//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #ifndef IINPUTSYSTEM_H #define IINPUTSYSTEM_H #ifdef _WIN32 #pragma once #endif #include "tier0/platform.h" #include "appframework/IAppSystem.h" #include "inputsystem/InputEnums.h" #include "inputsystem/ButtonCode.h" #include "inputsystem/AnalogCode.h" #include "steam/isteamcontroller.h" //----------------------------------------------------------------------------- // Main interface for input. This is a low-level interface //----------------------------------------------------------------------------- #define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001" abstract_class IInputSystem : public IAppSystem { public: // Attach, detach input system from a particular window // This window should be the root window for the application // Only 1 window should be attached at any given time. virtual void AttachToWindow( void* hWnd ) = 0; virtual void DetachFromWindow( ) = 0; // Enables/disables input. PollInputState will not update current // button/analog states when it is called if the system is disabled. virtual void EnableInput( bool bEnable ) = 0; // Enables/disables the windows message pump. PollInputState will not // Peek/Dispatch messages if this is disabled virtual void EnableMessagePump( bool bEnable ) = 0; // Polls the current input state virtual void PollInputState() = 0; // Gets the time of the last polling in ms virtual int GetPollTick() const = 0; // Is a button down? "Buttons" are binary-state input devices (mouse buttons, keyboard keys) virtual bool IsButtonDown( ButtonCode_t code ) const = 0; // Returns the tick at which the button was pressed and released virtual int GetButtonPressedTick( ButtonCode_t code ) const = 0; virtual int GetButtonReleasedTick( ButtonCode_t code ) const = 0; // Gets the value of an analog input device this frame // Includes joysticks, mousewheel, mouse virtual int GetAnalogValue( AnalogCode_t code ) const = 0; // Gets the change in a particular analog input device this frame // Includes joysticks, mousewheel, mouse virtual int GetAnalogDelta( AnalogCode_t code ) const = 0; // Returns the input events since the last poll virtual int GetEventCount() const = 0; virtual const InputEvent_t* GetEventData( ) const = 0; // Posts a user-defined event into the event queue; this is expected // to be called in overridden wndprocs connected to the root panel. virtual void PostUserEvent( const InputEvent_t &event ) = 0; // Returns the number of joysticks virtual int GetJoystickCount() const = 0; // Enable/disable joystick, it has perf costs virtual void EnableJoystickInput( int nJoystick, bool bEnable ) = 0; // Enable/disable diagonal joystick POV (simultaneous POV buttons down) virtual void EnableJoystickDiagonalPOV( int nJoystick, bool bEnable ) = 0; // Sample the joystick and append events to the input queue virtual void SampleDevices( void ) = 0; // FIXME: Currently force-feedback is only supported on the Xbox 360 virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId = INVALID_USER_ID ) = 0; virtual void StopRumble( void ) = 0; // Resets the input state virtual void ResetInputState() = 0; // Sets a player as the primary user - all other controllers will be ignored. virtual void SetPrimaryUserId( int userId ) = 0; // Convert back + forth between ButtonCode/AnalogCode + strings virtual const char *ButtonCodeToString( ButtonCode_t code ) const = 0; virtual const char *AnalogCodeToString( AnalogCode_t code ) const = 0; virtual ButtonCode_t StringToButtonCode( const char *pString ) const = 0; virtual AnalogCode_t StringToAnalogCode( const char *pString ) const = 0; // Sleeps until input happens. Pass a negative number to sleep infinitely virtual void SleepUntilInput( int nMaxSleepTimeMS = -1 ) = 0; // Convert back + forth between virtual codes + button codes // FIXME: This is a temporary piece of code virtual ButtonCode_t VirtualKeyToButtonCode( int nVirtualKey ) const = 0; virtual int ButtonCodeToVirtualKey( ButtonCode_t code ) const = 0; virtual ButtonCode_t ScanCodeToButtonCode( int lParam ) const = 0; // How many times have we called PollInputState? virtual int GetPollCount() const = 0; // Sets the cursor position virtual void SetCursorPosition( int x, int y ) = 0; // NVNT get address to haptics interface virtual void *GetHapticsInterfaceAddress() const = 0; virtual void SetNovintPure( bool bPure ) = 0; // read and clear accumulated raw input values virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0; // tell the input system that we're not a game, we're console text mode. // this is used for dedicated servers to not initialize joystick system. // this needs to be called before CInputSystem::Init (e.g. in PreInit of // some system) if you want ot prevent the joystick system from ever // being initialized. virtual void SetConsoleTextMode( bool bConsoleTextMode ) = 0; virtual ISteamController* SteamControllerInterface() = 0; virtual uint32 GetNumSteamControllersConnected() = 0; virtual bool IsSteamControllerActive() = 0; virtual bool IsSteamControllerConnected() = 0; virtual int GetSteamControllerIndexForSlot( int nSlot ) = 0; virtual bool GetRadialMenuStickValues( int nSlot, float &fX, float &fY ) = 0; virtual void ActivateSteamControllerActionSetForSlot( uint64 nSlot, GameActionSet_t eActionSet ) = 0; virtual ControllerActionSetHandle_t GetActionSetHandle( GameActionSet_t eActionSet ) = 0; virtual ControllerActionSetHandle_t GetActionSetHandle( const char* szActionSet ) = 0; // Gets the action origin (i.e. which physical input) maps to the given action for the given action set virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, GameActionSet_t action_set ) = 0; virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, ControllerActionSetHandle_t action_set_handle ) = 0; // Maps a Steam Controller action origin to a string (consisting of a single character) in our SC icon font virtual const wchar_t* GetSteamControllerFontCharacterForActionOrigin( EControllerActionOrigin origin ) = 0; // Maps a Steam Controller action origin to a short text string (e.g. "X", "LB", "LDOWN") describing the control. // Prefer to actually use the icon font wherever possible. virtual const wchar_t* GetSteamControllerDescriptionForActionOrigin( EControllerActionOrigin origin ) = 0; // This is called with "true" by dedicated server initialization (before calling Init) in order to // force us to skip initialization of Steam (which messes up dedicated servers). virtual void SetSkipControllerInitialization( bool bSkip ) = 0; // Helper - activate same action set for all controller slots. void ActivateSteamControllerActionSet( GameActionSet_t eActionSet ) { ActivateSteamControllerActionSetForSlot( 0xffffffffffffffff, eActionSet ); } }; #endif // IINPUTSYSTEM_H