source-engine/inputsystem/inputsystem.cpp

1572 lines
46 KiB
C++
Raw Permalink Normal View History

2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "inputsystem.h"
#include "key_translation.h"
#include "inputsystem/ButtonCode.h"
#include "inputsystem/AnalogCode.h"
#include "tier0/etwprof.h"
#include "tier1/convar.h"
#include "tier0/icommandline.h"
#if defined( USE_SDL )
#undef M_PI
#include "SDL.h"
static void initKeymap(void);
#endif
#ifdef _X360
#include "xbox/xbox_win32stubs.h"
#endif
ConVar joy_xcontroller_found( "joy_xcontroller_found", "1", FCVAR_HIDDEN, "Automatically set to 1 if an xcontroller has been detected." );
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CInputSystem g_InputSystem;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CInputSystem, IInputSystem,
INPUTSYSTEM_INTERFACE_VERSION, g_InputSystem );
#if defined( WIN32 ) && !defined( _X360 )
typedef BOOL (WINAPI *RegisterRawInputDevices_t)
(
PCRAWINPUTDEVICE pRawInputDevices,
UINT uiNumDevices,
UINT cbSize
);
typedef UINT (WINAPI *GetRawInputData_t)
(
HRAWINPUT hRawInput,
UINT uiCommand,
LPVOID pData,
PUINT pcbSize,
UINT cbSizeHeader
);
RegisterRawInputDevices_t pfnRegisterRawInputDevices;
GetRawInputData_t pfnGetRawInputData;
#endif
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CInputSystem::CInputSystem()
{
m_nLastPollTick = m_nLastSampleTick = m_StartupTimeTick = 0;
m_ChainedWndProc = 0;
m_hAttachedHWnd = 0;
m_hEvent = NULL;
m_bEnabled = true;
m_bPumpEnabled = true;
m_bIsPolling = false;
m_JoysticksEnabled.ClearAllFlags();
m_nJoystickCount = 0;
m_bJoystickInitialized = false;
2021-10-06 18:09:43 +00:00
m_bTouchInitialized = false;
2020-04-22 16:56:21 +00:00
m_nPollCount = 0;
m_PrimaryUserId = INVALID_USER_ID;
m_uiMouseWheel = 0;
m_bXController = false;
m_bRawInputSupported = false;
m_bSteamController = false;
m_bSteamControllerActionsInitialized = false;
m_bSteamControllerActive = false;
Assert( (MAX_JOYSTICKS + 7) >> 3 << sizeof(unsigned short) );
m_pXInputDLL = NULL;
m_pRawInputDLL = NULL;
#if defined ( _WIN32 ) && !defined ( _X360 )
// NVNT DLL
m_pNovintDLL = NULL;
#endif
m_bConsoleTextMode = false;
m_bSkipControllerInitialization = false;
if ( CommandLine()->CheckParm( "-nosteamcontroller" ) )
{
m_bSkipControllerInitialization = true;
}
}
CInputSystem::~CInputSystem()
{
if ( m_pXInputDLL )
{
Sys_UnloadModule( m_pXInputDLL );
m_pXInputDLL = NULL;
}
if ( m_pRawInputDLL )
{
Sys_UnloadModule( m_pRawInputDLL );
m_pRawInputDLL = NULL;
}
#if defined ( _WIN32 ) && !defined ( _X360 )
// NVNT DLL unload
if ( m_pNovintDLL )
{
Sys_UnloadModule( m_pNovintDLL );
m_pNovintDLL = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
InitReturnVal_t CInputSystem::Init()
{
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
m_StartupTimeTick = Plat_MSTime();
#if !defined( POSIX )
if ( IsPC() )
{
m_uiMouseWheel = RegisterWindowMessage( "MSWHEEL_ROLLMSG" );
}
m_hEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
if ( !m_hEvent )
return INIT_FAILED;
#endif
// Initialize the input system copy of the steam API context, for use by controller stuff (don't do this if we're a dedicated server).
if ( !m_bSkipControllerInitialization && SteamAPI_InitSafe() )
{
m_SteamAPIContext.Init();
if ( m_SteamAPIContext.SteamController() )
{
m_SteamAPIContext.SteamController()->Init();
m_bSteamController = InitializeSteamControllers();
m_bSteamControllerActionsInitialized = m_bSteamController && InitializeSteamControllerActionSets();
if ( m_bSteamControllerActionsInitialized )
{
ActivateSteamControllerActionSet( GAME_ACTION_SET_MENUCONTROLS );
}
}
}
ButtonCode_InitKeyTranslationTable();
ButtonCode_UpdateScanCodeLayout();
joy_xcontroller_found.SetValue( 0 );
2021-10-06 18:09:43 +00:00
if( !m_bConsoleTextMode )
InitializeTouch();
2020-04-22 16:56:21 +00:00
if ( IsPC() && !m_bConsoleTextMode )
{
InitializeJoysticks();
if ( m_bXController )
joy_xcontroller_found.SetValue( 1 );
#if defined( PLATFORM_WINDOWS_PC )
// NVNT try and load and initialize through the haptic dll, but only if the drivers are installed
HMODULE hdl = LoadLibraryEx( "hdl.dll", NULL, LOAD_LIBRARY_AS_DATAFILE );
if ( hdl )
{
m_pNovintDLL = Sys_LoadModule( "haptics.dll" );
if ( m_pNovintDLL )
{
InitializeNovintDevices();
}
FreeLibrary( hdl );
}
#endif
}
#if defined( _X360 )
SetPrimaryUserId( XBX_GetPrimaryUserId() );
InitializeXDevices();
m_bXController = true;
#endif
#if defined( USE_SDL )
m_bRawInputSupported = true;
initKeymap();
#elif defined( WIN32 ) && !defined( _X360 )
// Check if this version of windows supports raw mouse input (later than win2k)
m_bRawInputSupported = false;
CSysModule *m_pRawInputDLL = Sys_LoadModule( "USER32.dll" );
if ( m_pRawInputDLL )
{
pfnRegisterRawInputDevices = (RegisterRawInputDevices_t)GetProcAddress( (HMODULE)m_pRawInputDLL, "RegisterRawInputDevices" );
pfnGetRawInputData = (GetRawInputData_t)GetProcAddress( (HMODULE)m_pRawInputDLL, "GetRawInputData" );
if ( pfnRegisterRawInputDevices && pfnGetRawInputData )
m_bRawInputSupported = true;
}
#endif
return INIT_OK;
}
bool CInputSystem::Connect( CreateInterfaceFn factory )
{
if ( !BaseClass::Connect( factory ) )
return false;
#if defined( USE_SDL )
m_pLauncherMgr = (ILauncherMgr *)factory( SDLMGR_INTERFACE_VERSION, NULL );
#endif
return true;
}
//-----------------------------------------------------------------------------
// Shutdown
//-----------------------------------------------------------------------------
void CInputSystem::Shutdown()
{
#if !defined( POSIX )
if ( m_hEvent != NULL )
{
CloseHandle( m_hEvent );
m_hEvent = NULL;
}
#endif
if ( IsPC() )
{
ShutdownJoysticks();
}
BaseClass::Shutdown();
}
//-----------------------------------------------------------------------------
// Sleep until input
//-----------------------------------------------------------------------------
void CInputSystem::SleepUntilInput( int nMaxSleepTimeMS )
{
#if defined( _WIN32 ) && !defined( USE_SDL )
if ( nMaxSleepTimeMS < 0 )
{
nMaxSleepTimeMS = INFINITE;
}
MsgWaitForMultipleObjects( 1, &m_hEvent, FALSE, nMaxSleepTimeMS, QS_ALLEVENTS );
#elif defined( USE_SDL )
m_pLauncherMgr->WaitUntilUserInput( nMaxSleepTimeMS );
#else
#warning "need a SleepUntilInput impl"
#endif
}
//-----------------------------------------------------------------------------
// Callback to call into our class
//-----------------------------------------------------------------------------
#if defined( PLATFORM_WINDOWS )
static LRESULT CALLBACK InputSystemWindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
return g_InputSystem.WindowProc( hwnd, uMsg, wParam, lParam );
}
#endif
//-----------------------------------------------------------------------------
// Hooks input listening up to a window
//-----------------------------------------------------------------------------
void CInputSystem::AttachToWindow( void* hWnd )
{
Assert( m_hAttachedHWnd == 0 );
if ( m_hAttachedHWnd )
{
Warning( "CInputSystem::AttachToWindow: Cannot attach to two windows at once!\n" );
return;
}
#if defined( PLATFORM_WINDOWS )
m_ChainedWndProc = (WNDPROC)GetWindowLongPtrW( (HWND)hWnd, GWLP_WNDPROC );
SetWindowLongPtrW( (HWND)hWnd, GWLP_WNDPROC, (LONG_PTR)InputSystemWindowProc );
#endif
m_hAttachedHWnd = (HWND)hWnd;
#if defined( PLATFORM_WINDOWS_PC ) && !defined( USE_SDL )
// NVNT inform novint devices of window
AttachWindowToNovintDevices( hWnd );
// register to read raw mouse input
#if !defined(HID_USAGE_PAGE_GENERIC)
#define HID_USAGE_PAGE_GENERIC ((USHORT) 0x01)
#endif
#if !defined(HID_USAGE_GENERIC_MOUSE)
#define HID_USAGE_GENERIC_MOUSE ((USHORT) 0x02)
#endif
if ( m_bRawInputSupported )
{
RAWINPUTDEVICE Rid[1];
Rid[0].usUsagePage = HID_USAGE_PAGE_GENERIC;
Rid[0].usUsage = HID_USAGE_GENERIC_MOUSE;
Rid[0].dwFlags = RIDEV_INPUTSINK;
Rid[0].hwndTarget = g_InputSystem.m_hAttachedHWnd; // GetHhWnd;
pfnRegisterRawInputDevices(Rid, ARRAYSIZE(Rid), sizeof(Rid[0]));
}
#endif
// New window, clear input state
ClearInputState();
}
//-----------------------------------------------------------------------------
// Unhooks input listening from a window
//-----------------------------------------------------------------------------
void CInputSystem::DetachFromWindow( )
{
if ( !m_hAttachedHWnd )
return;
ResetInputState();
#if defined( PLATFORM_WINDOWS )
if ( m_ChainedWndProc )
{
SetWindowLongPtrW( m_hAttachedHWnd, GWLP_WNDPROC, (LONG_PTR)m_ChainedWndProc );
m_ChainedWndProc = 0;
}
#endif
#if defined( PLATFORM_WINDOWS_PC )
// NVNT inform novint devices loss of window
DetachWindowFromNovintDevices( );
#endif
m_hAttachedHWnd = 0;
}
//-----------------------------------------------------------------------------
// Enables/disables input
//-----------------------------------------------------------------------------
void CInputSystem::EnableInput( bool bEnable )
{
m_bEnabled = bEnable;
}
//-----------------------------------------------------------------------------
// Enables/disables the inputsystem windows message pump
//-----------------------------------------------------------------------------
void CInputSystem::EnableMessagePump( bool bEnable )
{
m_bPumpEnabled = bEnable;
}
//-----------------------------------------------------------------------------
// Clears the input state, doesn't generate key-up messages
//-----------------------------------------------------------------------------
void CInputSystem::ClearInputState()
{
for ( int i = 0; i < INPUT_STATE_COUNT; ++i )
{
InputState_t& state = m_InputState[i];
state.m_ButtonState.ClearAll();
memset( state.m_pAnalogDelta, 0, ANALOG_CODE_LAST * sizeof(int) );
memset( state.m_pAnalogValue, 0, ANALOG_CODE_LAST * sizeof(int) );
memset( state.m_ButtonPressedTick, 0, BUTTON_CODE_LAST * sizeof(int) );
memset( state.m_ButtonReleasedTick, 0, BUTTON_CODE_LAST * sizeof(int) );
state.m_Events.Purge();
state.m_bDirty = false;
}
memset( m_appXKeys, 0, XUSER_MAX_COUNT * XK_MAX_KEYS * sizeof(appKey_t) );
}
//-----------------------------------------------------------------------------
// Resets the input state
//-----------------------------------------------------------------------------
void CInputSystem::ResetInputState()
{
ReleaseAllButtons();
ZeroAnalogState( 0, ANALOG_CODE_LAST - 1 );
memset( m_appXKeys, 0, XUSER_MAX_COUNT * XK_MAX_KEYS * sizeof(appKey_t) );
m_mouseRawAccumX = m_mouseRawAccumY = 0;
}
//-----------------------------------------------------------------------------
// Convert back + forth between ButtonCode/AnalogCode + strings
//-----------------------------------------------------------------------------
const char *CInputSystem::ButtonCodeToString( ButtonCode_t code ) const
{
return ButtonCode_ButtonCodeToString( code, m_bXController );
}
const char *CInputSystem::AnalogCodeToString( AnalogCode_t code ) const
{
return AnalogCode_AnalogCodeToString( code );
}
ButtonCode_t CInputSystem::StringToButtonCode( const char *pString ) const
{
return ButtonCode_StringToButtonCode( pString, m_bXController );
}
AnalogCode_t CInputSystem::StringToAnalogCode( const char *pString ) const
{
return AnalogCode_StringToAnalogCode( pString );
}
//-----------------------------------------------------------------------------
// Convert back + forth between virtual codes + button codes
// FIXME: This is a temporary piece of code
//-----------------------------------------------------------------------------
ButtonCode_t CInputSystem::VirtualKeyToButtonCode( int nVirtualKey ) const
{
return ButtonCode_VirtualKeyToButtonCode( nVirtualKey );
}
int CInputSystem::ButtonCodeToVirtualKey( ButtonCode_t code ) const
{
return ButtonCode_ButtonCodeToVirtualKey( code );
}
ButtonCode_t CInputSystem::XKeyToButtonCode( int nPort, int nXKey ) const
{
if ( m_bXController )
return ButtonCode_XKeyToButtonCode( nPort, nXKey );
return KEY_NONE;
}
ButtonCode_t CInputSystem::ScanCodeToButtonCode( int lParam ) const
{
return ButtonCode_ScanCodeToButtonCode( lParam );
}
ButtonCode_t CInputSystem::SKeyToButtonCode( int nPort, int nXKey ) const
{
return ButtonCode_SKeyToButtonCode( nPort, nXKey );
}
//-----------------------------------------------------------------------------
// Post an event to the queue
//-----------------------------------------------------------------------------
void CInputSystem::PostEvent( int nType, int nTick, int nData, int nData2, int nData3 )
{
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nType = nType;
event.m_nTick = nTick;
event.m_nData = nData;
event.m_nData2 = nData2;
event.m_nData3 = nData3;
PostUserEvent( event );
}
//-----------------------------------------------------------------------------
// Post an button press event to the queue
//-----------------------------------------------------------------------------
void CInputSystem::PostButtonPressedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
if ( !state.m_ButtonState.IsBitSet( scanCode ) )
{
// Update button state
state.m_ButtonState.Set( scanCode );
state.m_ButtonPressedTick[ scanCode ] = nTick;
// Add this event to the app-visible event queue
PostEvent( nType, nTick, scanCode, virtualCode );
#if defined( _X360 )
// FIXME: Remove! Fake a windows message for vguimatsurface's input handler
if ( IsJoystickCode( scanCode ) )
{
ProcessEvent( WM_XCONTROLLER_KEY, scanCode, 1 );
}
#endif
}
}
//-----------------------------------------------------------------------------
// Post an button release event to the queue
//-----------------------------------------------------------------------------
void CInputSystem::PostButtonReleasedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
if ( state.m_ButtonState.IsBitSet( scanCode ) )
{
// Update button state
state.m_ButtonState.Clear( scanCode );
state.m_ButtonReleasedTick[ scanCode ] = nTick;
// Add this event to the app-visible event queue
PostEvent( nType, nTick, scanCode, virtualCode );
#if defined( _X360 )
// FIXME: Remove! Fake a windows message for vguimatsurface's input handler
if ( IsJoystickCode( scanCode ) )
{
ProcessEvent( WM_XCONTROLLER_KEY, scanCode, 0 );
}
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: Pass Joystick button events through the engine's window procs
//-----------------------------------------------------------------------------
void CInputSystem::ProcessEvent( UINT uMsg, WPARAM wParam, LPARAM lParam )
{
#if !defined( POSIX )
// To prevent subtle input timing bugs, all button events must be fed
// through the window proc once per frame, same as the keyboard and mouse.
HWND hWnd = GetFocus();
WNDPROC windowProc = (WNDPROC)GetWindowLongPtrW(hWnd, GWLP_WNDPROC );
if ( windowProc )
{
windowProc( hWnd, uMsg, wParam, lParam );
}
#endif
}
//-----------------------------------------------------------------------------
// Copies the input state record over
//-----------------------------------------------------------------------------
void CInputSystem::CopyInputState( InputState_t *pDest, const InputState_t &src, bool bCopyEvents )
{
pDest->m_Events.RemoveAll();
pDest->m_bDirty = false;
if ( src.m_bDirty )
{
pDest->m_ButtonState = src.m_ButtonState;
memcpy( &pDest->m_ButtonPressedTick, &src.m_ButtonPressedTick, sizeof( pDest->m_ButtonPressedTick ) );
memcpy( &pDest->m_ButtonReleasedTick, &src.m_ButtonReleasedTick, sizeof( pDest->m_ButtonReleasedTick ) );
memcpy( &pDest->m_pAnalogDelta, &src.m_pAnalogDelta, sizeof( pDest->m_pAnalogDelta ) );
memcpy( &pDest->m_pAnalogValue, &src.m_pAnalogValue, sizeof( pDest->m_pAnalogValue ) );
if ( bCopyEvents )
{
if ( src.m_Events.Count() > 0 )
{
pDest->m_Events.EnsureCount( src.m_Events.Count() );
memcpy( pDest->m_Events.Base(), src.m_Events.Base(), src.m_Events.Count() * sizeof(InputEvent_t) );
}
}
}
}
#if defined( PLATFORM_WINDOWS_PC )
void CInputSystem::PollInputState_Windows()
{
if ( m_bPumpEnabled )
{
// Poll mouse + keyboard
MSG msg;
while ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if ( msg.message == WM_QUIT )
{
PostEvent( IE_Quit, m_nLastSampleTick );
break;
}
TranslateMessage( &msg );
DispatchMessage( &msg );
}
// NOTE: Under some implementations of Win9x,
// dispatching messages can cause the FPU control word to change
SetupFPUControlWord();
}
}
#endif
#if defined( USE_SDL )
static BYTE scantokey[SDL_NUM_SCANCODES];
static void initKeymap(void)
{
memset(scantokey, '\0', sizeof (scantokey));
for (int i = SDL_SCANCODE_A; i <= SDL_SCANCODE_Z; i++)
scantokey[i] = KEY_A + (i - SDL_SCANCODE_A);
for (int i = SDL_SCANCODE_1; i <= SDL_SCANCODE_9; i++)
scantokey[i] = KEY_1 + (i - SDL_SCANCODE_1);
for (int i = SDL_SCANCODE_F1; i <= SDL_SCANCODE_F12; i++)
scantokey[i] = KEY_F1 + (i - SDL_SCANCODE_F1);
for (int i = SDL_SCANCODE_KP_1; i <= SDL_SCANCODE_KP_9; i++)
scantokey[i] = KEY_PAD_1 + (i - SDL_SCANCODE_KP_1);
scantokey[SDL_SCANCODE_0] = KEY_0;
scantokey[SDL_SCANCODE_KP_0] = KEY_PAD_0;
scantokey[SDL_SCANCODE_RETURN] = KEY_ENTER;
scantokey[SDL_SCANCODE_ESCAPE] = KEY_ESCAPE;
scantokey[SDL_SCANCODE_BACKSPACE] = KEY_BACKSPACE;
scantokey[SDL_SCANCODE_TAB] = KEY_TAB;
scantokey[SDL_SCANCODE_SPACE] = KEY_SPACE;
scantokey[SDL_SCANCODE_MINUS] = KEY_MINUS;
scantokey[SDL_SCANCODE_EQUALS] = KEY_EQUAL;
scantokey[SDL_SCANCODE_LEFTBRACKET] = KEY_LBRACKET;
scantokey[SDL_SCANCODE_RIGHTBRACKET] = KEY_RBRACKET;
scantokey[SDL_SCANCODE_BACKSLASH] = KEY_BACKSLASH;
scantokey[SDL_SCANCODE_SEMICOLON] = KEY_SEMICOLON;
scantokey[SDL_SCANCODE_APOSTROPHE] = KEY_APOSTROPHE;
scantokey[SDL_SCANCODE_GRAVE] = KEY_BACKQUOTE;
scantokey[SDL_SCANCODE_COMMA] = KEY_COMMA;
scantokey[SDL_SCANCODE_PERIOD] = KEY_PERIOD;
scantokey[SDL_SCANCODE_SLASH] = KEY_SLASH;
scantokey[SDL_SCANCODE_CAPSLOCK] = KEY_CAPSLOCK;
scantokey[SDL_SCANCODE_SCROLLLOCK] = KEY_SCROLLLOCK;
scantokey[SDL_SCANCODE_INSERT] = KEY_INSERT;
scantokey[SDL_SCANCODE_HOME] = KEY_HOME;
scantokey[SDL_SCANCODE_PAGEUP] = KEY_PAGEUP;
scantokey[SDL_SCANCODE_DELETE] = KEY_DELETE;
scantokey[SDL_SCANCODE_END] = KEY_END;
scantokey[SDL_SCANCODE_PAGEDOWN] = KEY_PAGEDOWN;
scantokey[SDL_SCANCODE_RIGHT] = KEY_RIGHT;
scantokey[SDL_SCANCODE_LEFT] = KEY_LEFT;
scantokey[SDL_SCANCODE_DOWN] = KEY_DOWN;
scantokey[SDL_SCANCODE_UP] = KEY_UP;
scantokey[SDL_SCANCODE_NUMLOCKCLEAR] = KEY_NUMLOCK;
scantokey[SDL_SCANCODE_KP_DIVIDE] = KEY_PAD_DIVIDE;
scantokey[SDL_SCANCODE_KP_MULTIPLY] = KEY_PAD_MULTIPLY;
scantokey[SDL_SCANCODE_KP_MINUS] = KEY_PAD_MINUS;
scantokey[SDL_SCANCODE_KP_PLUS] = KEY_PAD_PLUS;
// Map keybad enter to enter for vgui. This means vgui dialog won't ever see KEY_PAD_ENTER
scantokey[SDL_SCANCODE_KP_ENTER] = KEY_ENTER;
scantokey[SDL_SCANCODE_KP_PERIOD] = KEY_PAD_DECIMAL;
scantokey[SDL_SCANCODE_APPLICATION] = KEY_APP;
scantokey[SDL_SCANCODE_LCTRL] = KEY_LCONTROL;
scantokey[SDL_SCANCODE_LSHIFT] = KEY_LSHIFT;
scantokey[SDL_SCANCODE_LALT] = KEY_LALT;
scantokey[SDL_SCANCODE_LGUI] = KEY_LWIN;
scantokey[SDL_SCANCODE_RCTRL] = KEY_RCONTROL;
scantokey[SDL_SCANCODE_RSHIFT] = KEY_RSHIFT;
scantokey[SDL_SCANCODE_RALT] = KEY_RALT;
scantokey[SDL_SCANCODE_RGUI] = KEY_RWIN;
}
bool MapCocoaVirtualKeyToButtonCode( int nCocoaVirtualKeyCode, ButtonCode_t *pOut )
{
if ( nCocoaVirtualKeyCode < 0 )
*pOut = (ButtonCode_t)(-1 * nCocoaVirtualKeyCode);
else
{
nCocoaVirtualKeyCode &= 0x000000ff;
*pOut = (ButtonCode_t)scantokey[nCocoaVirtualKeyCode];
}
return true;
}
void CInputSystem::PollInputState_Platform()
{
InputState_t &state = m_InputState[ m_bIsPolling ];
if ( m_bPumpEnabled )
m_pLauncherMgr->PumpWindowsMessageLoop();
// These are Carbon virtual key codes. AFAIK they don't have a header that defines these, but they are supposed to map
// to the same letters across international keyboards, so our mapping here should work.
CCocoaEvent events[32];
while ( 1 )
{
int nEvents = m_pLauncherMgr->GetEvents( events, ARRAYSIZE( events ) );
if ( nEvents == 0 )
break;
for ( int iEvent=0; iEvent < nEvents; iEvent++ )
{
CCocoaEvent *pEvent = &events[iEvent];
switch( pEvent->m_EventType )
{
case CocoaEvent_Deleted:
break;
case CocoaEvent_KeyDown:
{
ButtonCode_t virtualCode;
if ( MapCocoaVirtualKeyToButtonCode( pEvent->m_VirtualKeyCode, &virtualCode ) )
{
ButtonCode_t scanCode = virtualCode;
if( ( scanCode != BUTTON_CODE_NONE ) )
{
// For SDL, hitting spacebar causes a SDL_KEYDOWN event, then SDL_TEXTINPUT with
// event.text.text[0] = ' ', and then we get here and wind up sending two events
// to PostButtonPressedEvent. The first is virtualCode = ' ', the 2nd has virtualCode = 0.
// This will confuse Button::OnKeyCodePressed(), which is checking for space keydown
// followed by space keyup. So we ignore all BUTTON_CODE_NONE events here.
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, scanCode, virtualCode );
}
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nTick = GetPollTick();
// IE_KeyCodeTyped
event.m_nType = IE_FirstVguiEvent + 4;
event.m_nData = scanCode;
g_pInputSystem->PostUserEvent( event );
}
if ( !(pEvent->m_ModifierKeyMask & (1<<eCommandKey) ) && pEvent->m_VirtualKeyCode >= 0 && pEvent->m_UnicodeKey > 0 )
{
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nTick = GetPollTick();
// IE_KeyTyped
event.m_nType = IE_FirstVguiEvent + 3;
event.m_nData = (int)pEvent->m_UnicodeKey;
g_pInputSystem->PostUserEvent( event );
}
}
break;
case CocoaEvent_KeyUp:
{
ButtonCode_t virtualCode;
if ( MapCocoaVirtualKeyToButtonCode( pEvent->m_VirtualKeyCode, &virtualCode ) )
{
if( virtualCode != BUTTON_CODE_NONE )
{
ButtonCode_t scanCode = virtualCode;
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, scanCode, virtualCode );
}
}
}
break;
case CocoaEvent_MouseButtonDown:
{
int nButtonMask = pEvent->m_MouseButtonFlags;
ButtonCode_t dblClickCode = BUTTON_CODE_INVALID;
if ( pEvent->m_nMouseClickCount > 1 )
{
switch( pEvent->m_MouseButton )
{
default:
case COCOABUTTON_LEFT:
dblClickCode = MOUSE_LEFT;
break;
case COCOABUTTON_RIGHT:
dblClickCode = MOUSE_RIGHT;
break;
case COCOABUTTON_MIDDLE:
dblClickCode = MOUSE_MIDDLE;
break;
case COCOABUTTON_4:
dblClickCode = MOUSE_4;
break;
case COCOABUTTON_5:
dblClickCode = MOUSE_5;
break;
}
}
UpdateMouseButtonState( nButtonMask, dblClickCode );
}
break;
case CocoaEvent_MouseButtonUp:
{
int nButtonMask = pEvent->m_MouseButtonFlags;
UpdateMouseButtonState( nButtonMask );
}
break;
case CocoaEvent_MouseMove:
{
UpdateMousePositionState( state, (short)pEvent->m_MousePos[0], (short)pEvent->m_MousePos[1] );
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nTick = GetPollTick();
// IE_LocateMouseClick
event.m_nType = IE_FirstVguiEvent + 1;
event.m_nData = (short)pEvent->m_MousePos[0];
event.m_nData2 = (short)pEvent->m_MousePos[1];
g_pInputSystem->PostUserEvent( event );
}
break;
case CocoaEvent_MouseScroll:
{
ButtonCode_t code = (short)pEvent->m_MousePos[1] > 0 ? MOUSE_WHEEL_UP : MOUSE_WHEEL_DOWN;
state.m_ButtonPressedTick[ code ] = state.m_ButtonReleasedTick[ code ] = m_nLastSampleTick;
PostEvent( IE_ButtonPressed, m_nLastSampleTick, code, code );
PostEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
state.m_pAnalogDelta[ MOUSE_WHEEL ] = pEvent->m_MousePos[1];
state.m_pAnalogValue[ MOUSE_WHEEL ] += state.m_pAnalogDelta[ MOUSE_WHEEL ];
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_WHEEL, state.m_pAnalogValue[ MOUSE_WHEEL ], state.m_pAnalogDelta[ MOUSE_WHEEL ] );
}
break;
case CocoaEvent_AppActivate:
{
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nType = IE_FirstAppEvent + 2; // IE_AppActivated (defined in sys_mainwind.cpp).
event.m_nData = (bool)(pEvent->m_ModifierKeyMask != 0);
g_pInputSystem->PostUserEvent( event );
if( pEvent->m_ModifierKeyMask == 0 )
{
// App just lost focus. Handle like WM_ACTIVATEAPP in CInputSystem::WindowProc().
// Otherwise alt+tab will bring focus away from our app, vgui will still think that
// the alt key is down, and when we regain focus, fun ensues.
g_pInputSystem->ResetInputState();
}
}
break;
case CocoaEvent_AppQuit:
{
PostEvent( IE_Quit, m_nLastSampleTick );
}
break;
break;
}
}
}
}
#endif // USE_SDL
//-----------------------------------------------------------------------------
// Polls the current input state
//-----------------------------------------------------------------------------
void CInputSystem::PollInputState()
{
m_bIsPolling = true;
++m_nPollCount;
// Deals with polled input events
InputState_t &queuedState = m_InputState[ INPUT_STATE_QUEUED ];
CopyInputState( &m_InputState[ INPUT_STATE_CURRENT ], queuedState, true );
// Sample the joystick
SampleDevices();
// NOTE: This happens after SampleDevices since that updates LastSampleTick
// Also, I believe it's correct to post the joystick events with
// the LastPollTick not updated (not 100% sure though)
m_nLastPollTick = m_nLastSampleTick;
#if defined( PLATFORM_WINDOWS_PC )
PollInputState_Windows();
#endif
#if defined( USE_SDL )
PollInputState_Platform();
#endif
// Leave the queued state up-to-date with the current
CopyInputState( &queuedState, m_InputState[ INPUT_STATE_CURRENT ], false );
m_bIsPolling = false;
}
//-----------------------------------------------------------------------------
// Computes the sample tick
//-----------------------------------------------------------------------------
int CInputSystem::ComputeSampleTick()
{
// This logic will only fail if the app has been running for 49.7 days
int nSampleTick;
DWORD nCurrentTick = Plat_MSTime();
if ( nCurrentTick >= m_StartupTimeTick )
{
nSampleTick = (int)( nCurrentTick - m_StartupTimeTick );
}
else
{
DWORD nDelta = (DWORD)0xFFFFFFFF - m_StartupTimeTick;
nSampleTick = (int)( nCurrentTick + nDelta ) + 1;
}
return nSampleTick;
}
//-----------------------------------------------------------------------------
// How many times has poll been called?
//-----------------------------------------------------------------------------
int CInputSystem::GetPollCount() const
{
return m_nPollCount;
}
//-----------------------------------------------------------------------------
// Samples attached devices and appends events to the input queue
//-----------------------------------------------------------------------------
void CInputSystem::SampleDevices( void )
{
m_nLastSampleTick = ComputeSampleTick();
PollJoystick();
#if defined( PLATFORM_WINDOWS_PC )
// NVNT if we have device/s poll them.
if ( m_bNovintDevices )
{
PollNovintDevices();
}
#endif
PollSteamControllers();
}
//-----------------------------------------------------------------------------
// Purpose: Sets a player as the primary user - all other controllers will be ignored.
//-----------------------------------------------------------------------------
void CInputSystem::SetPrimaryUserId( int userId )
{
if ( userId >= XUSER_MAX_COUNT || userId < 0 )
{
m_PrimaryUserId = INVALID_USER_ID;
}
else
{
m_PrimaryUserId = userId;
}
#if !defined(POSIX)
XBX_SetPrimaryUserId( m_PrimaryUserId );
#endif
ConMsg("PrimaryUserId is %d\n", m_PrimaryUserId );
}
//-----------------------------------------------------------------------------
// Purpose: Forwards rumble info to attached devices
//-----------------------------------------------------------------------------
void CInputSystem::SetRumble( float fLeftMotor, float fRightMotor, int userId )
{
SetXDeviceRumble( fLeftMotor, fRightMotor, userId );
}
//-----------------------------------------------------------------------------
// Purpose: Force an immediate stop, transmits immediately to all devices
//-----------------------------------------------------------------------------
void CInputSystem::StopRumble( void )
{
#ifdef _X360
xdevice_t* pXDevice = &m_XDevices[0];
for ( int i = 0; i < XUSER_MAX_COUNT; ++i, ++pXDevice )
{
if ( pXDevice->active )
{
pXDevice->vibration.wLeftMotorSpeed = 0;
pXDevice->vibration.wRightMotorSpeed = 0;
pXDevice->pendingRumbleUpdate = true;
WriteToXDevice( pXDevice );
}
}
#else
for ( int i = 0; i < XUSER_MAX_COUNT; ++i )
{
SetRumble(0.0, 0.0, i);
}
#endif
}
//-----------------------------------------------------------------------------
// Joystick interface
//-----------------------------------------------------------------------------
int CInputSystem::GetJoystickCount() const
{
return m_nJoystickCount;
}
void CInputSystem::EnableJoystickInput( int nJoystick, bool bEnable )
{
m_JoysticksEnabled.SetFlag( 1 << nJoystick, bEnable );
}
void CInputSystem::EnableJoystickDiagonalPOV( int nJoystick, bool bEnable )
{
m_pJoystickInfo[ nJoystick ].m_bDiagonalPOVControlEnabled = bEnable;
}
//-----------------------------------------------------------------------------
// Poll current state
//-----------------------------------------------------------------------------
int CInputSystem::GetPollTick() const
{
return m_nLastPollTick;
}
bool CInputSystem::IsButtonDown( ButtonCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_ButtonState.IsBitSet( code );
}
int CInputSystem::GetAnalogValue( AnalogCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_pAnalogValue[code];
}
int CInputSystem::GetAnalogDelta( AnalogCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_pAnalogDelta[code];
}
int CInputSystem::GetButtonPressedTick( ButtonCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_ButtonPressedTick[code];
}
int CInputSystem::GetButtonReleasedTick( ButtonCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_ButtonReleasedTick[code];
}
//-----------------------------------------------------------------------------
// Returns the input events since the last poll
//-----------------------------------------------------------------------------
int CInputSystem::GetEventCount() const
{
return m_InputState[INPUT_STATE_CURRENT].m_Events.Count();
}
const InputEvent_t* CInputSystem::GetEventData( ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_Events.Base();
}
//-----------------------------------------------------------------------------
// Posts a user-defined event into the event queue; this is expected
// to be called in overridden wndprocs connected to the root panel.
//-----------------------------------------------------------------------------
void CInputSystem::PostUserEvent( const InputEvent_t &event )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
state.m_Events.AddToTail( event );
state.m_bDirty = true;
}
//-----------------------------------------------------------------------------
// Chains the window message to the previous wndproc
//-----------------------------------------------------------------------------
inline LRESULT CInputSystem::ChainWindowMessage( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
#if !defined( POSIX )
if ( m_ChainedWndProc )
return CallWindowProc( m_ChainedWndProc, hwnd, uMsg, wParam, lParam );
#endif
// FIXME: This comment is lifted from vguimatsurface;
// may not apply in future when the system is completed.
// This means the application is driving the messages (calling our window procedure manually)
// rather than us hooking their window procedure. The engine needs to do this in order for VCR
// mode to play back properly.
return 0;
}
//-----------------------------------------------------------------------------
// Release all buttons
//-----------------------------------------------------------------------------
void CInputSystem::ReleaseAllButtons( int nFirstButton, int nLastButton )
{
// Force button up messages for all down buttons
for ( int i = nFirstButton; i <= nLastButton; ++i )
{
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, (ButtonCode_t)i, (ButtonCode_t)i );
}
}
//-----------------------------------------------------------------------------
// Zero analog state
//-----------------------------------------------------------------------------
void CInputSystem::ZeroAnalogState( int nFirstState, int nLastState )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
memset( &state.m_pAnalogDelta[nFirstState], 0, ( nLastState - nFirstState + 1 ) * sizeof(int) );
memset( &state.m_pAnalogValue[nFirstState], 0, ( nLastState - nFirstState + 1 ) * sizeof(int) );
}
//-----------------------------------------------------------------------------
// Determines all mouse button presses
//-----------------------------------------------------------------------------
int CInputSystem::ButtonMaskFromMouseWParam( WPARAM wParam, ButtonCode_t code, bool bDown ) const
{
int nButtonMask = 0;
#if defined( PLATFORM_WINDOWS )
if ( wParam & MK_LBUTTON )
{
nButtonMask |= 1;
}
if ( wParam & MK_RBUTTON )
{
nButtonMask |= 2;
}
if ( wParam & MK_MBUTTON )
{
nButtonMask |= 4;
}
if ( wParam & MS_MK_BUTTON4 )
{
nButtonMask |= 8;
}
if ( wParam & MS_MK_BUTTON5 )
{
nButtonMask |= 16;
}
#endif
#ifdef _DEBUG
if ( code != BUTTON_CODE_INVALID )
{
int nMsgMask = 1 << ( code - MOUSE_FIRST );
int nTestMask = bDown ? nMsgMask : 0;
Assert( ( nButtonMask & nMsgMask ) == nTestMask );
}
#endif
return nButtonMask;
}
//-----------------------------------------------------------------------------
// Updates the state of all mouse buttons
//-----------------------------------------------------------------------------
void CInputSystem::UpdateMouseButtonState( int nButtonMask, ButtonCode_t dblClickCode )
{
for ( int i = 0; i < 5; ++i )
{
ButtonCode_t code = (ButtonCode_t)( MOUSE_FIRST + i );
bool bDown = ( nButtonMask & ( 1 << i ) ) != 0;
if ( bDown )
{
InputEventType_t type = ( code != dblClickCode ) ? IE_ButtonPressed : IE_ButtonDoubleClicked;
PostButtonPressedEvent( type, m_nLastSampleTick, code, code );
}
else
{
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
}
}
}
//-----------------------------------------------------------------------------
// Handles input messages
//-----------------------------------------------------------------------------
void CInputSystem::SetCursorPosition( int x, int y )
{
if ( !m_hAttachedHWnd )
return;
#if defined( PLATFORM_WINDOWS )
POINT pt;
pt.x = x; pt.y = y;
ClientToScreen( (HWND)m_hAttachedHWnd, &pt );
SetCursorPos( pt.x, pt.y );
#elif defined( USE_SDL )
m_pLauncherMgr->SetCursorPosition( x, y );
#endif
InputState_t &state = m_InputState[ m_bIsPolling ];
bool bXChanged = ( state.m_pAnalogValue[ MOUSE_X ] != x );
bool bYChanged = ( state.m_pAnalogValue[ MOUSE_Y ] != y );
state.m_pAnalogValue[ MOUSE_X ] = x;
state.m_pAnalogValue[ MOUSE_Y ] = y;
state.m_pAnalogDelta[ MOUSE_X ] = 0;
state.m_pAnalogDelta[ MOUSE_Y ] = 0;
if ( bXChanged )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_X, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogDelta[ MOUSE_X ] );
}
if ( bYChanged )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_Y, state.m_pAnalogValue[ MOUSE_Y ], state.m_pAnalogDelta[ MOUSE_Y ] );
}
if ( bXChanged || bYChanged )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_XY, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogValue[ MOUSE_Y ] );
}
}
void CInputSystem::UpdateMousePositionState( InputState_t &state, short x, short y )
{
int nOldX = state.m_pAnalogValue[ MOUSE_X ];
int nOldY = state.m_pAnalogValue[ MOUSE_Y ];
state.m_pAnalogValue[ MOUSE_X ] = x;
state.m_pAnalogValue[ MOUSE_Y ] = y;
state.m_pAnalogDelta[ MOUSE_X ] = state.m_pAnalogValue[ MOUSE_X ] - nOldX;
state.m_pAnalogDelta[ MOUSE_Y ] = state.m_pAnalogValue[ MOUSE_Y ] - nOldY;
if ( state.m_pAnalogDelta[ MOUSE_X ] != 0 )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_X, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogDelta[ MOUSE_X ] );
}
if ( state.m_pAnalogDelta[ MOUSE_Y ] != 0 )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_Y, state.m_pAnalogValue[ MOUSE_Y ], state.m_pAnalogDelta[ MOUSE_Y ] );
}
if ( state.m_pAnalogDelta[ MOUSE_X ] != 0 || state.m_pAnalogDelta[ MOUSE_Y ] != 0 )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_XY, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogValue[ MOUSE_Y ] );
}
}
//-----------------------------------------------------------------------------
// Handles input messages
//-----------------------------------------------------------------------------
LRESULT CInputSystem::WindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
#if defined( PLATFORM_WINDOWS ) // We use this even for SDL to handle mouse move.
if ( !m_bEnabled )
return ChainWindowMessage( hwnd, uMsg, wParam, lParam );
if ( hwnd != m_hAttachedHWnd )
return ChainWindowMessage( hwnd, uMsg, wParam, lParam );
InputState_t &state = m_InputState[ m_bIsPolling ];
switch( uMsg )
{
#if !defined( USE_SDL )
case WM_ACTIVATEAPP:
if ( hwnd == m_hAttachedHWnd )
{
bool bActivated = ( wParam == 1 );
if ( !bActivated )
{
ResetInputState();
}
}
break;
case WM_LBUTTONDOWN:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_LEFT, true );
ETWMouseDown( 0, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_LBUTTONUP:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_LEFT, false );
ETWMouseUp( 0, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_RBUTTONDOWN:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_RIGHT, true );
ETWMouseDown( 2, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_RBUTTONUP:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_RIGHT, false );
ETWMouseUp( 2, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_MBUTTONDOWN:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_MIDDLE, true );
ETWMouseDown( 1, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_MBUTTONUP:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_MIDDLE, false );
ETWMouseUp( 1, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case MS_WM_XBUTTONDOWN:
{
ButtonCode_t code = ( HIWORD( wParam ) == 1 ) ? MOUSE_4 : MOUSE_5;
int nButtonMask = ButtonMaskFromMouseWParam( wParam, code, true );
UpdateMouseButtonState( nButtonMask );
// Windows docs say the XBUTTON messages we should return true from
return TRUE;
}
break;
case MS_WM_XBUTTONUP:
{
ButtonCode_t code = ( HIWORD( wParam ) == 1 ) ? MOUSE_4 : MOUSE_5;
int nButtonMask = ButtonMaskFromMouseWParam( wParam, code, false );
UpdateMouseButtonState( nButtonMask );
// Windows docs say the XBUTTON messages we should return true from
return TRUE;
}
break;
case WM_LBUTTONDBLCLK:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_LEFT, true );
ETWMouseDown( 0, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask, MOUSE_LEFT );
}
break;
case WM_RBUTTONDBLCLK:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_RIGHT, true );
ETWMouseDown( 2, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask, MOUSE_RIGHT );
}
break;
case WM_MBUTTONDBLCLK:
{
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_MIDDLE, true );
ETWMouseDown( 1, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask, MOUSE_MIDDLE );
}
break;
case MS_WM_XBUTTONDBLCLK:
{
ButtonCode_t code = ( HIWORD( wParam ) == 1 ) ? MOUSE_4 : MOUSE_5;
int nButtonMask = ButtonMaskFromMouseWParam( wParam, code, true );
UpdateMouseButtonState( nButtonMask, code );
// Windows docs say the XBUTTON messages we should return true from
return TRUE;
}
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
{
// Suppress key repeats
if ( !( lParam & ( 1<<30 ) ) )
{
// NOTE: These two can be unequal! For example, keypad enter
// which returns KEY_ENTER from virtual keys, and KEY_PAD_ENTER from scan codes
// Since things like vgui care about virtual keys; we're going to
// put both scan codes in the input message
ButtonCode_t virtualCode = ButtonCode_VirtualKeyToButtonCode( wParam );
ButtonCode_t scanCode = ButtonCode_ScanCodeToButtonCode( lParam );
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, scanCode, virtualCode );
// Post ETW events describing key presses to help correlate input events to performance
// problems in the game.
ETWKeyDown( scanCode, virtualCode, ButtonCodeToString( virtualCode ) );
// Deal with toggles
if ( scanCode == KEY_CAPSLOCK || scanCode == KEY_SCROLLLOCK || scanCode == KEY_NUMLOCK )
{
int nVirtualKey;
ButtonCode_t toggleCode;
switch( scanCode )
{
default: case KEY_CAPSLOCK: nVirtualKey = VK_CAPITAL; toggleCode = KEY_CAPSLOCKTOGGLE; break;
case KEY_SCROLLLOCK: nVirtualKey = VK_SCROLL; toggleCode = KEY_SCROLLLOCKTOGGLE; break;
case KEY_NUMLOCK: nVirtualKey = VK_NUMLOCK; toggleCode = KEY_NUMLOCKTOGGLE; break;
};
SHORT wState = GetKeyState( nVirtualKey );
bool bToggleState = ( wState & 0x1 ) != 0;
PostButtonPressedEvent( bToggleState ? IE_ButtonPressed : IE_ButtonReleased, m_nLastSampleTick, toggleCode, toggleCode );
}
}
}
break;
case WM_KEYUP:
case WM_SYSKEYUP:
{
// Don't handle key ups if the key's already up. This can happen when we alt-tab back to the engine.
ButtonCode_t virtualCode = ButtonCode_VirtualKeyToButtonCode( wParam );
ButtonCode_t scanCode = ButtonCode_ScanCodeToButtonCode( lParam );
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, scanCode, virtualCode );
}
break;
case WM_MOUSEWHEEL:
{
ButtonCode_t code = (short)HIWORD( wParam ) > 0 ? MOUSE_WHEEL_UP : MOUSE_WHEEL_DOWN;
state.m_ButtonPressedTick[ code ] = state.m_ButtonReleasedTick[ code ] = m_nLastSampleTick;
PostEvent( IE_ButtonPressed, m_nLastSampleTick, code, code );
PostEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
state.m_pAnalogDelta[ MOUSE_WHEEL ] = ( (short)HIWORD(wParam) ) / WHEEL_DELTA;
state.m_pAnalogValue[ MOUSE_WHEEL ] += state.m_pAnalogDelta[ MOUSE_WHEEL ];
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_WHEEL, state.m_pAnalogValue[ MOUSE_WHEEL ], state.m_pAnalogDelta[ MOUSE_WHEEL ] );
}
break;
#if defined( PLATFORM_WINDOWS_PC )
case WM_INPUT:
{
if ( m_bRawInputSupported )
{
UINT dwSize = 40;
static BYTE lpb[40];
pfnGetRawInputData((HRAWINPUT)lParam, RID_INPUT, lpb, &dwSize, sizeof(RAWINPUTHEADER));
RAWINPUT* raw = (RAWINPUT*)lpb;
if (raw->header.dwType == RIM_TYPEMOUSE)
{
m_mouseRawAccumX += raw->data.mouse.lLastX;
m_mouseRawAccumY += raw->data.mouse.lLastY;
}
}
}
break;
#endif
#endif // !USE_SDL
case WM_MOUSEMOVE:
{
UpdateMousePositionState( state, (short)LOWORD(lParam), (short)HIWORD(lParam) );
int nButtonMask = ButtonMaskFromMouseWParam( wParam );
UpdateMouseButtonState( nButtonMask );
}
break;
}
#if defined( PLATFORM_WINDOWS_PC ) && !defined( USE_SDL )
// Can't put this in the case statement, it's not constant
if ( uMsg == m_uiMouseWheel )
{
ButtonCode_t code = ( ( int )wParam ) > 0 ? MOUSE_WHEEL_UP : MOUSE_WHEEL_DOWN;
state.m_ButtonPressedTick[ code ] = state.m_ButtonReleasedTick[ code ] = m_nLastSampleTick;
PostEvent( IE_ButtonPressed, m_nLastSampleTick, code, code );
PostEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
state.m_pAnalogDelta[ MOUSE_WHEEL ] = ( ( int )wParam ) / WHEEL_DELTA;
state.m_pAnalogValue[ MOUSE_WHEEL ] += state.m_pAnalogDelta[ MOUSE_WHEEL ];
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_WHEEL, state.m_pAnalogValue[ MOUSE_WHEEL ], state.m_pAnalogDelta[ MOUSE_WHEEL ] );
}
#endif
#endif // PLATFORM_WINDOWS
return ChainWindowMessage( hwnd, uMsg, wParam, lParam );
}
bool CInputSystem::GetRawMouseAccumulators( int& accumX, int& accumY )
{
#if defined( USE_SDL )
if ( m_pLauncherMgr )
{
m_pLauncherMgr->GetMouseDelta( accumX, accumY, false );
return true;
}
return false;
#else
accumX = m_mouseRawAccumX;
accumY = m_mouseRawAccumY;
m_mouseRawAccumX = m_mouseRawAccumY = 0;
return m_bRawInputSupported;
#endif
}
2021-10-06 18:09:43 +00:00
bool CInputSystem::GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY )
{
event = m_touchAccumEvent;
fingerId = m_touchAccumFingerId;
accumX = m_touchAccumX;
accumY = m_touchAccumY;
return m_bJoystickInitialized;
}
2020-04-22 16:56:21 +00:00
void CInputSystem::SetConsoleTextMode( bool bConsoleTextMode )
{
/* If someone calls this after init, shut it down. */
if ( bConsoleTextMode && m_bJoystickInitialized )
{
ShutdownJoysticks();
}
m_bConsoleTextMode = bConsoleTextMode;
}
ISteamController* CInputSystem::SteamControllerInterface()
{
if ( m_bSkipControllerInitialization )
{
return nullptr;
}
else
{
return m_SteamAPIContext.SteamController();
}
}
void CInputSystem::StartTextInput()
{
#ifdef USE_SDL
SDL_StartTextInput();
#endif
}