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FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef ANALOGCODE_H
#define ANALOGCODE_H
#ifdef _WIN32
#pragma once
#endif
#include "inputsystem/InputEnums.h"
//-----------------------------------------------------------------------------
// Macro to get at joystick codes
//-----------------------------------------------------------------------------
#define JOYSTICK_AXIS_INTERNAL( _joystick, _axis ) ( JOYSTICK_FIRST_AXIS + ((_joystick) * MAX_JOYSTICK_AXES) + (_axis) )
#define JOYSTICK_AXIS( _joystick, _axis ) ( (AnalogCode_t)JOYSTICK_AXIS_INTERNAL( _joystick, _axis ) )
//-----------------------------------------------------------------------------
// Enumeration for analog input devices. Includes joysticks, mousewheel, mouse
//-----------------------------------------------------------------------------
enum AnalogCode_t
{
ANALOG_CODE_INVALID = -1,
MOUSE_X = 0,
MOUSE_Y,
MOUSE_XY, // Invoked when either x or y changes
MOUSE_WHEEL,
JOYSTICK_FIRST_AXIS,
JOYSTICK_LAST_AXIS = JOYSTICK_AXIS_INTERNAL( MAX_JOYSTICKS-1, MAX_JOYSTICK_AXES-1 ),
ANALOG_CODE_LAST,
};
#endif // ANALOGCODE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef BUTTONCODE_H
#define BUTTONCODE_H
#ifdef _WIN32
#pragma once
#endif
#include "inputsystem/InputEnums.h"
#include "mathlib/mathlib.h"
//-----------------------------------------------------------------------------
// Button enum. "Buttons" are binary-state input devices (mouse buttons, keyboard keys)
//-----------------------------------------------------------------------------
enum
{
JOYSTICK_MAX_BUTTON_COUNT = 32,
JOYSTICK_POV_BUTTON_COUNT = 4,
JOYSTICK_AXIS_BUTTON_COUNT = MAX_JOYSTICK_AXES * 2,
};
#define JOYSTICK_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_BUTTON + ((_joystick) * JOYSTICK_MAX_BUTTON_COUNT) + (_button) )
#define JOYSTICK_POV_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_POV_BUTTON + ((_joystick) * JOYSTICK_POV_BUTTON_COUNT) + (_button) )
#define JOYSTICK_AXIS_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_AXIS_BUTTON + ((_joystick) * JOYSTICK_AXIS_BUTTON_COUNT) + (_button) )
#define JOYSTICK_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_BUTTON_INTERNAL( _joystick, _button ) )
#define JOYSTICK_POV_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_POV_BUTTON_INTERNAL( _joystick, _button ) )
#define JOYSTICK_AXIS_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_AXIS_BUTTON_INTERNAL( _joystick, _button ) )
//-----------------------------------------------------------------------------
// Button enum. "Buttons" are binary-state input devices (mouse buttons, keyboard keys)
//-----------------------------------------------------------------------------
enum
{
STEAMCONTROLLER_MAX_BUTTON_COUNT = SK_MAX_KEYS - 1,
STEAMCONTROLLER_AXIS_BUTTON_COUNT = MAX_STEAMPADAXIS * 2,
};
#define STEAMCONTROLLER_BUTTON_INTERNAL( _joystick, _button ) ( STEAMCONTROLLER_FIRST_BUTTON + ((_joystick) * STEAMCONTROLLER_MAX_BUTTON_COUNT) + (_button) )
#define STEAMCONTROLLER_AXIS_BUTTON_INTERNAL( _joystick, _button ) ( STEAMCONTROLLER_FIRST_AXIS_BUTTON + ((_joystick) * STEAMCONTROLLER_AXIS_BUTTON_COUNT) + (_button) )
#define STEAMCONTROLLER_BUTTON( _joystick, _button ) ( (ButtonCode_t)STEAMCONTROLLER_BUTTON_INTERNAL( _joystick, _button ) )
#define STEAMCONTROLLER_AXIS_BUTTON( _joystick, _button ) ( (ButtonCode_t)STEAMCONTROLLER_AXIS_BUTTON_INTERNAL( _joystick, _button ) )
enum ButtonCode_t
{
BUTTON_CODE_INVALID = -1,
BUTTON_CODE_NONE = 0,
KEY_FIRST = 0,
KEY_NONE = KEY_FIRST,
KEY_0,
KEY_1,
KEY_2,
KEY_3,
KEY_4,
KEY_5,
KEY_6,
KEY_7,
KEY_8,
KEY_9,
KEY_A,
KEY_B,
KEY_C,
KEY_D,
KEY_E,
KEY_F,
KEY_G,
KEY_H,
KEY_I,
KEY_J,
KEY_K,
KEY_L,
KEY_M,
KEY_N,
KEY_O,
KEY_P,
KEY_Q,
KEY_R,
KEY_S,
KEY_T,
KEY_U,
KEY_V,
KEY_W,
KEY_X,
KEY_Y,
KEY_Z,
KEY_PAD_0,
KEY_PAD_1,
KEY_PAD_2,
KEY_PAD_3,
KEY_PAD_4,
KEY_PAD_5,
KEY_PAD_6,
KEY_PAD_7,
KEY_PAD_8,
KEY_PAD_9,
KEY_PAD_DIVIDE,
KEY_PAD_MULTIPLY,
KEY_PAD_MINUS,
KEY_PAD_PLUS,
KEY_PAD_ENTER,
KEY_PAD_DECIMAL,
KEY_LBRACKET,
KEY_RBRACKET,
KEY_SEMICOLON,
KEY_APOSTROPHE,
KEY_BACKQUOTE,
KEY_COMMA,
KEY_PERIOD,
KEY_SLASH,
KEY_BACKSLASH,
KEY_MINUS,
KEY_EQUAL,
KEY_ENTER,
KEY_SPACE,
KEY_BACKSPACE,
KEY_TAB,
KEY_CAPSLOCK,
KEY_NUMLOCK,
KEY_ESCAPE,
KEY_SCROLLLOCK,
KEY_INSERT,
KEY_DELETE,
KEY_HOME,
KEY_END,
KEY_PAGEUP,
KEY_PAGEDOWN,
KEY_BREAK,
KEY_LSHIFT,
KEY_RSHIFT,
KEY_LALT,
KEY_RALT,
KEY_LCONTROL,
KEY_RCONTROL,
KEY_LWIN,
KEY_RWIN,
KEY_APP,
KEY_UP,
KEY_LEFT,
KEY_DOWN,
KEY_RIGHT,
KEY_F1,
KEY_F2,
KEY_F3,
KEY_F4,
KEY_F5,
KEY_F6,
KEY_F7,
KEY_F8,
KEY_F9,
KEY_F10,
KEY_F11,
KEY_F12,
KEY_CAPSLOCKTOGGLE,
KEY_NUMLOCKTOGGLE,
KEY_SCROLLLOCKTOGGLE,
KEY_LAST = KEY_SCROLLLOCKTOGGLE,
KEY_COUNT = KEY_LAST - KEY_FIRST + 1,
// Mouse
MOUSE_FIRST = KEY_LAST + 1,
MOUSE_LEFT = MOUSE_FIRST,
MOUSE_RIGHT,
MOUSE_MIDDLE,
MOUSE_4,
MOUSE_5,
MOUSE_WHEEL_UP, // A fake button which is 'pressed' and 'released' when the wheel is moved up
MOUSE_WHEEL_DOWN, // A fake button which is 'pressed' and 'released' when the wheel is moved down
MOUSE_LAST = MOUSE_WHEEL_DOWN,
MOUSE_COUNT = MOUSE_LAST - MOUSE_FIRST + 1,
// Joystick
JOYSTICK_FIRST = MOUSE_LAST + 1,
JOYSTICK_FIRST_BUTTON = JOYSTICK_FIRST,
JOYSTICK_LAST_BUTTON = JOYSTICK_BUTTON_INTERNAL( MAX_JOYSTICKS-1, JOYSTICK_MAX_BUTTON_COUNT-1 ),
JOYSTICK_FIRST_POV_BUTTON,
JOYSTICK_LAST_POV_BUTTON = JOYSTICK_POV_BUTTON_INTERNAL( MAX_JOYSTICKS-1, JOYSTICK_POV_BUTTON_COUNT-1 ),
JOYSTICK_FIRST_AXIS_BUTTON,
JOYSTICK_LAST_AXIS_BUTTON = JOYSTICK_AXIS_BUTTON_INTERNAL( MAX_JOYSTICKS-1, JOYSTICK_AXIS_BUTTON_COUNT-1 ),
JOYSTICK_LAST = JOYSTICK_LAST_AXIS_BUTTON,
#if !defined ( _X360 )
NOVINT_FIRST = JOYSTICK_LAST + 2, // plus 1 missing key. +1 seems to cause issues on the first button.
NOVINT_LOGO_0 = NOVINT_FIRST,
NOVINT_TRIANGLE_0,
NOVINT_BOLT_0,
NOVINT_PLUS_0,
NOVINT_LOGO_1,
NOVINT_TRIANGLE_1,
NOVINT_BOLT_1,
NOVINT_PLUS_1,
NOVINT_LAST = NOVINT_PLUS_1,
STEAMCONTROLLER_FIRST = NOVINT_LAST + 1,
#else
STEAMCONTROLLER_FIRST = JOYSTICK_LAST + 1
#endif
// Steam Controller
STEAMCONTROLLER_FIRST_BUTTON = STEAMCONTROLLER_FIRST,
STEAMCONTROLLER_LAST_BUTTON = STEAMCONTROLLER_BUTTON_INTERNAL( MAX_STEAM_CONTROLLERS - 1, STEAMCONTROLLER_MAX_BUTTON_COUNT - 1 ),
STEAMCONTROLLER_FIRST_AXIS_BUTTON,
STEAMCONTROLLER_LAST_AXIS_BUTTON = STEAMCONTROLLER_AXIS_BUTTON_INTERNAL( MAX_STEAM_CONTROLLERS - 1, STEAMCONTROLLER_AXIS_BUTTON_COUNT - 1 ),
STEAMCONTROLLER_LAST = STEAMCONTROLLER_LAST_AXIS_BUTTON,
BUTTON_CODE_LAST,
BUTTON_CODE_COUNT = BUTTON_CODE_LAST - KEY_FIRST + 1,
// Helpers for XBox 360
KEY_XBUTTON_UP = JOYSTICK_FIRST_POV_BUTTON, // POV buttons
KEY_XBUTTON_RIGHT,
KEY_XBUTTON_DOWN,
KEY_XBUTTON_LEFT,
KEY_XBUTTON_A = JOYSTICK_FIRST_BUTTON, // Buttons
KEY_XBUTTON_B,
KEY_XBUTTON_X,
KEY_XBUTTON_Y,
KEY_XBUTTON_LEFT_SHOULDER,
KEY_XBUTTON_RIGHT_SHOULDER,
KEY_XBUTTON_BACK,
KEY_XBUTTON_START,
KEY_XBUTTON_STICK1,
KEY_XBUTTON_STICK2,
KEY_XSTICK1_RIGHT = JOYSTICK_FIRST_AXIS_BUTTON, // XAXIS POSITIVE
KEY_XSTICK1_LEFT, // XAXIS NEGATIVE
KEY_XSTICK1_DOWN, // YAXIS POSITIVE
KEY_XSTICK1_UP, // YAXIS NEGATIVE
KEY_XBUTTON_LTRIGGER, // ZAXIS POSITIVE
KEY_XBUTTON_RTRIGGER, // ZAXIS NEGATIVE
KEY_XSTICK2_RIGHT, // UAXIS POSITIVE
KEY_XSTICK2_LEFT, // UAXIS NEGATIVE
KEY_XSTICK2_DOWN, // VAXIS POSITIVE
KEY_XSTICK2_UP, // VAXIS NEGATIVE
// Helpers for Steam Controller
STEAMCONTROLLER_A = STEAMCONTROLLER_FIRST_BUTTON,
STEAMCONTROLLER_B,
STEAMCONTROLLER_X,
STEAMCONTROLLER_Y,
STEAMCONTROLLER_DPAD_UP,
STEAMCONTROLLER_DPAD_RIGHT,
STEAMCONTROLLER_DPAD_DOWN,
STEAMCONTROLLER_DPAD_LEFT,
STEAMCONTROLLER_LEFT_BUMPER,
STEAMCONTROLLER_RIGHT_BUMPER,
STEAMCONTROLLER_LEFT_TRIGGER,
STEAMCONTROLLER_RIGHT_TRIGGER,
STEAMCONTROLLER_LEFT_GRIP,
STEAMCONTROLLER_RIGHT_GRIP,
STEAMCONTROLLER_LEFT_PAD_FINGERDOWN,
STEAMCONTROLLER_RIGHT_PAD_FINGERDOWN,
STEAMCONTROLLER_LEFT_PAD_CLICK,
STEAMCONTROLLER_RIGHT_PAD_CLICK,
STEAMCONTROLLER_LEFT_PAD_UP,
STEAMCONTROLLER_LEFT_PAD_RIGHT,
STEAMCONTROLLER_LEFT_PAD_DOWN,
STEAMCONTROLLER_LEFT_PAD_LEFT,
STEAMCONTROLLER_RIGHT_PAD_UP,
STEAMCONTROLLER_RIGHT_PAD_RIGHT,
STEAMCONTROLLER_RIGHT_PAD_DOWN,
STEAMCONTROLLER_RIGHT_PAD_LEFT,
STEAMCONTROLLER_SELECT,
STEAMCONTROLLER_START,
STEAMCONTROLLER_STEAM,
STEAMCONTROLLER_INACTIVE_START,
STEAMCONTROLLER_F1,
STEAMCONTROLLER_F2,
STEAMCONTROLLER_F3,
STEAMCONTROLLER_F4,
STEAMCONTROLLER_F5,
STEAMCONTROLLER_F6,
STEAMCONTROLLER_F7,
STEAMCONTROLLER_F8,
STEAMCONTROLLER_F9,
STEAMCONTROLLER_F10,
STEAMCONTROLLER_F11,
STEAMCONTROLLER_F12,
};
inline bool IsAlpha( ButtonCode_t code )
{
return ( code >= KEY_A ) && ( code <= KEY_Z );
}
inline bool IsAlphaNumeric( ButtonCode_t code )
{
return ( code >= KEY_0 ) && ( code <= KEY_Z );
}
inline bool IsSpace( ButtonCode_t code )
{
return ( code == KEY_ENTER ) || ( code == KEY_TAB ) || ( code == KEY_SPACE );
}
inline bool IsKeypad( ButtonCode_t code )
{
return ( code >= MOUSE_FIRST ) && ( code <= KEY_PAD_DECIMAL );
}
inline bool IsPunctuation( ButtonCode_t code )
{
return ( code >= KEY_0 ) && ( code <= KEY_SPACE ) && !IsAlphaNumeric( code ) && !IsSpace( code ) && !IsKeypad( code );
}
inline bool IsKeyCode( ButtonCode_t code )
{
return ( code >= KEY_FIRST ) && ( code <= KEY_LAST );
}
inline bool IsMouseCode( ButtonCode_t code )
{
return ( code >= MOUSE_FIRST ) && ( code <= MOUSE_LAST );
}
inline bool IsNovintCode( ButtonCode_t code )
{
#if !defined ( _X360 )
return ( ( code >= NOVINT_FIRST ) && ( code <= NOVINT_LAST ) );
#else
return false;
#endif
}
inline bool IsNovintButtonCode( ButtonCode_t code )
{
#if !defined ( _X360 )
return IsNovintCode( code );
#else
return false;
#endif
}
inline bool IsJoystickCode( ButtonCode_t code )
{
return ( (( code >= JOYSTICK_FIRST ) && ( code <= JOYSTICK_LAST )) || ((code >= STEAMCONTROLLER_FIRST_BUTTON) && (code <= STEAMCONTROLLER_LAST_BUTTON)) );
}
inline bool IsJoystickButtonCode( ButtonCode_t code )
{
return ( ( ( code >= JOYSTICK_FIRST_BUTTON ) && ( code <= JOYSTICK_LAST_BUTTON ) ) || IsNovintButtonCode( code ) );
}
inline bool IsJoystickPOVCode( ButtonCode_t code )
{
return ( code >= JOYSTICK_FIRST_POV_BUTTON ) && ( code <= JOYSTICK_LAST_POV_BUTTON );
}
inline bool IsJoystickAxisCode( ButtonCode_t code )
{
return ( code >= JOYSTICK_FIRST_AXIS_BUTTON ) && ( code <= JOYSTICK_LAST_AXIS_BUTTON );
}
inline bool IsSteamControllerCode( ButtonCode_t code )
{
return ( ( code >= STEAMCONTROLLER_FIRST ) && ( code <= STEAMCONTROLLER_LAST ) );
}
inline bool IsSteamControllerButtonCode( ButtonCode_t code )
{
return ( code >= STEAMCONTROLLER_FIRST_BUTTON ) && ( code <= STEAMCONTROLLER_LAST_BUTTON );
}
inline bool IsSteamControllerAxisCode( ButtonCode_t code )
{
return ( code >= STEAMCONTROLLER_FIRST_AXIS_BUTTON ) && ( code <= STEAMCONTROLLER_LAST_AXIS_BUTTON );
}
inline ButtonCode_t GetBaseButtonCode( ButtonCode_t code )
{
if ( IsJoystickButtonCode( code ) )
{
int offset = ( code - JOYSTICK_FIRST_BUTTON ) % JOYSTICK_MAX_BUTTON_COUNT;
return (ButtonCode_t)( JOYSTICK_FIRST_BUTTON + offset );
}
if ( IsJoystickPOVCode( code ) )
{
int offset = ( code - JOYSTICK_FIRST_POV_BUTTON ) % JOYSTICK_POV_BUTTON_COUNT;
return (ButtonCode_t)( JOYSTICK_FIRST_POV_BUTTON + offset );
}
if ( IsJoystickAxisCode( code ) )
{
int offset = ( code - JOYSTICK_FIRST_AXIS_BUTTON ) % JOYSTICK_AXIS_BUTTON_COUNT;
return (ButtonCode_t)( JOYSTICK_FIRST_AXIS_BUTTON + offset );
}
if ( IsSteamControllerButtonCode( code ) )
{
int offset = ( code - STEAMCONTROLLER_FIRST_BUTTON ) % STEAMCONTROLLER_MAX_BUTTON_COUNT;
return ( ButtonCode_t )( STEAMCONTROLLER_FIRST_BUTTON + offset );
}
if ( IsSteamControllerAxisCode( code ) )
{
int offset = ( code - STEAMCONTROLLER_FIRST_AXIS_BUTTON ) % STEAMCONTROLLER_AXIS_BUTTON_COUNT;
return ( ButtonCode_t )( STEAMCONTROLLER_FIRST_AXIS_BUTTON + offset );
}
return code;
}
inline int GetJoystickForCode( ButtonCode_t code )
{
if ( !IsJoystickCode( code ) )
return 0;
if ( IsJoystickButtonCode( code ) )
{
int offset = ( code - JOYSTICK_FIRST_BUTTON ) / JOYSTICK_MAX_BUTTON_COUNT;
return offset;
}
if ( IsJoystickPOVCode( code ) )
{
int offset = ( code - JOYSTICK_FIRST_POV_BUTTON ) / JOYSTICK_POV_BUTTON_COUNT;
return offset;
}
if ( IsJoystickAxisCode( code ) )
{
int offset = ( code - JOYSTICK_FIRST_AXIS_BUTTON ) / JOYSTICK_AXIS_BUTTON_COUNT;
return offset;
}
if ( IsSteamControllerButtonCode( code ) )
{
int offset = ( code - STEAMCONTROLLER_FIRST_BUTTON ) / STEAMCONTROLLER_MAX_BUTTON_COUNT;
return offset;
}
if ( IsSteamControllerAxisCode( code ) )
{
int offset = ( code - STEAMCONTROLLER_FIRST_AXIS_BUTTON ) / STEAMCONTROLLER_AXIS_BUTTON_COUNT;
return offset;
}
return 0;
}
inline ButtonCode_t ButtonCodeToJoystickButtonCode( ButtonCode_t code, int nDesiredJoystick )
{
if ( ( !IsJoystickCode( code ) && !IsSteamControllerCode( code ) ) || nDesiredJoystick == 0 )
return code;
if ( IsJoystickCode( code ) && !IsSteamControllerCode( code ) )
nDesiredJoystick = clamp( nDesiredJoystick, 0, MAX_JOYSTICKS - 1 );
else
nDesiredJoystick = clamp( nDesiredJoystick, 0, MAX_STEAM_CONTROLLERS - 1 );
code = GetBaseButtonCode( code );
// Now upsample it
if ( IsJoystickButtonCode( code ) )
{
int nOffset = code - JOYSTICK_FIRST_BUTTON;
return JOYSTICK_BUTTON( nDesiredJoystick, nOffset );
}
if ( IsJoystickPOVCode( code ) )
{
int nOffset = code - JOYSTICK_FIRST_POV_BUTTON;
return JOYSTICK_POV_BUTTON( nDesiredJoystick, nOffset );
}
if ( IsJoystickAxisCode( code ) )
{
int nOffset = code - JOYSTICK_FIRST_AXIS_BUTTON;
return JOYSTICK_AXIS_BUTTON( nDesiredJoystick, nOffset );
}
if ( IsSteamControllerButtonCode( code ) )
{
int nOffset = code - STEAMCONTROLLER_FIRST_BUTTON;
return STEAMCONTROLLER_BUTTON( nDesiredJoystick, nOffset );
}
if ( IsJoystickAxisCode( code ) )
{
int nOffset = code - STEAMCONTROLLER_FIRST_AXIS_BUTTON;
return STEAMCONTROLLER_AXIS_BUTTON( nDesiredJoystick, nOffset );
}
return code;
}
#endif // BUTTONCODE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef INPUTENUMS_H
#define INPUTENUMS_H
#ifdef _WIN32
#pragma once
#endif
// Standard maximum +/- value of a joystick axis
#define MAX_BUTTONSAMPLE 32768
#if !defined( _X360 )
#define INVALID_USER_ID -1
#else
#define INVALID_USER_ID XBX_INVALID_USER_ID
#endif
//-----------------------------------------------------------------------------
// Forward declarations:
//-----------------------------------------------------------------------------
enum
{
MAX_JOYSTICKS = 1,
MOUSE_BUTTON_COUNT = 5,
MAX_NOVINT_DEVICES = 2,
};
#if defined( LINUX )
// Linux has a slightly different mapping order on the joystick axes
enum JoystickAxis_t
{
JOY_AXIS_X = 0,
JOY_AXIS_Y,
JOY_AXIS_Z,
JOY_AXIS_U,
JOY_AXIS_R,
JOY_AXIS_V,
MAX_JOYSTICK_AXES,
};
#else
enum JoystickAxis_t
{
JOY_AXIS_X = 0,
JOY_AXIS_Y,
JOY_AXIS_Z,
JOY_AXIS_R,
JOY_AXIS_U,
JOY_AXIS_V,
MAX_JOYSTICK_AXES,
};
#endif
//-----------------------------------------------------------------------------
// Extra mouse codes
//-----------------------------------------------------------------------------
enum
{
MS_WM_XBUTTONDOWN = 0x020B,
MS_WM_XBUTTONUP = 0x020C,
MS_WM_XBUTTONDBLCLK = 0x020D,
MS_MK_BUTTON4 = 0x0020,
MS_MK_BUTTON5 = 0x0040,
};
//-----------------------------------------------------------------------------
// Events
//-----------------------------------------------------------------------------
enum InputEventType_t
{
IE_ButtonPressed = 0, // m_nData contains a ButtonCode_t
IE_ButtonReleased, // m_nData contains a ButtonCode_t
IE_ButtonDoubleClicked, // m_nData contains a ButtonCode_t
IE_AnalogValueChanged, // m_nData contains an AnalogCode_t, m_nData2 contains the value
IE_FirstSystemEvent = 100,
IE_Quit = IE_FirstSystemEvent,
IE_ControllerInserted, // m_nData contains the controller ID
IE_ControllerUnplugged, // m_nData contains the controller ID
IE_FirstVguiEvent = 1000, // Assign ranges for other systems that post user events here
IE_FirstAppEvent = 2000,
};
struct InputEvent_t
{
int m_nType; // Type of the event (see InputEventType_t)
int m_nTick; // Tick on which the event occurred
int m_nData; // Generic 32-bit data, what it contains depends on the event
int m_nData2; // Generic 32-bit data, what it contains depends on the event
int m_nData3; // Generic 32-bit data, what it contains depends on the event
};
//-----------------------------------------------------------------------------
// Steam Controller Enums
//-----------------------------------------------------------------------------
#define MAX_STEAM_CONTROLLERS 8
typedef enum
{
SK_NULL,
SK_BUTTON_A,
SK_BUTTON_B,
SK_BUTTON_X,
SK_BUTTON_Y,
SK_BUTTON_UP,
SK_BUTTON_RIGHT,
SK_BUTTON_DOWN,
SK_BUTTON_LEFT,
SK_BUTTON_LEFT_BUMPER,
SK_BUTTON_RIGHT_BUMPER,
SK_BUTTON_LEFT_TRIGGER,
SK_BUTTON_RIGHT_TRIGGER,
SK_BUTTON_LEFT_GRIP,
SK_BUTTON_RIGHT_GRIP,
SK_BUTTON_LPAD_TOUCH,
SK_BUTTON_RPAD_TOUCH,
SK_BUTTON_LPAD_CLICK,
SK_BUTTON_RPAD_CLICK,
SK_BUTTON_LPAD_UP,
SK_BUTTON_LPAD_RIGHT,
SK_BUTTON_LPAD_DOWN,
SK_BUTTON_LPAD_LEFT,
SK_BUTTON_RPAD_UP,
SK_BUTTON_RPAD_RIGHT,
SK_BUTTON_RPAD_DOWN,
SK_BUTTON_RPAD_LEFT,
SK_BUTTON_SELECT,
SK_BUTTON_START,
SK_BUTTON_STEAM,
SK_BUTTON_INACTIVE_START,
SK_VBUTTON_F1, // These are "virtual" buttons. Useful if you want to have flow that maps an action to button code to be interpreted by some UI that accepts keystrokes, but you
SK_VBUTTON_F2, // don't want to map to real button (perhaps because it would be interpreted by UI in a way you don't like).
SK_VBUTTON_F3,
SK_VBUTTON_F4,
SK_VBUTTON_F5,
SK_VBUTTON_F6,
SK_VBUTTON_F7,
SK_VBUTTON_F8,
SK_VBUTTON_F9,
SK_VBUTTON_F10,
SK_VBUTTON_F11,
SK_VBUTTON_F12,
SK_MAX_KEYS
} sKey_t;
enum ESteamPadAxis
{
LEFTPAD_AXIS_X,
LEFTPAD_AXIS_Y,
RIGHTPAD_AXIS_X,
RIGHTPAD_AXIS_Y,
LEFT_TRIGGER_AXIS,
RIGHT_TRIGGER_AXIS,
GYRO_AXIS_PITCH,
GYRO_AXIS_ROLL,
GYRO_AXIS_YAW,
MAX_STEAMPADAXIS = GYRO_AXIS_YAW
};
enum
{
LASTINPUT_KBMOUSE = 0,
LASTINPUT_CONTROLLER = 1,
LASTINPUT_STEAMCONTROLLER = 2
};
enum GameActionSet_t
{
GAME_ACTION_SET_NONE = -1,
GAME_ACTION_SET_MENUCONTROLS = 0,
GAME_ACTION_SET_FPSCONTROLS,
GAME_ACTION_SET_IN_GAME_HUD,
GAME_ACTION_SET_SPECTATOR,
};
enum GameActionSetFlags_t
{
GAME_ACTION_SET_FLAGS_NONE = 0,
GAME_ACTION_SET_FLAGS_TAUNTING = (1<<0),
};
enum JoystickType_t
{
INPUT_TYPE_GENERIC_JOYSTICK = 0,
INPUT_TYPE_X360,
INPUT_TYPE_STEAMCONTROLLER,
};
#endif // INPUTENUMS_H

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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