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315 lines
9.7 KiB
315 lines
9.7 KiB
5 years ago
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//========= 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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#if !defined( INPUT_H )
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#define INPUT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "iinput.h"
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#include "mathlib/vector.h"
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#include "kbutton.h"
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#include "ehandle.h"
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#include "inputsystem/AnalogCode.h"
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#include "steam/isteamcontroller.h"
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typedef unsigned int CRC32_t;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CKeyboardKey
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{
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public:
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// Name for key
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char name[ 32 ];
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// Pointer to the underlying structure
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kbutton_t *pkey;
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// Next key in key list.
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CKeyboardKey *next;
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};
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class ConVar;
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class CInput : public IInput
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{
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// Interface
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public:
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CInput( void );
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~CInput( void );
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virtual void Init_All( void );
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virtual void Shutdown_All( void );
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virtual int GetButtonBits( int );
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virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active );
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virtual void ExtraMouseSample( float frametime, bool active );
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virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand );
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virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot );
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virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot );
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virtual CUserCmd *GetUserCmd( int sequence_number );
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virtual void MakeWeaponSelection( C_BaseCombatWeapon *weapon );
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virtual float KeyState( kbutton_t *key );
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virtual int KeyEvent( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual kbutton_t *FindKey( const char *name );
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virtual void ControllerCommands( void );
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virtual void Joystick_Advanced( void );
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virtual void Joystick_SetSampleTime(float frametime);
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virtual void IN_SetSampleTime( float frametime );
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virtual void AccumulateMouse( void );
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virtual void ActivateMouse( void );
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virtual void DeactivateMouse( void );
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virtual void ClearStates( void );
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virtual float GetLookSpring( void );
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virtual void GetFullscreenMousePos( int *mx, int *my, int *unclampedx = NULL, int *unclampedy = NULL );
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virtual void SetFullscreenMousePos( int mx, int my );
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virtual void ResetMouse( void );
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// virtual bool IsNoClipping( void );
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virtual float GetLastForwardMove( void );
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virtual float Joystick_GetForward( void );
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virtual float Joystick_GetSide( void );
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virtual float Joystick_GetPitch( void );
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virtual float Joystick_GetYaw( void );
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virtual void ClearInputButton( int bits );
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virtual void CAM_Think( void );
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virtual int CAM_IsThirdPerson( void );
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virtual void CAM_ToThirdPerson(void);
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virtual void CAM_ToFirstPerson(void);
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virtual void CAM_StartMouseMove(void);
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virtual void CAM_EndMouseMove(void);
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virtual void CAM_StartDistance(void);
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virtual void CAM_EndDistance(void);
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virtual int CAM_InterceptingMouse( void );
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// orthographic camera info
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virtual void CAM_ToOrthographic();
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virtual bool CAM_IsOrthographic() const;
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virtual void CAM_OrthographicSize( float& w, float& h ) const;
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virtual float CAM_CapYaw( float fVal ) const { return fVal; }
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virtual float CAM_CapPitch( float fVal ) const { return fVal; }
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#if defined( HL2_CLIENT_DLL )
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// IK back channel info
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virtual void AddIKGroundContactInfo( int entindex, float minheight, float maxheight );
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#endif
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virtual void LevelInit( void );
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virtual void CAM_SetCameraThirdData( CameraThirdData_t *pCameraData, const QAngle &vecCameraOffset );
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virtual void CAM_CameraThirdThink( void );
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virtual bool EnableJoystickMode();
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// SteamController
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bool InitializeSteamControllerGameActionSets();
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Vector2D ScaleSteamControllerLook( Vector2D vecPosition );
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void PerformSteamControllerCameraHaptics( ESteamControllerPad ePad, float flDistance );
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void PerformSteamControllerStickHaptics( ESteamControllerPad ePad, bool bFingerDown );
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Vector2D PerformSteamControllerCameraMove( ESteamControllerPad ePad, Vector2D vecPadPosition, bool bFingerDown, float flFrametime );
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void ApplySteamControllerCameraMove( QAngle& viewangles, CUserCmd *cmd, Vector2D vecPosition );
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virtual void SetPreferredGameActionSet( GameActionSet_t action_set );
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virtual GameActionSet_t GetPreferredGameActionSet();
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virtual void SetGameActionSetFlags( GameActionSetFlags_t action_set_flags );
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virtual bool IsSteamControllerActive();
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// Private Implementation
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protected:
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// Implementation specific initialization
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void Init_Camera( void );
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void Init_Keyboard( void );
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void Init_Mouse( void );
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void Shutdown_Keyboard( void );
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// Add a named key to the list queryable by the engine
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void AddKeyButton( const char *name, kbutton_t *pkb );
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// Mouse/keyboard movement input helpers
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void ScaleMovements( CUserCmd *cmd );
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void ComputeForwardMove( CUserCmd *cmd );
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void ComputeUpwardMove( CUserCmd *cmd );
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void ComputeSideMove( CUserCmd *cmd );
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void AdjustAngles ( float frametime );
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void ClampAngles( QAngle& viewangles );
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void AdjustPitch( float speed, QAngle& viewangles );
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virtual void AdjustYaw( float speed, QAngle& viewangles );
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float DetermineKeySpeed( float frametime );
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void GetAccumulatedMouseDeltasAndResetAccumulators( float *mx, float *my );
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void GetMouseDelta( float inmousex, float inmousey, float *pOutMouseX, float *pOutMouseY );
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void ScaleMouse( float *x, float *y );
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virtual void ApplyMouse( QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y );
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virtual void MouseMove ( CUserCmd *cmd );
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// Joystick movement input helpers
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void ControllerMove ( float frametime, CUserCmd *cmd );
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void JoyStickMove ( float frametime, CUserCmd *cmd );
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float ScaleAxisValue( const float axisValue, const float axisThreshold );
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virtual float JoyStickAdjustYaw( float flSpeed ) { return flSpeed; }
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virtual void SteamControllerMove( float frametime, CUserCmd *cmd );
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// Call this to get the cursor position. The call will be logged in the VCR file if there is one.
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void GetMousePos(int &x, int &y);
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void SetMousePos(int x, int y);
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void GetWindowCenter( int&x, int& y );
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// Called once per frame to allow convar overrides to acceleration settings when mouse is active
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void CheckMouseAcclerationVars();
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void ValidateUserCmd( CUserCmd *usercmd, int sequence_number );
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// Private Data
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private:
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typedef struct
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{
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unsigned int AxisFlags;
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unsigned int AxisMap;
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unsigned int ControlMap;
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} joy_axis_t;
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void DescribeJoystickAxis( char const *axis, joy_axis_t *mapping );
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char const *DescribeAxis( int index );
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enum
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{
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GAME_AXIS_NONE = 0,
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GAME_AXIS_FORWARD,
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GAME_AXIS_PITCH,
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GAME_AXIS_SIDE,
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GAME_AXIS_YAW,
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MAX_GAME_AXES
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};
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enum
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{
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CAM_COMMAND_NONE = 0,
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CAM_COMMAND_TOTHIRDPERSON = 1,
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CAM_COMMAND_TOFIRSTPERSON = 2
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};
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enum
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{
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MOUSE_ACCEL_THRESHHOLD1 = 0, // if mouse moves > this many mickey's double it
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MOUSE_ACCEL_THRESHHOLD2, // if mouse moves > this many mickey's double it a second time
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MOUSE_SPEED_FACTOR, // 0 = disabled, 1 = threshold 1 enabled, 2 = threshold 2 enabled
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NUM_MOUSE_PARAMS,
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};
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// Has the mouse been initialized?
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bool m_fMouseInitialized;
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// Is the mosue active?
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bool m_fMouseActive;
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// Has the joystick advanced initialization been run?
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bool m_fJoystickAdvancedInit;
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// Used to support hotplugging by reinitializing the advanced joystick system when we toggle between some/none joysticks.
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bool m_fHadJoysticks;
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// Accumulated mouse deltas
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float m_flAccumulatedMouseXMovement;
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float m_flAccumulatedMouseYMovement;
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float m_flPreviousMouseXPosition;
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float m_flPreviousMouseYPosition;
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float m_flRemainingJoystickSampleTime;
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float m_flKeyboardSampleTime;
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// Flag to restore systemparameters when exiting
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bool m_fRestoreSPI;
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// Original mouse parameters
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int m_rgOrigMouseParms[ NUM_MOUSE_PARAMS ];
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// Current mouse parameters.
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int m_rgNewMouseParms[ NUM_MOUSE_PARAMS ];
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bool m_rgCheckMouseParam[ NUM_MOUSE_PARAMS ];
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// Are the parameters valid
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bool m_fMouseParmsValid;
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// Joystick Axis data
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joy_axis_t m_rgAxes[ MAX_JOYSTICK_AXES ];
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// List of queryable keys
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CKeyboardKey *m_pKeys;
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// Is the 3rd person camera using the mouse?
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bool m_fCameraInterceptingMouse;
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// Are we in 3rd person view?
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bool m_fCameraInThirdPerson;
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// Should we move view along with mouse?
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bool m_fCameraMovingWithMouse;
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// Is the camera in distance moving mode?
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bool m_fCameraDistanceMove;
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// Old and current mouse position readings.
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int m_nCameraOldX;
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int m_nCameraOldY;
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int m_nCameraX;
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int m_nCameraY;
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// orthographic camera settings
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bool m_CameraIsOrthographic;
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QAngle m_angPreviousViewAngles;
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float m_flLastForwardMove;
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float m_flPreviousJoystickForward;
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float m_flPreviousJoystickSide;
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float m_flPreviousJoystickPitch;
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float m_flPreviousJoystickYaw;
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// Steam controller stuff
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int m_nControllerType[MAX_JOYSTICKS + MAX_STEAM_CONTROLLERS];
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GameActionSet_t m_PreferredGameActionSet;
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GameActionSetFlags_t m_GameActionSetFlags;
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bool m_bSteamControllerGameActionsInitialized;
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class CVerifiedUserCmd
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{
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public:
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CUserCmd m_cmd;
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CRC32_t m_crc;
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};
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CUserCmd *m_pCommands;
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CVerifiedUserCmd *m_pVerifiedCommands;
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CameraThirdData_t *m_pCameraThirdData;
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// Set until polled by CreateMove and cleared
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CHandle< C_BaseCombatWeapon > m_hSelectedWeapon;
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#if defined( HL2_CLIENT_DLL )
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CUtlVector< CEntityGroundContact > m_EntityGroundContact;
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#endif
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};
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extern kbutton_t in_strafe;
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extern kbutton_t in_speed;
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extern kbutton_t in_jlook;
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extern kbutton_t in_graph;
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extern kbutton_t in_moveleft;
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extern kbutton_t in_moveright;
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extern kbutton_t in_forward;
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extern kbutton_t in_back;
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extern kbutton_t in_joyspeed;
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extern class ConVar in_joystick;
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extern class ConVar joy_autosprint;
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extern void KeyDown( kbutton_t *b, const char *c );
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extern void KeyUp( kbutton_t *b, const char *c );
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#endif // INPUT_H
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