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

132 lines
5.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef IINPUTSYSTEM_H
#define IINPUTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "../appframework/IAppSystem.h"
#include "../tier0/platform.h"
#include "AnalogCode.h"
#include "ButtonCode.h"
#include "InputEnums.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;
};
#endif // IINPUTSYSTEM_H