//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #ifndef INPUTENUMS_H #define INPUTENUMS_H #ifdef _WIN32 #pragma once #endif // Standard maximum +/- value of a joystick axis #define MAX_BUTTONSAMPLE 32768 #if !defined( _X360 ) #define INVALID_USER_ID -1 #else #define INVALID_USER_ID XBX_INVALID_USER_ID #endif //----------------------------------------------------------------------------- // Forward declarations: //----------------------------------------------------------------------------- enum { MAX_JOYSTICKS = 1, MOUSE_BUTTON_COUNT = 5, MAX_NOVINT_DEVICES = 2, }; #if defined( LINUX ) // Linux has a slightly different mapping order on the joystick axes enum JoystickAxis_t { JOY_AXIS_X = 0, JOY_AXIS_Y, JOY_AXIS_Z, JOY_AXIS_U, JOY_AXIS_R, JOY_AXIS_V, MAX_JOYSTICK_AXES, }; #else enum JoystickAxis_t { JOY_AXIS_X = 0, JOY_AXIS_Y, JOY_AXIS_Z, JOY_AXIS_R, JOY_AXIS_U, JOY_AXIS_V, MAX_JOYSTICK_AXES, }; #endif //----------------------------------------------------------------------------- // Extra mouse codes //----------------------------------------------------------------------------- enum { MS_WM_XBUTTONDOWN = 0x020B, MS_WM_XBUTTONUP = 0x020C, MS_WM_XBUTTONDBLCLK = 0x020D, MS_MK_BUTTON4 = 0x0020, MS_MK_BUTTON5 = 0x0040, }; //----------------------------------------------------------------------------- // Events //----------------------------------------------------------------------------- enum InputEventType_t { IE_ButtonPressed = 0, // m_nData contains a ButtonCode_t IE_ButtonReleased, // m_nData contains a ButtonCode_t IE_ButtonDoubleClicked, // m_nData contains a ButtonCode_t IE_AnalogValueChanged, // m_nData contains an AnalogCode_t, m_nData2 contains the value IE_FirstSystemEvent = 100, IE_Quit = IE_FirstSystemEvent, IE_ControllerInserted, // m_nData contains the controller ID IE_ControllerUnplugged, // m_nData contains the controller ID IE_FirstVguiEvent = 1000, // Assign ranges for other systems that post user events here IE_FirstAppEvent = 2000, }; struct InputEvent_t { int m_nType; // Type of the event (see InputEventType_t) int m_nTick; // Tick on which the event occurred int m_nData; // Generic 32-bit data, what it contains depends on the event int m_nData2; // Generic 32-bit data, what it contains depends on the event int m_nData3; // Generic 32-bit data, what it contains depends on the event }; //----------------------------------------------------------------------------- // Steam Controller Enums //----------------------------------------------------------------------------- #define MAX_STEAM_CONTROLLERS 8 typedef enum { SK_NULL, SK_BUTTON_A, SK_BUTTON_B, SK_BUTTON_X, SK_BUTTON_Y, SK_BUTTON_UP, SK_BUTTON_RIGHT, SK_BUTTON_DOWN, SK_BUTTON_LEFT, SK_BUTTON_LEFT_BUMPER, SK_BUTTON_RIGHT_BUMPER, SK_BUTTON_LEFT_TRIGGER, SK_BUTTON_RIGHT_TRIGGER, SK_BUTTON_LEFT_GRIP, SK_BUTTON_RIGHT_GRIP, SK_BUTTON_LPAD_TOUCH, SK_BUTTON_RPAD_TOUCH, SK_BUTTON_LPAD_CLICK, SK_BUTTON_RPAD_CLICK, SK_BUTTON_LPAD_UP, SK_BUTTON_LPAD_RIGHT, SK_BUTTON_LPAD_DOWN, SK_BUTTON_LPAD_LEFT, SK_BUTTON_RPAD_UP, SK_BUTTON_RPAD_RIGHT, SK_BUTTON_RPAD_DOWN, SK_BUTTON_RPAD_LEFT, SK_BUTTON_SELECT, SK_BUTTON_START, SK_BUTTON_STEAM, SK_BUTTON_INACTIVE_START, SK_VBUTTON_F1, // These are "virtual" buttons. Useful if you want to have flow that maps an action to button code to be interpreted by some UI that accepts keystrokes, but you SK_VBUTTON_F2, // don't want to map to real button (perhaps because it would be interpreted by UI in a way you don't like). SK_VBUTTON_F3, SK_VBUTTON_F4, SK_VBUTTON_F5, SK_VBUTTON_F6, SK_VBUTTON_F7, SK_VBUTTON_F8, SK_VBUTTON_F9, SK_VBUTTON_F10, SK_VBUTTON_F11, SK_VBUTTON_F12, SK_MAX_KEYS } sKey_t; enum ESteamPadAxis { LEFTPAD_AXIS_X, LEFTPAD_AXIS_Y, RIGHTPAD_AXIS_X, RIGHTPAD_AXIS_Y, LEFT_TRIGGER_AXIS, RIGHT_TRIGGER_AXIS, GYRO_AXIS_PITCH, GYRO_AXIS_ROLL, GYRO_AXIS_YAW, MAX_STEAMPADAXIS = GYRO_AXIS_YAW }; enum { LASTINPUT_KBMOUSE = 0, LASTINPUT_CONTROLLER = 1, LASTINPUT_STEAMCONTROLLER = 2 }; enum GameActionSet_t { GAME_ACTION_SET_NONE = -1, GAME_ACTION_SET_MENUCONTROLS = 0, GAME_ACTION_SET_FPSCONTROLS, GAME_ACTION_SET_IN_GAME_HUD, GAME_ACTION_SET_SPECTATOR, }; enum GameActionSetFlags_t { GAME_ACTION_SET_FLAGS_NONE = 0, GAME_ACTION_SET_FLAGS_TAUNTING = (1<<0), }; enum JoystickType_t { INPUT_TYPE_GENERIC_JOYSTICK = 0, INPUT_TYPE_X360, INPUT_TYPE_STEAMCONTROLLER, }; #endif // INPUTENUMS_H