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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef INPUTSYSTEM_H
#define INPUTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#ifdef WIN32
#if !defined( _X360 )
#define _WIN32_WINNT 0x502
#include <windows.h>
#include <zmouse.h>
#include "xbox/xboxstubs.h"
#include "../../dx9sdk/include/XInput.h"
#endif
#endif
#ifdef POSIX
#include "posix_stubs.h"
#endif // POSIX
#include "appframework/ilaunchermgr.h"
#include "inputsystem/iinputsystem.h"
#include "tier2/tier2.h"
#include "inputsystem/ButtonCode.h"
#include "inputsystem/AnalogCode.h"
#include "bitvec.h"
#include "tier1/utlvector.h"
#include "tier1/utlflags.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#include "xbox/xbox_console.h"
#endif
#include "steam/steam_api.h"
//-----------------------------------------------------------------------------
// Implementation of the input system
//-----------------------------------------------------------------------------
class CInputSystem : public CTier2AppSystem< IInputSystem > { typedef CTier2AppSystem< IInputSystem > BaseClass;
public: // Constructor, destructor
CInputSystem(); virtual ~CInputSystem();
// Inherited from IAppSystem
virtual InitReturnVal_t Init(); virtual bool Connect( CreateInterfaceFn factory );
virtual void Shutdown();
// Inherited from IInputSystem
virtual void AttachToWindow( void* hWnd ); virtual void DetachFromWindow(); virtual void EnableInput( bool bEnable ); virtual void EnableMessagePump( bool bEnable ); virtual int GetPollTick() const; virtual void PollInputState(); virtual bool IsButtonDown( ButtonCode_t code ) const; virtual int GetButtonPressedTick( ButtonCode_t code ) const; virtual int GetButtonReleasedTick( ButtonCode_t code ) const; virtual int GetAnalogValue( AnalogCode_t code ) const; virtual int GetAnalogDelta( AnalogCode_t code ) const; virtual int GetEventCount() const; virtual const InputEvent_t* GetEventData() const; virtual void PostUserEvent( const InputEvent_t &event ); virtual int GetJoystickCount() const; virtual void EnableJoystickInput( int nJoystick, bool bEnable ); virtual void EnableJoystickDiagonalPOV( int nJoystick, bool bEnable ); virtual void SampleDevices( void ); virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId ); virtual void StopRumble( void ); virtual void ResetInputState( void ); virtual void SetPrimaryUserId( int userId ); virtual const char *ButtonCodeToString( ButtonCode_t code ) const; virtual const char *AnalogCodeToString( AnalogCode_t code ) const; virtual ButtonCode_t StringToButtonCode( const char *pString ) const; virtual AnalogCode_t StringToAnalogCode( const char *pString ) const; virtual ButtonCode_t VirtualKeyToButtonCode( int nVirtualKey ) const; virtual int ButtonCodeToVirtualKey( ButtonCode_t code ) const; virtual ButtonCode_t ScanCodeToButtonCode( int lParam ) const; virtual void SleepUntilInput( int nMaxSleepTimeMS ); virtual int GetPollCount() const; virtual void SetCursorPosition( int x, int y ); #if defined( WIN32 ) && !defined ( _X360 )
virtual void *GetHapticsInterfaceAddress() const; #else
virtual void *GetHapticsInterfaceAddress() const { return NULL;} #endif
bool GetRawMouseAccumulators( int& accumX, int& accumY ); virtual void SetConsoleTextMode( bool bConsoleTextMode );
// Windows proc
LRESULT WindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
private: enum { STICK1_AXIS_LEFT, STICK1_AXIS_RIGHT, STICK1_AXIS_DOWN, STICK1_AXIS_UP, STICK2_AXIS_LEFT, STICK2_AXIS_RIGHT, STICK2_AXIS_DOWN, STICK2_AXIS_UP, MAX_STICKAXIS };
// track Xbox stick keys from previous frame
enum { LASTKEY_STICK1_X, LASTKEY_STICK1_Y, LASTKEY_STICK2_X, LASTKEY_STICK2_Y, MAX_LASTKEY, };
enum { INPUT_STATE_QUEUED = 0, INPUT_STATE_CURRENT,
INPUT_STATE_COUNT, };
public:
struct JoystickInfo_t { void *m_pDevice; // Really an SDL_GameController*, NULL if not present.
void *m_pHaptic; // Really an SDL_Haptic*
float m_fCurrentRumble; bool m_bRumbleEnabled; int m_nButtonCount; int m_nAxisFlags; int m_nDeviceId; bool m_bHasPOVControl; bool m_bDiagonalPOVControlEnabled; unsigned int m_nFlags; unsigned int m_nLastPolledButtons; unsigned int m_nLastPolledAxisButtons; unsigned int m_nLastPolledPOVState; unsigned long m_pLastPolledAxes[MAX_JOYSTICK_AXES]; };
struct xdevice_t { int userId; byte type; byte subtype; word flags; bool active; XINPUT_STATE states[2]; int newState; xKey_t lastStickKeys[MAX_LASTKEY]; int stickThreshold[MAX_STICKAXIS]; float stickScale[MAX_STICKAXIS]; int quitTimeout; int dpadLock; // rumble
XINPUT_VIBRATION vibration; bool pendingRumbleUpdate; };
struct appKey_t { int repeats; int sample; };
struct InputState_t { // Analog states
CBitVec<BUTTON_CODE_LAST> m_ButtonState; int m_ButtonPressedTick[BUTTON_CODE_LAST]; int m_ButtonReleasedTick[BUTTON_CODE_LAST]; int m_pAnalogDelta[ANALOG_CODE_LAST]; int m_pAnalogValue[ANALOG_CODE_LAST]; CUtlVector< InputEvent_t > m_Events; bool m_bDirty; };
// Initializes all Xbox controllers
void InitializeXDevices( void );
// Opens an Xbox controller
void OpenXDevice( xdevice_t* pXDevice, int userId );
// Closes an Xbox controller
void CloseXDevice( xdevice_t* pXDevice );
// Samples the Xbox controllers
void PollXDevices( void );
// Samples an Xbox controller and queues input events
void ReadXDevice( xdevice_t* pXDevice );
// Submits force feedback data to an Xbox controller
void WriteToXDevice( xdevice_t* pXDevice );
// Sets rumble values for an Xbox controller
void SetXDeviceRumble( float fLeftMotor, float fRightMotor, int userId );
// Posts an Xbox key event, ignoring key repeats
void PostXKeyEvent( int nUserId, xKey_t xKey, int nSample );
// Dispatches all joystick button events through the game's window procs
void ProcessEvent( UINT uMsg, WPARAM wParam, LPARAM lParam );
// Initializes joysticks
void InitializeJoysticks( void );
// Shut down joysticks
void ShutdownJoysticks( void );
// Samples the joystick
void PollJoystick( void );
// Update the joystick button state
void UpdateJoystickButtonState( int nJoystick );
// Update the joystick POV control
void UpdateJoystickPOVControl( int nJoystick );
// Record button state and post the event
void JoystickButtonEvent( ButtonCode_t button, int sample );
#if defined( WIN32 ) && !defined ( _X360 )
// NVNT attaches window to novint devices
void AttachWindowToNovintDevices( void * hWnd );
// NVNT detaches window from novint input
void DetachWindowFromNovintDevices( void );
// NVNT Initializes novint devices
void InitializeNovintDevices( void );
// NVNT Samples a novint device
void PollNovintDevices( void );
// NVNT Update the novint device button state
void UpdateNovintDeviceButtonState( int nDevice );
// NVNT Record button state and post the event
void NovintDeviceButtonEvent( ButtonCode_t button, int sample );
//Added called and set to true when binding input and set to false once bound
void SetNovintPure( bool bPure ); #else
void SetNovintPure( bool bPure ) {} // to satify the IInput virtual interface
#endif
// Chains the window message to the previous wndproc
LRESULT ChainWindowMessage( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
// Post an event to the queue
void PostEvent( int nType, int nTick, int nData = 0, int nData2 = 0, int nData3 = 0 );
// Deals with app deactivation (sends a bunch of button released messages)
void ActivateInputSystem( bool bActivated );
// Determines all mouse button presses
int ButtonMaskFromMouseWParam( WPARAM wParam, ButtonCode_t code = BUTTON_CODE_INVALID, bool bDown = false ) const;
// Updates the state of all mouse buttons
void UpdateMouseButtonState( int nButtonMask, ButtonCode_t dblClickCode = BUTTON_CODE_INVALID );
// Copies the input state record over
void CopyInputState( InputState_t *pDest, const InputState_t &src, bool bCopyEvents );
// Post an button press/release event to the queue
void PostButtonPressedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode ); void PostButtonReleasedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode );
// Release all buttons
void ReleaseAllButtons( int nFirstButton = 0, int nLastButton = BUTTON_CODE_LAST - 1 );
// Zero analog state
void ZeroAnalogState( int nFirstState, int nLastState );
// Converts xbox keys to button codes
ButtonCode_t XKeyToButtonCode( int nUserId, int nXKey ) const;
// Computes the sample tick
int ComputeSampleTick();
// Clears the input state, doesn't generate key-up messages
void ClearInputState();
// Called for mouse move events. Sets the current x and y and posts events for the mouse moving.
void UpdateMousePositionState( InputState_t &state, short x, short y );
// Initializes SteamControllers - Returns true if steam is running and finds controllers, otherwise false
bool InitializeSteamControllers( void );
// Returns number of connected Steam Controllers
uint32 GetNumSteamControllersConnected();
// Update and sample steam controllers
void PollSteamControllers( void );
#if defined( PLATFORM_WINDOWS_PC )
void PollInputState_Windows(); #endif
void JoystickHotplugAdded( int joystickIndex ); void JoystickHotplugRemoved( int joystickId ); void JoystickButtonPress( int joystickId, int button ); // button is a SDL_CONTROLLER_BUTTON;
void JoystickButtonRelease( int joystickId, int button ); // same as above.
void JoystickAxisMotion( int joystickId, int axis, int value );
// Steam Controller
void ReadSteamController( int iIndex ); void PostKeyEvent( int iIndex, sKey_t sKey, int nSample ); const int GetSteamPadDeadZone( ESteamPadAxis axis ); bool IsSteamControllerConnected( void ) { return m_bSteamController; } bool IsSteamControllerActive( void ); void ActivateSteamControllerActionSetForSlot( uint64 nSlot, GameActionSet_t eActionSet ); ControllerActionSetHandle_t GetActionSetHandle( GameActionSet_t eActionSet ); ControllerActionSetHandle_t GetActionSetHandle( const char* szActionSet ); bool GetControllerStateForSlot( int nSlot ); int GetSteamControllerIndexForSlot( int nSlot ); bool GetRadialMenuStickValues( int nSlot, float &fX, float &fY ); virtual ISteamController* SteamControllerInterface(); bool InitializeSteamControllerActionSets();
// Gets the action origin (i.e. which physical input) maps to the given action name
virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, GameActionSet_t action_set ); virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, ControllerActionSetHandle_t action_set_handle );
// Maps a Steam Controller action origin to a string (consisting of a single character) in our SC icon font
virtual const wchar_t* GetSteamControllerFontCharacterForActionOrigin( EControllerActionOrigin origin );
// Maps a Steam Controller action origin to a short text string (e.g. "X", "LB", "LDOWN") describing the control.
// Prefer to actually use the icon font wherever possible.
virtual const wchar_t* GetSteamControllerDescriptionForActionOrigin( EControllerActionOrigin origin );
// Converts SteamController keys to button codes
ButtonCode_t SKeyToButtonCode( int nUserId, int nXKey ) const;
// This is called with "true" by dedicated server initialization (before calling Init) in order to
// force us to skip initialization of Steam (which messes up dedicated servers).
virtual void SetSkipControllerInitialization( bool bSkip ) { m_bSkipControllerInitialization = bSkip; }
#if defined( USE_SDL )
void PollInputState_Platform();
ILauncherMgr *m_pLauncherMgr; #endif
WNDPROC m_ChainedWndProc; HWND m_hAttachedHWnd; bool m_bEnabled; bool m_bPumpEnabled; bool m_bIsPolling;
// Current button state
InputState_t m_InputState[INPUT_STATE_COUNT];
// Current action set
GameActionSet_t m_currentActionSet[STEAM_CONTROLLER_MAX_COUNT];
DWORD m_StartupTimeTick; int m_nLastPollTick; int m_nLastSampleTick; int m_nPollCount;
// Mouse wheel hack
UINT m_uiMouseWheel;
// Joystick info
CUtlFlags<unsigned short> m_JoysticksEnabled; int m_nJoystickCount; bool m_bJoystickInitialized; bool m_bXController; JoystickInfo_t m_pJoystickInfo[ MAX_JOYSTICKS ];
// Steam Controller
struct steampad_t { steampad_t() { m_nHardwareIndex = 0; m_nJoystickIndex = INVALID_USER_ID; m_nLastPacketIndex = 0; active = false; memset( lastAnalogKeys, 0, sizeof( lastAnalogKeys ) ); } bool active;
sKey_t lastAnalogKeys[MAX_STEAMPADAXIS]; appKey_t m_appSKeys[SK_MAX_KEYS]; // Hardware index and joystick index don't necessarily match
// Joystick index will depend on the order of multiple initialized devices
// Which could include other controller types
// Hardware index should line up 1:1 with the order they're polled
// and could change based on removing devices, unlike Joystick Index
uint32 m_nHardwareIndex; int m_nJoystickIndex; uint32 m_nLastPacketIndex; };
float m_pRadialMenuStickVal[STEAM_CONTROLLER_MAX_COUNT][2]; steampad_t m_Device[STEAM_CONTROLLER_MAX_COUNT]; uint32 m_unNumConnected; float m_flLastSteamControllerInput; int m_nJoystickBaseline; int m_nControllerType[MAX_JOYSTICKS+STEAM_CONTROLLER_MAX_COUNT];
bool m_bSteamController; // true if the Steam Controller system has been initialized successfully (this doesn't mean one is actually connected necessarily)
bool m_bSteamControllerActionsInitialized; // true if our action sets and handles were successfully initialized (this doesn't mean a controller is necessarily connected, or that in-game client actions were initialized)
bool m_bSteamControllerActive; // true if our action sets and handles were successfully initialized *and* that at least one controller is actually connected and switched on.
#if defined( WIN32 ) && !defined ( _X360 )
// NVNT Novint device info
int m_nNovintDeviceCount; bool m_bNovintDevices; #endif
// Xbox controller info
appKey_t m_appXKeys[ XUSER_MAX_COUNT ][ XK_MAX_KEYS ]; xdevice_t m_XDevices[ XUSER_MAX_COUNT ]; int m_PrimaryUserId;
// raw mouse input
bool m_bRawInputSupported; int m_mouseRawAccumX, m_mouseRawAccumY;
// For the 'SleepUntilInput' feature
HANDLE m_hEvent;
CSysModule *m_pXInputDLL; CSysModule *m_pRawInputDLL; #if defined( WIN32 ) && !defined ( _X360 )
// NVNT falcon module
CSysModule *m_pNovintDLL; #endif
bool m_bConsoleTextMode;
public: // Steam API context for use by input system for access to steam controllers.
CSteamAPIContext& SteamAPIContext() { return m_SteamAPIContext; }
private: CSteamAPIContext m_SteamAPIContext; bool m_bSkipControllerInitialization; };
#endif // INPUTSYSTEM_H
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