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