sqwarmed/sdk_src/game/client/iinput.h

116 lines
4.0 KiB
C++

//========= Copyright © 1996-2005, 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( bool bResetState ) = 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( int nSlot, bf_write *buf, int from, int to, bool isnewcommand ) = 0;
virtual void EncodeUserCmdToBuffer( int nSlot, bf_write& buf, int slot ) = 0;
virtual void DecodeUserCmdFromBuffer( int nSlot, bf_read& buf, int slot ) = 0;
virtual CUserCmd *GetUserCmd( int nSlot, 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 bool ControllerModeActive() = 0;
virtual void Joystick_Advanced( bool bSilent ) = 0;
virtual void Joystick_SetSampleTime( float frametime ) = 0;
virtual void IN_SetSampleTime( float frametime ) = 0;
// Accumulate mouse delta
virtual void AccumulateMouse( int nSlot ) = 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() = 0;
virtual float GetLastForwardMove( void ) = 0;
// Third Person camera ( TODO/FIXME: Move this to a separate interface? )
virtual void CAM_Think( void ) = 0;
virtual int CAM_IsThirdPerson( int nSlot = -1 ) = 0;
virtual void CAM_GetCameraOffset( Vector& ofs ) = 0;
virtual void CAM_ToThirdPerson(void) = 0;
virtual void CAM_ToFirstPerson(void) = 0;
virtual void CAM_ToThirdPersonShoulder(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;
virtual void CAM_Command( int command ) = 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;
#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;
};
extern ::IInput *input;
#endif // IINPUT_H