2024-04-05 17:09:47 +02:00
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef IINPUTSYSTEM_H
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#define IINPUTSYSTEM_H
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#include "inputsystem/ButtonCode.h"
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#include "inputsystem/AnalogCode.h"
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#include "inputsystem/InputEnums.h"
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///-----------------------------------------------------------------------------
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/// A handle to a cursor icon
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///-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE( InputCursorHandle_t );
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#define INPUT_CURSOR_HANDLE_INVALID ( (InputCursorHandle_t)0 )
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2023-12-23 19:37:39 +01:00
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///-----------------------------------------------------------------------------
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/// Input event callback
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///-----------------------------------------------------------------------------
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2023-12-24 15:23:05 +01:00
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typedef bool ( *InputEventCallback_t ) ( const InputEvent_t& eventCallback );
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2024-04-05 17:09:47 +02:00
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///-----------------------------------------------------------------------------
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/// An enumeration describing well-known cursor icons
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///-----------------------------------------------------------------------------
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enum InputStandardCursor_t
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{
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INPUT_CURSOR_NONE = 0,
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INPUT_CURSOR_ARROW,
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INPUT_CURSOR_IBEAM,
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INPUT_CURSOR_HOURGLASS,
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INPUT_CURSOR_CROSSHAIR,
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INPUT_CURSOR_WAITARROW,
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INPUT_CURSOR_UP,
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INPUT_CURSOR_SIZE_NW_SE,
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INPUT_CURSOR_SIZE_NE_SW,
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INPUT_CURSOR_SIZE_W_E,
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INPUT_CURSOR_SIZE_N_S,
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INPUT_CURSOR_SIZE_ALL,
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INPUT_CURSOR_NO,
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INPUT_CURSOR_HAND,
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INPUT_CURSOR_COUNT
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};
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//-----------------------------------------------------------------------------
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// Main interface for input. This is a low-level interface
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//-----------------------------------------------------------------------------
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#define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001"
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abstract_class IInputSystem : public IAppSystem
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{
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public:
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/// Attach, detach input system from a particular window
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/// This window should be the root window for the application
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/// Only 1 window should be attached at any given time.
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virtual void AttachToWindow( const void* const hWnd ) = 0;
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virtual void DetachFromWindow( ) = 0;
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/// Enables/disables input. PollInputState will not update current
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/// button/analog states when it is called if the system is disabled.
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virtual void EnableInput( const bool bEnable ) = 0;
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/// Enables/disables the windows message pump. PollInputState will not.
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/// Peek/Dispatch messages if this is disabled.
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virtual void EnableMessagePump( const bool bEnable ) = 0;
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/// Gets the time of the last polling in ms.
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virtual int GetPollTick() const = 0;
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/// Is a button down? "Buttons" are binary-state input devices (mouse buttons, keyboard keys).
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virtual bool IsButtonDown( const ButtonCode_t code ) const = 0;
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2023-12-23 19:37:39 +01:00
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/// Returns the tick at which the button was pressed and released.
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virtual int GetButtonPressedTick( const ButtonCode_t code ) const = 0;
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2023-12-23 19:37:39 +01:00
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/// Returns the joystick deadzone index for connected hardware.
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virtual JoystickDeadzoneIndex_t GetJoystickDeadzoneIndex( ) const = 0;
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/// DoNothing; VFTable padding.
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virtual bool ReturnFalse( ) const = 0;
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/// Polls the current input state.
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virtual void PollInputState( const InputEventCallback_t eventCallback ) = 0;
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/// Posts a user-defined event into the event queue; this is expected
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/// to be called in overridden wndprocs connected to the root panel.
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virtual void PostUserEvent( const InputEvent_t &event ) = 0;
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virtual void PostUserEvent( const InputEventType_t type ) = 0;
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/// Returns the number of joysticks
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virtual int GetJoystickCount( ) const = 0;
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/// Sample the joystick and append events to the input queue.
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virtual void SampleDevices( void ) = 0;
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virtual void SetRumble( const float fLeftMainMotor, const float fRightMainMotor, const float fLeftTriggerMotor, const float fRightTriggerMotor, const int userId = INVALID_USER_ID ) = 0;
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virtual void StopRumble( const int userId = INVALID_USER_ID ) = 0;
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/// Resets the input state.
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virtual void ResetInputState() = 0;
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/// Convert back + forth between ButtonCode/AnalogCode + strings.
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virtual const char* ButtonCodeToString( const ButtonCode_t code ) const = 0;
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virtual ButtonCode_t StringToButtonCode( const char* const pString ) const = 0;
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/// Sleeps until input happens. Pass a negative number to sleep infinitely.
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virtual void SleepUntilInput( const int nMaxSleepTimeMS = -1 ) = 0;
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/// Convert back + forth between virtual codes + button codes
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virtual ButtonCode_t VirtualKeyToButtonCode( const int nVirtualKey ) const = 0;
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virtual int ButtonCodeToVirtualKey( const ButtonCode_t code ) const = 0;
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/// Sets the cursor position.
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virtual void SetCursorPosition( const int x, const int y ) = 0;
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/// Tells the input system to generate UI-related events, defined
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/// in inputsystem/inputenums.h (see IE_FirstUIEvent)
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/// We could have multiple clients that care about UI-related events
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/// so we refcount the clients with an Add/Remove strategy. If there
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/// are no interested clients, the UI events are not generated.
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virtual void AddUIEventListener() = 0;
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virtual void RemoveUIEventListener() = 0;
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/// Creates a cursor using one of the well-known cursor icons.
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virtual InputCursorHandle_t GetStandardCursor( const InputStandardCursor_t id ) = 0;
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/// Loads a cursor defined in a file.
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virtual InputCursorHandle_t LoadCursorFromFile( const char* const pFileName, const char* const pPathID = NULL ) = 0;
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/// Sets the cursor icon.
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virtual void SetCursorIcon( const InputCursorHandle_t hCursor ) = 0;
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/// Gets the cursor position.
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virtual void GetCursorPosition( const int* const pX, const int* const pY ) = 0;
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/// Mouse capture.
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virtual void EnableMouseCapture( const PlatWindow_t hWnd ) = 0;
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virtual void DisableMouseCapture( ) = 0;
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// Mouse/Joystick cursor visibility, tell inputsystem when we hide stuff rather than querying the OS which is expensive on OSX.
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virtual void SetMouseCursorVisible( const bool bVisible ) = 0;
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virtual void SetJoystickCursorVisible( const bool bVisible ) = 0;
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/// Reset the current cursor icon. Used to reset the icon in the case of alt+tabs where the cursor has been forced to a different
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/// icon because it was outside of the client rect during the reload.
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virtual void ResetCursorIcon() = 0;
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// read and clear accumulated raw input values.
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virtual void GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
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};
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#endif // IINPUTSYSTEM_H
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