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487 lines
15 KiB
C++
487 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef INPUTSYSTEM_H
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#define INPUTSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef WIN32
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#if !defined( _X360 )
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#define _WIN32_WINNT 0x502
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#include <windows.h>
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#include <zmouse.h>
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#include "xbox/xboxstubs.h"
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#include "../../dx9sdk/include/XInput.h"
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#endif
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#endif
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#ifdef POSIX
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#include "posix_stubs.h"
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#endif // POSIX
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#include "appframework/ilaunchermgr.h"
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#include "inputsystem/iinputsystem.h"
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#include "tier2/tier2.h"
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#include "inputsystem/ButtonCode.h"
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#include "inputsystem/AnalogCode.h"
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#include "bitvec.h"
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#include "tier1/utlvector.h"
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#include "tier1/utlflags.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#include "xbox/xbox_console.h"
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#endif
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#include "steam/steam_api.h"
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//-----------------------------------------------------------------------------
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// Implementation of the input system
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//-----------------------------------------------------------------------------
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class CInputSystem : public CTier2AppSystem< IInputSystem >
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{
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typedef CTier2AppSystem< IInputSystem > BaseClass;
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public:
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// Constructor, destructor
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CInputSystem();
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virtual ~CInputSystem();
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// Inherited from IAppSystem
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virtual InitReturnVal_t Init();
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Shutdown();
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// Inherited from IInputSystem
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virtual void AttachToWindow( void* hWnd );
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virtual void DetachFromWindow();
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virtual void EnableInput( bool bEnable );
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virtual void EnableMessagePump( bool bEnable );
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virtual int GetPollTick() const;
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virtual void PollInputState();
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virtual bool IsButtonDown( ButtonCode_t code ) const;
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virtual int GetButtonPressedTick( ButtonCode_t code ) const;
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virtual int GetButtonReleasedTick( ButtonCode_t code ) const;
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virtual int GetAnalogValue( AnalogCode_t code ) const;
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virtual int GetAnalogDelta( AnalogCode_t code ) const;
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virtual int GetEventCount() const;
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virtual const InputEvent_t* GetEventData() const;
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virtual void PostUserEvent( const InputEvent_t &event );
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virtual int GetJoystickCount() const;
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virtual void EnableJoystickInput( int nJoystick, bool bEnable );
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virtual void EnableJoystickDiagonalPOV( int nJoystick, bool bEnable );
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virtual void SampleDevices( void );
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virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId );
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virtual void StopRumble( void );
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virtual void ResetInputState( void );
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virtual void SetPrimaryUserId( int userId );
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virtual const char *ButtonCodeToString( ButtonCode_t code ) const;
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virtual const char *AnalogCodeToString( AnalogCode_t code ) const;
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virtual ButtonCode_t StringToButtonCode( const char *pString ) const;
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virtual AnalogCode_t StringToAnalogCode( const char *pString ) const;
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virtual ButtonCode_t VirtualKeyToButtonCode( int nVirtualKey ) const;
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virtual int ButtonCodeToVirtualKey( ButtonCode_t code ) const;
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virtual ButtonCode_t ScanCodeToButtonCode( int lParam ) const;
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virtual void SleepUntilInput( int nMaxSleepTimeMS );
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virtual int GetPollCount() const;
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virtual void SetCursorPosition( int x, int y );
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#if defined( WIN32 ) && !defined ( _X360 )
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virtual void *GetHapticsInterfaceAddress() const;
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#else
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virtual void *GetHapticsInterfaceAddress() const { return NULL;}
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#endif
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bool GetRawMouseAccumulators( int& accumX, int& accumY );
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bool GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY );
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virtual void SetConsoleTextMode( bool bConsoleTextMode );
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// Windows proc
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LRESULT WindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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private:
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enum
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{
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STICK1_AXIS_LEFT,
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STICK1_AXIS_RIGHT,
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STICK1_AXIS_DOWN,
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STICK1_AXIS_UP,
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STICK2_AXIS_LEFT,
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STICK2_AXIS_RIGHT,
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STICK2_AXIS_DOWN,
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STICK2_AXIS_UP,
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MAX_STICKAXIS
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};
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// track Xbox stick keys from previous frame
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enum
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{
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LASTKEY_STICK1_X,
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LASTKEY_STICK1_Y,
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LASTKEY_STICK2_X,
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LASTKEY_STICK2_Y,
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MAX_LASTKEY,
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};
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enum
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{
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INPUT_STATE_QUEUED = 0,
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INPUT_STATE_CURRENT,
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INPUT_STATE_COUNT,
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};
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public:
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struct JoystickInfo_t
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{
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void *m_pDevice; // Really an SDL_GameController*, NULL if not present.
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void *m_pHaptic; // Really an SDL_Haptic*
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float m_fCurrentRumble;
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bool m_bRumbleEnabled;
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int m_nButtonCount;
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int m_nAxisFlags;
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int m_nDeviceId;
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bool m_bHasPOVControl;
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bool m_bDiagonalPOVControlEnabled;
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unsigned int m_nFlags;
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unsigned int m_nLastPolledButtons;
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unsigned int m_nLastPolledAxisButtons;
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unsigned int m_nLastPolledPOVState;
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unsigned long m_pLastPolledAxes[MAX_JOYSTICK_AXES];
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};
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struct xdevice_t
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{
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int userId;
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byte type;
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byte subtype;
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word flags;
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bool active;
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XINPUT_STATE states[2];
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int newState;
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xKey_t lastStickKeys[MAX_LASTKEY];
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int stickThreshold[MAX_STICKAXIS];
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float stickScale[MAX_STICKAXIS];
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int quitTimeout;
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int dpadLock;
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// rumble
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XINPUT_VIBRATION vibration;
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bool pendingRumbleUpdate;
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};
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struct appKey_t
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{
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int repeats;
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int sample;
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};
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struct InputState_t
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{
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// Analog states
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CBitVec<BUTTON_CODE_LAST> m_ButtonState;
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int m_ButtonPressedTick[BUTTON_CODE_LAST];
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int m_ButtonReleasedTick[BUTTON_CODE_LAST];
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int m_pAnalogDelta[ANALOG_CODE_LAST];
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int m_pAnalogValue[ANALOG_CODE_LAST];
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CUtlVector< InputEvent_t > m_Events;
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bool m_bDirty;
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};
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// Initializes all Xbox controllers
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void InitializeXDevices( void );
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// Opens an Xbox controller
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void OpenXDevice( xdevice_t* pXDevice, int userId );
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// Closes an Xbox controller
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void CloseXDevice( xdevice_t* pXDevice );
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// Samples the Xbox controllers
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void PollXDevices( void );
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// Samples an Xbox controller and queues input events
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void ReadXDevice( xdevice_t* pXDevice );
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// Submits force feedback data to an Xbox controller
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void WriteToXDevice( xdevice_t* pXDevice );
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// Sets rumble values for an Xbox controller
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void SetXDeviceRumble( float fLeftMotor, float fRightMotor, int userId );
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// Posts an Xbox key event, ignoring key repeats
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void PostXKeyEvent( int nUserId, xKey_t xKey, int nSample );
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// Dispatches all joystick button events through the game's window procs
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void ProcessEvent( UINT uMsg, WPARAM wParam, LPARAM lParam );
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// Initializes joysticks
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void InitializeJoysticks( void );
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// Shut down joysticks
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void ShutdownJoysticks( void );
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// Samples the joystick
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void PollJoystick( void );
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// Update the joystick button state
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void UpdateJoystickButtonState( int nJoystick );
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// Update the joystick POV control
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void UpdateJoystickPOVControl( int nJoystick );
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// Record button state and post the event
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void JoystickButtonEvent( ButtonCode_t button, int sample );
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// Init touch
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void InitializeTouch( void );
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// Shut down touch
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void ShutdownTouch( void );
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#if defined( WIN32 ) && !defined ( _X360 )
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// NVNT attaches window to novint devices
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void AttachWindowToNovintDevices( void * hWnd );
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// NVNT detaches window from novint input
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void DetachWindowFromNovintDevices( void );
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// NVNT Initializes novint devices
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void InitializeNovintDevices( void );
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// NVNT Samples a novint device
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void PollNovintDevices( void );
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// NVNT Update the novint device button state
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void UpdateNovintDeviceButtonState( int nDevice );
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// NVNT Record button state and post the event
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void NovintDeviceButtonEvent( ButtonCode_t button, int sample );
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//Added called and set to true when binding input and set to false once bound
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void SetNovintPure( bool bPure );
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#else
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void SetNovintPure( bool bPure ) {} // to satify the IInput virtual interface
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#endif
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// Chains the window message to the previous wndproc
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LRESULT ChainWindowMessage( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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// Post an event to the queue
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void PostEvent( int nType, int nTick, int nData = 0, int nData2 = 0, int nData3 = 0 );
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// Deals with app deactivation (sends a bunch of button released messages)
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void ActivateInputSystem( bool bActivated );
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// Determines all mouse button presses
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int ButtonMaskFromMouseWParam( WPARAM wParam, ButtonCode_t code = BUTTON_CODE_INVALID, bool bDown = false ) const;
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// Updates the state of all mouse buttons
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void UpdateMouseButtonState( int nButtonMask, ButtonCode_t dblClickCode = BUTTON_CODE_INVALID );
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// Copies the input state record over
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void CopyInputState( InputState_t *pDest, const InputState_t &src, bool bCopyEvents );
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// Post an button press/release event to the queue
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void PostButtonPressedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode );
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void PostButtonReleasedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode );
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// Release all buttons
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void ReleaseAllButtons( int nFirstButton = 0, int nLastButton = BUTTON_CODE_LAST - 1 );
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// Zero analog state
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void ZeroAnalogState( int nFirstState, int nLastState );
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// Converts xbox keys to button codes
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ButtonCode_t XKeyToButtonCode( int nUserId, int nXKey ) const;
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// Computes the sample tick
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int ComputeSampleTick();
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// Clears the input state, doesn't generate key-up messages
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void ClearInputState();
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// Called for mouse move events. Sets the current x and y and posts events for the mouse moving.
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void UpdateMousePositionState( InputState_t &state, short x, short y );
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// Initializes SteamControllers - Returns true if steam is running and finds controllers, otherwise false
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bool InitializeSteamControllers( void );
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// Returns number of connected Steam Controllers
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uint32 GetNumSteamControllersConnected();
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// Update and sample steam controllers
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void PollSteamControllers( void );
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#if defined( PLATFORM_WINDOWS_PC )
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void PollInputState_Windows();
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#endif
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void JoystickHotplugAdded( int joystickIndex );
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void JoystickHotplugRemoved( int joystickId );
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void JoystickButtonPress( int joystickId, int button ); // button is a SDL_CONTROLLER_BUTTON;
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void JoystickButtonRelease( int joystickId, int button ); // same as above.
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void JoystickAxisMotion( int joystickId, int axis, int value );
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void FingerEvent( int eventType, int fingerId, float x, float y, float dx, float dy );
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// Steam Controller
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void ReadSteamController( int iIndex );
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void PostKeyEvent( int iIndex, sKey_t sKey, int nSample );
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const int GetSteamPadDeadZone( ESteamPadAxis axis );
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bool IsSteamControllerConnected( void ) { return m_bSteamController; }
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bool IsSteamControllerActive( void );
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void ActivateSteamControllerActionSetForSlot( uint64 nSlot, GameActionSet_t eActionSet );
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ControllerActionSetHandle_t GetActionSetHandle( GameActionSet_t eActionSet );
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ControllerActionSetHandle_t GetActionSetHandle( const char* szActionSet );
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bool GetControllerStateForSlot( int nSlot );
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int GetSteamControllerIndexForSlot( int nSlot );
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bool GetRadialMenuStickValues( int nSlot, float &fX, float &fY );
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virtual ISteamController* SteamControllerInterface();
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bool InitializeSteamControllerActionSets();
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// Gets the action origin (i.e. which physical input) maps to the given action name
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virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, GameActionSet_t action_set );
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virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, ControllerActionSetHandle_t action_set_handle );
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// Maps a Steam Controller action origin to a string (consisting of a single character) in our SC icon font
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virtual const wchar_t* GetSteamControllerFontCharacterForActionOrigin( EControllerActionOrigin origin );
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// Maps a Steam Controller action origin to a short text string (e.g. "X", "LB", "LDOWN") describing the control.
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// Prefer to actually use the icon font wherever possible.
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virtual const wchar_t* GetSteamControllerDescriptionForActionOrigin( EControllerActionOrigin origin );
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// Converts SteamController keys to button codes
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ButtonCode_t SKeyToButtonCode( int nUserId, int nXKey ) const;
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// This is called with "true" by dedicated server initialization (before calling Init) in order to
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// force us to skip initialization of Steam (which messes up dedicated servers).
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virtual void SetSkipControllerInitialization( bool bSkip )
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{
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m_bSkipControllerInitialization = bSkip;
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}
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virtual void StartTextInput();
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#if defined( USE_SDL )
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void PollInputState_Platform();
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ILauncherMgr *m_pLauncherMgr;
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#endif
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WNDPROC m_ChainedWndProc;
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HWND m_hAttachedHWnd;
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bool m_bEnabled;
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bool m_bPumpEnabled;
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bool m_bIsPolling;
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// Current button state
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InputState_t m_InputState[INPUT_STATE_COUNT];
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// Current action set
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GameActionSet_t m_currentActionSet[STEAM_CONTROLLER_MAX_COUNT];
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DWORD m_StartupTimeTick;
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int m_nLastPollTick;
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int m_nLastSampleTick;
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int m_nPollCount;
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// Mouse wheel hack
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UINT m_uiMouseWheel;
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// Joystick info
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CUtlFlags<unsigned short> m_JoysticksEnabled;
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int m_nJoystickCount;
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bool m_bJoystickInitialized;
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bool m_bTouchInitialized;
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bool m_bXController;
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JoystickInfo_t m_pJoystickInfo[ MAX_JOYSTICKS ];
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// Steam Controller
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struct steampad_t
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{
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steampad_t()
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{
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m_nHardwareIndex = 0;
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m_nJoystickIndex = INVALID_USER_ID;
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m_nLastPacketIndex = 0;
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active = false;
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memset( lastAnalogKeys, 0, sizeof( lastAnalogKeys ) );
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}
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bool active;
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sKey_t lastAnalogKeys[MAX_STEAMPADAXIS];
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appKey_t m_appSKeys[SK_MAX_KEYS];
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// Hardware index and joystick index don't necessarily match
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// Joystick index will depend on the order of multiple initialized devices
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// Which could include other controller types
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// Hardware index should line up 1:1 with the order they're polled
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// and could change based on removing devices, unlike Joystick Index
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uint32 m_nHardwareIndex;
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int m_nJoystickIndex;
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uint32 m_nLastPacketIndex;
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};
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float m_pRadialMenuStickVal[STEAM_CONTROLLER_MAX_COUNT][2];
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steampad_t m_Device[STEAM_CONTROLLER_MAX_COUNT];
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uint32 m_unNumConnected;
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float m_flLastSteamControllerInput;
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int m_nJoystickBaseline;
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int m_nControllerType[MAX_JOYSTICKS+STEAM_CONTROLLER_MAX_COUNT];
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bool m_bSteamController; // true if the Steam Controller system has been initialized successfully (this doesn't mean one is actually connected necessarily)
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bool m_bSteamControllerActionsInitialized; // true if our action sets and handles were successfully initialized (this doesn't mean a controller is necessarily connected, or that in-game client actions were initialized)
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bool m_bSteamControllerActive; // true if our action sets and handles were successfully initialized *and* that at least one controller is actually connected and switched on.
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#if defined( WIN32 ) && !defined ( _X360 )
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// NVNT Novint device info
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int m_nNovintDeviceCount;
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bool m_bNovintDevices;
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#endif
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// Xbox controller info
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appKey_t m_appXKeys[ XUSER_MAX_COUNT ][ XK_MAX_KEYS ];
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xdevice_t m_XDevices[ XUSER_MAX_COUNT ];
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int m_PrimaryUserId;
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// raw mouse input
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bool m_bRawInputSupported;
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int m_mouseRawAccumX, m_mouseRawAccumY;
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InputEventType_t m_touchAccumEvent;
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int m_touchAccumFingerId, m_touchAccumX, m_touchAccumY;
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// For the 'SleepUntilInput' feature
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HANDLE m_hEvent;
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CSysModule *m_pXInputDLL;
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CSysModule *m_pRawInputDLL;
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#if defined( WIN32 ) && !defined ( _X360 )
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// NVNT falcon module
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CSysModule *m_pNovintDLL;
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#endif
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bool m_bConsoleTextMode;
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public:
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// Steam API context for use by input system for access to steam controllers.
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CSteamAPIContext& SteamAPIContext() { return m_SteamAPIContext; }
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private:
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CSteamAPIContext m_SteamAPIContext;
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bool m_bSkipControllerInitialization;
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};
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#endif // INPUTSYSTEM_H
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