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