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489 lines
15 KiB
489 lines
15 KiB
//========= 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 FingerDown( int fingerId, int x, int y ); |
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void FingerUp( int fingerId, int x, int y ); |
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void FingerMotion( int fingerId, int x, int y ); |
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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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