m_StartupTimeTick;
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int m_nLastPollTick;
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int m_nLastSampleTick;
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int m_nPollCount;
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// Mouse wheel hack
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UINT m_uiMouseWheel;
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// Joystick info
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CUtlFlags<unsigned short> m_JoysticksEnabled;
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int m_nJoystickCount;
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bool m_bXController;
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bool m_bSteamController;
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float m_flLastSteamControllerInput;
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float m_flLastControllerPollTime;
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public:
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JoystickInfo_t m_pJoystickInfo[ MAX_JOYSTICKS ];
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private:
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// Xbox controller info
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appKey_t m_appXKeys[ XUSER_MAX_COUNT ][ XK_MAX_KEYS ];
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xdevice_t m_XDevices[ XUSER_MAX_COUNT ];
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// Used to determine whether to generate UI events
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int m_nUIEventClientCount;
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// raw mouse input
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bool m_bRawInputSupported;
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int m_mouseRawAccumX, m_mouseRawAccumY;
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// Current mouse capture window
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PlatWindow_t m_hCurrentCaptureWnd;
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// For the 'SleepUntilInput' feature
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HANDLE m_hEvent;
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// Cursors, foiled again!
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InputCursorHandle_t m_pDefaultCursors[ INPUT_CURSOR_COUNT ];
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CUtlStringMap< InputCursorHandle_t > m_UserCursors;
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CSysModule *m_pXInputDLL;
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CSysModule *m_pRawInputDLL;
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// NVNT falcon module
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CSysModule *m_pNovintDLL;
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private:
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bool m_bCursorVisible;
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bool m_bMotionControllerActive;
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Quaternion m_qMotionControllerOrientation;
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float m_fMotionControllerPosX;
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float m_fMotionControllerPosY;
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Vector m_vecMotionControllerPos;
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int m_nMotionControllerStatus;
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uint64 m_nMotionControllerStatusFlags;
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public:
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InputCursorHandle_t m_hCursor;
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#ifdef _PS3
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BCellPadDataHook_t m_pPS3CellPadDataHook;
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BCellPadNoDataHook_t m_pPS3CellNoPadDataHook;
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bool m_PS3KeyboardConnected;
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bool m_PS3MouseConnected;
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#endif
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// describes all connected devices. A bitmask of InputDevice entries
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InputDevice_t m_currentlyConnectedInputDevices;
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// describes the current default input device
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InputDevice_t m_currentInputDevice;
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// number of different input devices on this platform
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bool m_setCurrentInputDeviceOnNextButtonPress;
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};
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// Should we generate UI events?
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inline bool CInputSystem::ShouldGenerateUIEvents() const
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{
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return m_nUIEventClientCount > 0;
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}
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#endif // INPUTSYSTEM_H
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