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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef IUIINPUT_H
#define IUIINPUT_H
#ifdef _WIN32
#pragma once
#endif
#include "keycodes.h"
#include "mousecodes.h"
#include "gamepadcodes.h"
#include "tier0/platform.h"
#include "tier1/utldelegate.h"
#include "../controls/panelhandle.h"
#include "../uieventcodes.h"
#include "../iuiengine.h"
#ifdef SOURCE2_PANORAMA
#include "inputsystem/buttoncode.h"
#endif
namespace panorama {
class CPanel2D; class IImageSource; class IUISettings;
// the classes of input we understand
enum EInputType { k_eInputNone = 0, k_eKeyDown = 1, // raw down press
k_eKeyUp = 2, // raw release
k_eKeyChar = 3, // composited text entry from the OS
k_eMouseDown = 4, k_eMouseUp = 5, k_eMouseMove = 6, k_eMouseDoubleClick = 7, k_eMouseTripleClick = 8, k_eMouseWheel = 9, k_eMouseEnter = 10, k_eMouseLeave = 11, k_eGamePadDown = 12, k_eGamePadUp = 13, k_eGamePadAnalog = 14,
k_eOverlayCommand = 5000,
k_eInputTypeMaxRange = 0xFFFFFFFF // force size to 32 bits
};
enum EActiveControllerType { k_EActiveControllerType_None, // we aren't using a controller or we don't know to do
k_EActiveControllerType_XInput, k_EActiveControllerType_Steam, };
//
// structs container input type specific data
//
struct KeyData_t { EPanelEventSource_t m_eSource; // this needs to be the first field of the struct, since it's unioned in InputMessage_t
KeyCode m_KeyCode; uint8 m_RepeatCount; bool m_bFirstDown; // is this the first time this key was pressed
wchar_t m_UniChar; // unicode equivalent of this key
uint32 m_Modifiers; // alt, ctrl, etc held down?
};
struct MouseData_t { EPanelEventSource_t m_eSource; // this needs to be the first field of the struct, since it's unioned in InputMessage_t
MouseCode m_MouseCode; uint32 m_Modifiers; uint8 m_RepeatCount; int m_Delta; };
struct GamePadData_t { EPanelEventSource_t m_eSource; // this needs to be the first field of the struct, since it's unioned in InputMessage_t
GamePadCode m_GamePadCode; uint8 m_RepeatCount; // home many times in a row we have had this button down
float m_fValue; // the analog value of the deflection if an axis
// if an analog event then these two are set for each axis value
float m_fValueX; // the analog value of the deflection along horizontal
float m_fValueY; // the analog value of the deflection along vertical
// For Steam controller analog events this value will indicate the time the users finger went down
float m_flFingerDown;
// For Steam controller analog events these values indicate the starting finger position (so you can do some basic swipe stuff)
float m_fValueXFirst; float m_fValueYFirst; // For Steam controller analog events this is the raw sampled coordinate without deadzoning
float m_fValueXRaw; float m_fValueYRaw; };
struct InputMessage_t { EInputType m_eInputType; float m_flInputTime; union { EPanelEventSource_t m_eSource; // where did this event originate? this is the first field of the other *Data_t structs below.
KeyData_t m_KeyData; MouseData_t m_MouseData; GamePadData_t m_GamePadData; }; };
//
// A combination of event type and specific code data to mean an input event, like on key down of the A key
//
struct ActionInput_t { ActionInput_t() { m_InputType = k_eInputNone; m_Data.m_KeyCode = KEY_NONE; m_unModifiers = MODIFIER_NONE; } explicit ActionInput_t( EInputType type, KeyCode code, uint32 unModifiers, const char *pchNamespace ) { m_InputType = type; m_Data.m_KeyCode = code; m_unModifiers = unModifiers; if ( pchNamespace && pchNamespace[0] ) m_symNameSpace = pchNamespace; } explicit ActionInput_t( EInputType type, GamePadCode code, const char *pchNamespace ) { m_InputType = type; m_Data.m_GamePadCode = code; m_unModifiers = MODIFIER_NONE; if ( pchNamespace && pchNamespace[0] ) m_symNameSpace = pchNamespace; } explicit ActionInput_t( EInputType type, MouseCode code, const char *pchNamespace ) { m_InputType = type; m_Data.m_MouseCode = code; m_unModifiers = MODIFIER_NONE; if ( pchNamespace && pchNamespace[0] ) m_symNameSpace = pchNamespace; } ActionInput_t( InputMessage_t &msg, const char *pchNamespace ) { m_InputType = msg.m_eInputType; if ( pchNamespace && pchNamespace[0] ) m_symNameSpace = pchNamespace; m_unModifiers = MODIFIER_NONE; switch ( msg.m_eInputType ) { default: AssertMsg( false, "Unknown input type to ActionInput_t( InputMessage_t )" ); break; case k_eKeyDown: case k_eKeyUp: case k_eKeyChar: m_Data.m_KeyCode = msg.m_KeyData.m_KeyCode; m_unModifiers = msg.m_KeyData.m_Modifiers; break; case k_eMouseDown: case k_eMouseDoubleClick: case k_eMouseTripleClick: case k_eMouseUp: case k_eMouseMove: case k_eMouseWheel: m_Data.m_MouseCode = msg.m_MouseData.m_MouseCode; m_unModifiers = msg.m_MouseData.m_Modifiers; break; case k_eMouseEnter: case k_eMouseLeave: break; case k_eGamePadDown: case k_eGamePadUp: case k_eGamePadAnalog: m_Data.m_GamePadCode = msg.m_GamePadData.m_GamePadCode; break; } }
// Can't ever make this not 32bits in size, see crazy comparison operators below. Also, each
// member must be exactly 32bits, not less with uninitialized data.
EInputType m_InputType; union { KeyCode m_KeyCode; GamePadCode m_GamePadCode; MouseCode m_MouseCode; } m_Data;
uint32 m_unModifiers; CPanoramaSymbol m_symNameSpace;
bool operator<( const ActionInput_t &that ) const { if ( m_InputType != that.m_InputType ) return m_InputType < that.m_InputType;
if ( m_unModifiers != that.m_unModifiers ) return m_unModifiers < that.m_unModifiers;
// I have a namespace and you don't
if ( m_symNameSpace.IsValid() && !that.m_symNameSpace.IsValid() ) return true;
// You have a namespace and I don't
if ( that.m_symNameSpace.IsValid() && !m_symNameSpace.IsValid() ) return false;
// compare namespace if both are valid but not equal
if ( m_symNameSpace.IsValid() && that.m_symNameSpace.IsValid() && m_symNameSpace != that.m_symNameSpace ) return m_symNameSpace < that.m_symNameSpace;
// lets compare the raw code now
switch( m_InputType ) { default: case k_eKeyDown: case k_eKeyUp: case k_eKeyChar: return m_Data.m_KeyCode < that.m_Data.m_KeyCode; case k_eMouseDown: case k_eMouseUp: case k_eMouseMove: case k_eMouseWheel: case k_eMouseDoubleClick: case k_eMouseTripleClick: return m_Data.m_MouseCode < that.m_Data.m_MouseCode; case k_eGamePadDown: case k_eGamePadUp: case k_eGamePadAnalog: return m_Data.m_GamePadCode < that.m_Data.m_GamePadCode; } }
bool operator==( const ActionInput_t &that ) const { if ( m_InputType == that.m_InputType && m_unModifiers == that.m_unModifiers && // also if both namespace are valid and equal OR either namespace is unset (i.e "global")
( ( m_symNameSpace.IsValid() && that.m_symNameSpace.IsValid() && m_symNameSpace == that.m_symNameSpace ) || ( !m_symNameSpace.IsValid() && !that.m_symNameSpace.IsValid() ) ) ) { switch( m_InputType ) { default: case k_eKeyDown: case k_eKeyUp: case k_eKeyChar: return m_Data.m_KeyCode == that.m_Data.m_KeyCode; case k_eMouseDoubleClick: case k_eMouseTripleClick: case k_eMouseDown: case k_eMouseUp: case k_eMouseMove: case k_eMouseWheel: return m_Data.m_MouseCode == that.m_Data.m_MouseCode; case k_eGamePadDown: case k_eGamePadUp: case k_eGamePadAnalog: return m_Data.m_GamePadCode == that.m_Data.m_GamePadCode; } } return false; }
};
// Helpers for checking modifier state
inline bool IsControlPressed( uint32 unModifiers ) { return unModifiers & MODIFIER_LCONTROL || unModifiers & MODIFIER_RCONTROL; } inline bool IsAltPressed( uint32 unModifiers ) { return unModifiers & MODIFIER_LALT || unModifiers & MODIFIER_RALT; } inline bool IsShiftPressed( uint32 unModifiers ) { return unModifiers & MODIFIER_LSHIFT || unModifiers & MODIFIER_RSHIFT; } inline bool IsWinPressed( uint32 unModifiers ) { return unModifiers & MODIFIER_LWIN || unModifiers & MODIFIER_RWIN; }
//
// struct to wrap mouse move events for mouse tracked panels
//
struct MouseTrackingResults_t { MouseTrackingResults_t() { m_hPanel = k_ulInvalidPanelHandle64; m_flX = 0.0f; m_flY = 0.0f;
} MouseTrackingResults_t( uint64 handle, float x, float y ) { m_hPanel = handle; m_flX = x; m_flY = y; }
uint64 m_hPanel; float m_flX; float m_flY; };
//
// An interface to receive captured input
//
class IInputCapture { public: // keyboard
virtual bool OnCapturedKeyDown( IUIPanel *pPanel, const KeyData_t &code ) = 0; virtual bool OnCapturedKeyUp( IUIPanel *pPanel, const KeyData_t &code ) = 0; virtual bool OnCapturedKeyTyped( IUIPanel *pPanel, const KeyData_t &unichar ) = 0;
// mouse
virtual bool OnCapturedMouseMove( IUIPanel *pPanel ) = 0; virtual bool OnCapturedMouseButtonDown( IUIPanel *pPanel, const MouseData_t &code ) = 0; virtual bool OnCapturedMouseButtonUp( IUIPanel *pPanel, const MouseData_t &code ) = 0; virtual bool OnCapturedMouseButtonDoubleClick( IUIPanel *pPanel, const MouseData_t &code ) = 0; virtual bool OnCapturedMouseButtonTripleClick( IUIPanel *pPanel, const MouseData_t &code ) = 0; virtual bool OnCapturedMouseWheel( IUIPanel *pPanel, const MouseData_t &code ) = 0;
// gamepad
virtual bool OnCapturedGamePadDown( IUIPanel *pPanel, const GamePadData_t &code ) = 0; virtual bool OnCapturedGamePadUp( IUIPanel *pPanel, const GamePadData_t &code ) = 0; virtual bool OnCapturedGamePadAnalog( IUIPanel *pPanel, const GamePadData_t &code ) = 0; };
class CDefaultInputCapture : public IInputCapture { public: // keyboard
virtual bool OnCapturedKeyDown( panorama::IUIPanel *pPanel, const panorama::KeyData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedKeyUp( panorama::IUIPanel *pPanel, const panorama::KeyData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedKeyTyped( panorama::IUIPanel *pPanel, const panorama::KeyData_t &unichar ) OVERRIDE { return false; }
// mouse
virtual bool OnCapturedMouseMove( panorama::IUIPanel *pPanel ) OVERRIDE { return false; } virtual bool OnCapturedMouseButtonDown( panorama::IUIPanel *pPanel, const panorama::MouseData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedMouseButtonUp( panorama::IUIPanel *pPanel, const panorama::MouseData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedMouseButtonDoubleClick( panorama::IUIPanel *pPanel, const panorama::MouseData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedMouseButtonTripleClick( panorama::IUIPanel *pPanel, const panorama::MouseData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedMouseWheel( panorama::IUIPanel *pPanel, const panorama::MouseData_t &code ) OVERRIDE { return false; }
// gamepad
virtual bool OnCapturedGamePadDown( panorama::IUIPanel *pPanel, const panorama::GamePadData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedGamePadUp( panorama::IUIPanel *pPanel, const panorama::GamePadData_t &code ) OVERRIDE { return false; } virtual bool OnCapturedGamePadAnalog( panorama::IUIPanel *pPanel, const panorama::GamePadData_t &code ) OVERRIDE { return false; } };
//
// Handles per top level window focus
//
class IUIWindowInput { public: virtual bool InputEvent( InputMessage_t &msg, bool bNewEvent = true ) = 0;
// Receive mouse move events, in window coordinate space
virtual void OnMouseMove( float flMouseX, float flMouseY, bool bSynthesized = false ) = 0;
// current mouse coordinates and visibility
virtual void GetSurfaceMousePosition( float &x, float &y ) = 0; virtual bool BCursorVisible() = 0; virtual void WakeupMouseCursor() = 0; virtual void FadeOutCursorNow() = 0;
// gamepad state
virtual int GetNumGamepadsConnected() = 0; virtual bool BWasGamepadConnectedThisSession() = 0; virtual bool BWasGamepadUsedThisSession() = 0; virtual bool BWasSteamControllerConnectedThisSession() = 0; virtual bool BWasSteamControllerUsedThisSession() = 0;
// tracking of last input type
virtual bool BWasGamepadLastInputSource() = 0; virtual bool BWasMouseLastInputSource() = 0; virtual bool BWasKeyboardOrMouseLastInputSource() = 0;
// Get the last input source
virtual EPanelEventSource_t GetLastPanelEventSource() = 0;
// Keyboard / mouse info
virtual bool BWasKeyboardOrMouseUsedThisSession() = 0; virtual bool BWasMouseMovedThisSession() = 0;
// top level OS window support
virtual void GotWindowFocus() = 0; virtual void LostWindowFocus() = 0; virtual bool BHasWindowFocus() = 0;
// Window can temporarily disable all input, used for overlay when the game is focused, but overlay inactive
virtual bool BAllowInput( InputMessage_t &msg ) = 0;
// panel management
virtual void SetInputFocus( IUIPanel *pPanel, bool bScrollParentToFit, bool bChangeContextIfNeeded ) = 0; virtual bool SetInputFocusContext( IUIPanel *pPanelInContext ) = 0; virtual void PopInputContext() = 0; virtual IUIPanel *GetInputFocusContext() = 0; virtual IUIPanel *GetInputFocus() = 0; virtual IUIPanel *GetMouseHover() = 0; virtual void PanelDeleted( IUIPanel *pPanel, IUIPanel *pParent ) = 0;
// input hooks
virtual void HookPanelInput( IUIPanel *pPanel, IInputCapture *pInputCapture ) = 0; virtual void RemovePanelInputHook( IUIPanel *pPanel, IInputCapture *pInputCapture ) = 0;
// set this panel to always (or stop) getting MouseMove events
virtual void AddMouseTrackingPanel( IUIPanel *pPanel ) = 0; virtual void RemoveMouseTrackingPanel( IUIPanel *pPanel ) = 0;
// Are we currently inside a set input focus call
virtual bool BInSetInputFocusTraverse() = 0;
// Queue a panel focus event to occur once we finish with setting input focus
virtual void QueuePanelFocusEvent( IUIPanel *pPanel, CPanoramaSymbol symPanelEvent ) = 0;
// reset any mouse movement count as we just hid the cursor
virtual void ResetMouseMoveCount() = 0;
// Get focus panel at time of last mouse down
virtual IUIPanel *GetFocusOnLastMouseDown() = 0; };
//
// Handles key/mouse/gamepad input and dispatches to appropriate panels
//
class IUIInput { public: virtual void Initialize( IUISettings *pSettings ) = 0;
// Not ifdef'd or specific to windows. v_key ended up as a common
// denominator in lots of code (overlay as an example)
// 0x00 for error in mapping. There is no 0x00 VKEY
virtual uint16 KeyCodeToWindowsVKey( const KeyCode inKey ) = 0;
// KEY_NONE will come back on error.
virtual KeyCode WindowsVKeyToKeyCode( uint16 inKey ) = 0;
#ifdef SOURCE2_PANORAMA
virtual ButtonCode_t KeyCodeToButtonCode( const KeyCode inKey ) = 0; virtual ButtonCode_t MouseCodeToButtonCode( const MouseCode inKey ) = 0; #endif
// kb/mouse input
virtual bool InputEvent( InputMessage_t &msg ) = 0;
// used to capture all input
virtual void SetInputCapture( IInputCapture *pCapture ) = 0; virtual void ReleaseInputCapture( IInputCapture *pCapture ) = 0; virtual CUtlVector< IInputCapture * > &GetInputCapture() = 0;
// Checks whether gamepads are connected
virtual int GetNumGamepadsConnected() const = 0; // did any gamepad have input since we last asked
virtual bool BWasGamepadOrSteamControllerActive() = 0; // flags to tell steam controller layer which buttons to treat as mouse and not disable cursor on seeing
virtual void SetSteamPadButtonsToTreatAsMouse( uint64 ulButtonMask ) = 0;
// if a gamepad is connected then its friendly name
virtual const char *PchGamePadName() = 0;
// return true if we are emulating a gamepad using a simple joystick, so we have less input functionality available
virtual bool BEmulatingGamePadWithJoystick() = 0;
// helper for gamepad codes, returns values that are inside the deadzone for this joystick
virtual float GetDeadZoneValue( GamePadCode code ) = 0;
// translate an event into the gamepad key bound to it, XK_NULL if not bound
virtual const GamePadCode GetGamePadBindForEvent( const char *pchEvent, const IUIPanel *pFromPanel ) = 0;
// is capslock on
virtual bool BIsCapsLockOn() = 0;
// If we're trying to show help text for a controller, which type of controller is most relevant (ie., most recently
// used, exists, etc.)? You probably don't want to call this directly but instead listen for ActiveControllerTypeChanged.
virtual EActiveControllerType GetActiveControllerType() const = 0;
// Get count of actively connected Steam controllers
virtual uint32 GetSteamControllerCount() const = 0;
// Get the time a steam controller was last assigned/used
virtual float GetLastSteamControllerActiveTime() const = 0;
// Get the time a non-steam controller was last assigned/used
virtual float GetLastGamePadControllerActiveTime() const = 0;
// Get the ID of the steam controller currently sending events to the window
virtual int GetLastSteamControllerActiveIndex() const = 0; // Pulse haptic feedback on active gamepad/steam controller if supported
virtual void PulseActiveControllerHaptic( IUIEngine::EHapticFeedbackPosition ePosition, IUIEngine::EHapticFeedbackStrength eStrength ) = 0;
// Is finger actively down on steam controller right pad? Probably means mouse emulation in use.
virtual bool BIsFingerDownOnSteamControllerRightPad() const = 0;
// Register a file path to look for keybindings
virtual void RegisterKeyBindingsFile( const char *pszFilePath ) = 0;
// Force a reload of the keybindings
virtual void ReloadKeyBindings() = 0;
// Private APIs for remote gamepad input, called on a separate network thread
virtual void RemoteGamepadAttached( int nGamepadID ) = 0; virtual void RemoteGamepadDetached( int nGamepadID ) = 0; virtual void SetRemoteGamepadAxis( int nGamepadID, int nAxis, int nValue ) = 0; virtual void SetRemoteGamepadButton( int nGamepadID, int nButton, int nValue ) = 0;
// Turn off whatever (wireless) controller was last active
virtual void TurnOffActiveController() = 0;
// Get gamepad code value from textual name for config files, event code, etc
virtual panorama::GamePadCode GamePadCodeFromName( const char * pchGamePadCode ) = 0;
// Check if two gamepad codes are the 'same' button but on different vendor devices
virtual bool BIsGamePadCodeEquivalentIgnoringVendor( GamePadCode a, GamePadCode b ) = 0; };
} // namespace panorama
#endif // IUIINPUT_H
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