Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef IINPUTSYSTEM_H
#define IINPUTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "appframework/IAppSystem.h"
#include "inputsystem/InputEnums.h"
#include "inputsystem/ButtonCode.h"
#include "inputsystem/AnalogCode.h"
#include "steam/isteamcontroller.h"
//-----------------------------------------------------------------------------
// Main interface for input. This is a low-level interface
//-----------------------------------------------------------------------------
#define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001"
abstract_class IInputSystem : public IAppSystem
{
public:
// Attach, detach input system from a particular window
// This window should be the root window for the application
// Only 1 window should be attached at any given time.
virtual void AttachToWindow( void* hWnd ) = 0;
virtual void DetachFromWindow( ) = 0;
// Enables/disables input. PollInputState will not update current
// button/analog states when it is called if the system is disabled.
virtual void EnableInput( bool bEnable ) = 0;
// Enables/disables the windows message pump. PollInputState will not
// Peek/Dispatch messages if this is disabled
virtual void EnableMessagePump( bool bEnable ) = 0;
// Polls the current input state
virtual void PollInputState() = 0;
// Gets the time of the last polling in ms
virtual int GetPollTick() const = 0;
// Is a button down? "Buttons" are binary-state input devices (mouse buttons, keyboard keys)
virtual bool IsButtonDown( ButtonCode_t code ) const = 0;
// Returns the tick at which the button was pressed and released
virtual int GetButtonPressedTick( ButtonCode_t code ) const = 0;
virtual int GetButtonReleasedTick( ButtonCode_t code ) const = 0;
// Gets the value of an analog input device this frame
// Includes joysticks, mousewheel, mouse
virtual int GetAnalogValue( AnalogCode_t code ) const = 0;
// Gets the change in a particular analog input device this frame
// Includes joysticks, mousewheel, mouse
virtual int GetAnalogDelta( AnalogCode_t code ) const = 0;
// Returns the input events since the last poll
virtual int GetEventCount() const = 0;
virtual const InputEvent_t* GetEventData( ) const = 0;
// Posts a user-defined event into the event queue; this is expected
// to be called in overridden wndprocs connected to the root panel.
virtual void PostUserEvent( const InputEvent_t &event ) = 0;
// Returns the number of joysticks
virtual int GetJoystickCount() const = 0;
// Enable/disable joystick, it has perf costs
virtual void EnableJoystickInput( int nJoystick, bool bEnable ) = 0;
// Enable/disable diagonal joystick POV (simultaneous POV buttons down)
virtual void EnableJoystickDiagonalPOV( int nJoystick, bool bEnable ) = 0;
// Sample the joystick and append events to the input queue
virtual void SampleDevices( void ) = 0;
// FIXME: Currently force-feedback is only supported on the Xbox 360
virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId = INVALID_USER_ID ) = 0;
virtual void StopRumble( void ) = 0;
// Resets the input state
virtual void ResetInputState() = 0;
// Sets a player as the primary user - all other controllers will be ignored.
virtual void SetPrimaryUserId( int userId ) = 0;
// Convert back + forth between ButtonCode/AnalogCode + strings
virtual const char *ButtonCodeToString( ButtonCode_t code ) const = 0;
virtual const char *AnalogCodeToString( AnalogCode_t code ) const = 0;
virtual ButtonCode_t StringToButtonCode( const char *pString ) const = 0;
virtual AnalogCode_t StringToAnalogCode( const char *pString ) const = 0;
// Sleeps until input happens. Pass a negative number to sleep infinitely
virtual void SleepUntilInput( int nMaxSleepTimeMS = -1 ) = 0;
// Convert back + forth between virtual codes + button codes
// FIXME: This is a temporary piece of code
virtual ButtonCode_t VirtualKeyToButtonCode( int nVirtualKey ) const = 0;
virtual int ButtonCodeToVirtualKey( ButtonCode_t code ) const = 0;
virtual ButtonCode_t ScanCodeToButtonCode( int lParam ) const = 0;
// How many times have we called PollInputState?
virtual int GetPollCount() const = 0;
// Sets the cursor position
virtual void SetCursorPosition( int x, int y ) = 0;
// NVNT get address to haptics interface
virtual void *GetHapticsInterfaceAddress() const = 0;
virtual void SetNovintPure( bool bPure ) = 0;
// read and clear accumulated raw input values
virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
// tell the input system that we're not a game, we're console text mode.
// this is used for dedicated servers to not initialize joystick system.
// this needs to be called before CInputSystem::Init (e.g. in PreInit of
// some system) if you want ot prevent the joystick system from ever
// being initialized.
virtual void SetConsoleTextMode( bool bConsoleTextMode ) = 0;
virtual ISteamController* SteamControllerInterface() = 0;
virtual uint32 GetNumSteamControllersConnected() = 0;
virtual bool IsSteamControllerActive() = 0;
virtual bool IsSteamControllerConnected() = 0;
virtual int GetSteamControllerIndexForSlot( int nSlot ) = 0;
virtual bool GetRadialMenuStickValues( int nSlot, float &fX, float &fY ) = 0;
virtual void ActivateSteamControllerActionSetForSlot( uint64 nSlot, GameActionSet_t eActionSet ) = 0;
virtual ControllerActionSetHandle_t GetActionSetHandle( GameActionSet_t eActionSet ) = 0;
virtual ControllerActionSetHandle_t GetActionSetHandle( const char* szActionSet ) = 0;
// Gets the action origin (i.e. which physical input) maps to the given action for the given action set
virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, GameActionSet_t action_set ) = 0;
virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, ControllerActionSetHandle_t action_set_handle ) = 0;
// 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 ) = 0;
// 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 ) = 0;
// 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 ) = 0;
// Helper - activate same action set for all controller slots.
void ActivateSteamControllerActionSet( GameActionSet_t eActionSet ) {
ActivateSteamControllerActionSetForSlot( 0xffffffffffffffff, eActionSet );
}
};
#endif // IINPUTSYSTEM_H