Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef IN_SIXENSE_GESTURES_H
#define IN_SIXENSE_GESTURES_H
#ifdef _WIN32
#pragma once
#endif
#include <sixense_utils/interfaces.hpp>
class SixenseGestureBindings {
public:
SixenseGestureBindings();
// Add a new binding. release_command can be empty. If press_command starts with '+', a release_command is generated with '-'.
void AddBinding( CUtlString hand, CUtlString action, CUtlString arg, CUtlString press_command, CUtlString release_command );
// Print bindings to console
void ListBindings();
// Write the bindings to a cfg file that can be loaded from the console or at startup (defaults to sixense_bindings.cfg)
void WriteBindings( CUtlString filename );
// Clear all bindings
void ClearBindings();
// Delete the nth binding
void DeleteBinding( int n );
// Create a set of default bindings appropriate for this game
void CreateDefaultBindings();
// Check to see if any bindings need to be triggered. disable_activations allows the caller to prevent new bindings from being triggered, while
// still allowing enabled gestures to disable.
void UpdateBindings( sixenseUtils::IButtonStates *pLeftButtonStates, sixenseUtils::IButtonStates *pRightButtonStates, bool bIsMenuVisible );
// How many bindings are there?
int GetNumBindings();
// Allow per-game authorization of commmands when the menu is up
bool AllowMenuCommand( char * );
// Allow per-game authorization of commmands in general
bool AllowCommand( char * );
protected:
typedef struct {
int m_Action;
int m_iHand; // 0=left, 1=right
int m_iArgument;
char *m_pActivateCommand;
char *m_pDeactivateCommand;
bool m_bAutoMirrored;
} GestureBinding;
// some helpers for converting input strings
bool HandFromString( CUtlString hand_str, int *hand );
bool ActionFromString( CUtlString action_str, sixenseUtils::IButtonStates::ActionType *action );
bool ButtonMaskFromString( CUtlString button, unsigned short *button_token );
bool DirectionFromString( CUtlString dir_str, sixenseUtils::IButtonStates::Direction *dir );
bool ActionTokenToStr( sixenseUtils::IButtonStates::ActionType action, char *buf, int buflen );
bool DirectionTokenToStr( int arg, char *buf, int buflen );
bool ButtonTokenToStr( int arg, char *buf, int buflen );
bool HandTokenToStr( int hand, char *buf, int buflen );
// Help deallocate a binding
void FreeStrings( GestureBinding binding );
private:
CUtlLinkedList<GestureBinding> m_GestureBindingList;
};
#endif