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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The main manager of the input
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef INPUTMANAGER_H
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#define INPUTMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "gamemanager.h"
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#include "tier2/keybindings.h"
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#include "tier1/commandbuffer.h"
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#include "bitvec.h"
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//-----------------------------------------------------------------------------
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// Input management
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//-----------------------------------------------------------------------------
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class CInputManager : public CGameManager<>
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{
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public:
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// Inherited from IGameManager
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virtual bool Init();
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virtual void Update( );
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// Add a command into the command queue
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void AddCommand( const char *pCommand );
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private:
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// Per-frame update of commands
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void ProcessCommands( );
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// Purpose:
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void PrintConCommandBaseDescription( const ConCommandBase *pVar );
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CKeyBindings m_KeyBindings;
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CBitVec<BUTTON_CODE_LAST> m_ButtonUpToEngine;
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CCommandBuffer m_CommandBuffer;
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};
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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extern CInputManager *g_pInputManager;
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#endif // INPUTMANAGER_H
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