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2020-08-04 13:13:01 -04:00

123 lines
4.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined(IINPUT_H)
#define IINPUT_H
#ifdef _WIN32
#pragma once
#endif
class bf_write;
class bf_read;
class CUserCmd;
class C_BaseCombatWeapon;
struct kbutton_t;
struct CameraThirdData_t {
float m_flPitch;
float m_flYaw;
float m_flDist;
float m_flLag;
Vector m_vecHullMin;
Vector m_vecHullMax;
};
abstract_class IInput {
public:
// Initialization/shutdown of the subsystem
virtual void Init_All(void) = 0;
virtual void Shutdown_All(void) = 0;
// Latching button states
virtual int GetButtonBits(int) = 0;
// Create movement command
virtual void CreateMove(int sequence_number, float input_sample_frametime,
bool active) = 0;
virtual void ExtraMouseSample(float frametime, bool active) = 0;
virtual bool WriteUsercmdDeltaToBuffer(bf_write * buf, int from, int to,
bool isnewcommand) = 0;
virtual void EncodeUserCmdToBuffer(bf_write & buf, int slot) = 0;
virtual void DecodeUserCmdFromBuffer(bf_read & buf, int slot) = 0;
virtual CUserCmd *GetUserCmd(int sequence_number) = 0;
virtual void MakeWeaponSelection(C_BaseCombatWeapon * weapon) = 0;
// Retrieve key state
virtual float KeyState(kbutton_t * key) = 0;
// Issue key event
virtual int KeyEvent(int eventcode, ButtonCode_t keynum,
const char *pszCurrentBinding) = 0;
// Look for key
virtual kbutton_t *FindKey(const char *name) = 0;
// Issue commands from controllers
virtual void ControllerCommands(void) = 0;
// Extra initialization for some joysticks
virtual void Joystick_Advanced(void) = 0;
virtual void Joystick_SetSampleTime(float frametime) = 0;
virtual void IN_SetSampleTime(float frametime) = 0;
// Accumulate mouse delta
virtual void AccumulateMouse(void) = 0;
// Activate/deactivate mouse
virtual void ActivateMouse(void) = 0;
virtual void DeactivateMouse(void) = 0;
// Clear mouse state data
virtual void ClearStates(void) = 0;
// Retrieve lookspring setting
virtual float GetLookSpring(void) = 0;
// Retrieve mouse position
virtual void GetFullscreenMousePos(int *mx, int *my, int *unclampedx = 0,
int *unclampedy = 0) = 0;
virtual void SetFullscreenMousePos(int mx, int my) = 0;
virtual void ResetMouse(void) = 0;
virtual float GetLastForwardMove(void) = 0;
virtual float Joystick_GetForward(void) = 0;
virtual float Joystick_GetSide(void) = 0;
virtual float Joystick_GetPitch(void) = 0;
virtual float Joystick_GetYaw(void) = 0;
// Third Person camera ( TODO/FIXME: Move this to a separate interface? )
virtual void CAM_Think(void) = 0;
virtual int CAM_IsThirdPerson(void) = 0;
virtual void CAM_ToThirdPerson(void) = 0;
virtual void CAM_ToFirstPerson(void) = 0;
virtual void CAM_StartMouseMove(void) = 0;
virtual void CAM_EndMouseMove(void) = 0;
virtual void CAM_StartDistance(void) = 0;
virtual void CAM_EndDistance(void) = 0;
virtual int CAM_InterceptingMouse(void) = 0;
// orthographic camera info ( TODO/FIXME: Move this to a separate
// interface? )
virtual void CAM_ToOrthographic() = 0;
virtual bool CAM_IsOrthographic() const = 0;
virtual void CAM_OrthographicSize(float &w, float &h) const = 0;
#if defined(HL2_CLIENT_DLL)
// IK back channel info
virtual void AddIKGroundContactInfo(int entindex, float minheight,
float maxheight) = 0;
#endif
virtual void LevelInit(void) = 0;
// Causes an input to have to be re-pressed to become active
virtual void ClearInputButton(int bits) = 0;
virtual void CAM_SetCameraThirdData(CameraThirdData_t * pCameraData,
const QAngle &vecCameraOffset) = 0;
virtual void CAM_CameraThirdThink(void) = 0;
virtual bool EnableJoystickMode() = 0;
};
extern ::IInput *input;
#endif // IINPUT_H