//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #if !defined( IINPUT_H ) #define IINPUT_H #ifdef _WIN32 #pragma once #endif class bf_write; class bf_read; class CUserCmd; class C_BaseCombatWeapon; struct kbutton_t; struct CameraThirdData_t { float m_flPitch; float m_flYaw; float m_flDist; float m_flLag; Vector m_vecHullMin; Vector m_vecHullMax; }; abstract_class IInput { public: // Initialization/shutdown of the subsystem virtual void Init_All( void ) = 0; virtual void Shutdown_All( void ) = 0; // Latching button states virtual int GetButtonBits( int ) = 0; // Create movement command virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active ) = 0; virtual void ExtraMouseSample( float frametime, bool active ) = 0; virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand ) = 0; virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot ) = 0; virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot ) = 0; virtual CUserCmd *GetUserCmd( int sequence_number ) = 0; virtual void MakeWeaponSelection( C_BaseCombatWeapon *weapon ) = 0; // Retrieve key state virtual float KeyState ( kbutton_t *key ) = 0; // Issue key event virtual int KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding ) = 0; // Look for key virtual kbutton_t *FindKey( const char *name ) = 0; // Issue commands from controllers virtual void ControllerCommands( void ) = 0; // Extra initialization for some joysticks virtual void Joystick_Advanced( void ) = 0; virtual void Joystick_SetSampleTime( float frametime ) = 0; virtual void IN_SetSampleTime( float frametime ) = 0; // Accumulate mouse delta virtual void AccumulateMouse( void ) = 0; // Activate/deactivate mouse virtual void ActivateMouse( void ) = 0; virtual void DeactivateMouse( void ) = 0; // Clear mouse state data virtual void ClearStates( void ) = 0; // Retrieve lookspring setting virtual float GetLookSpring( void ) = 0; // Retrieve mouse position virtual void GetFullscreenMousePos( int *mx, int *my, int *unclampedx = 0, int *unclampedy = 0 ) = 0; virtual void SetFullscreenMousePos( int mx, int my ) = 0; virtual void ResetMouse( void ) = 0; virtual float GetLastForwardMove( void ) = 0; virtual float Joystick_GetForward( void ) = 0; virtual float Joystick_GetSide( void ) = 0; virtual float Joystick_GetPitch( void ) = 0; virtual float Joystick_GetYaw( void ) = 0; // Third Person camera ( TODO/FIXME: Move this to a separate interface? ) virtual void CAM_Think( void ) = 0; virtual int CAM_IsThirdPerson( void ) = 0; virtual void CAM_ToThirdPerson(void) = 0; virtual void CAM_ToFirstPerson(void) = 0; virtual void CAM_StartMouseMove(void) = 0; virtual void CAM_EndMouseMove(void) = 0; virtual void CAM_StartDistance(void) = 0; virtual void CAM_EndDistance(void) = 0; virtual int CAM_InterceptingMouse( void ) = 0; // orthographic camera info ( TODO/FIXME: Move this to a separate interface? ) virtual void CAM_ToOrthographic() = 0; virtual bool CAM_IsOrthographic() const = 0; virtual void CAM_OrthographicSize( float& w, float& h ) const = 0; virtual void SetPreferredGameActionSet( GameActionSet_t action_set ) = 0; virtual GameActionSet_t GetPreferredGameActionSet() = 0; virtual void SetGameActionSetFlags( GameActionSetFlags_t action_set_flags ) = 0; #if defined( HL2_CLIENT_DLL ) // IK back channel info virtual void AddIKGroundContactInfo( int entindex, float minheight, float maxheight ) = 0; #endif virtual void LevelInit( void ) = 0; // Causes an input to have to be re-pressed to become active virtual void ClearInputButton( int bits ) = 0; virtual void CAM_SetCameraThirdData( CameraThirdData_t *pCameraData, const QAngle &vecCameraOffset ) = 0; virtual void CAM_CameraThirdThink( void ) = 0; virtual bool EnableJoystickMode() = 0; virtual bool IsSteamControllerActive() = 0; }; extern ::IInput *input; #endif // IINPUT_H