csgo-2018-source/inputsystem/inputsystem.cpp
2021-07-24 21:11:47 -07:00

2501 lines
72 KiB
C++

//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "inputsystem.h"
#include "key_translation.h"
#include "inputsystem/ButtonCode.h"
#include "inputsystem/AnalogCode.h"
#include "tier0/etwprof.h"
#include "tier1/convar.h"
#include "filesystem.h"
#include "platforminputdevice.h"
#ifdef _PS3
#include <vjobs_interface.h>
#endif
#ifdef PLATFORM_OSX
#include <Carbon/Carbon.h>
#include "materialsystem/imaterialsystem.h"
#endif
#if defined( INCLUDE_SCALEFORM )
#include "scaleformui/scaleformui.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#if defined( INCLUDE_SCALEFORM )
IScaleformUI* g_pScaleformUI = NULL;
#endif
#if defined( USE_SDL )
#include "SDL.h"
static void initKeymap(void);
#endif
ConVar joy_xcontroller_found( "joy_xcontroller_found", "1", FCVAR_NONE, "Automatically set to 1 if an xcontroller has been detected." );
ConVar joy_deadzone_mode( "joy_deadzone_mode", "0", FCVAR_NONE, "0 => Cross-shaped deadzone (default), 1 => Square deadzone." );
ConVar pc_fake_controller( "pc_fake_controller", "0", FCVAR_DEVELOPMENTONLY, "" );
ConVar dev_force_selected_device( "dev_force_selected_device", "0", FCVAR_DEVELOPMENTONLY, "" );
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CInputSystem g_InputSystem;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CInputSystem, IInputSystem,
INPUTSYSTEM_INTERFACE_VERSION, g_InputSystem );
#ifdef _PS3
IVJobs * g_pVJobs = NULL;
#endif
#if defined( WIN32 ) && !defined( _X360 )
typedef BOOL (WINAPI *RegisterRawInputDevices_t)
(
PCRAWINPUTDEVICE pRawInputDevices,
UINT uiNumDevices,
UINT cbSize
);
typedef UINT (WINAPI *GetRawInputData_t)
(
HRAWINPUT hRawInput,
UINT uiCommand,
LPVOID pData,
PUINT pcbSize,
UINT cbSizeHeader
);
RegisterRawInputDevices_t pfnRegisterRawInputDevices;
GetRawInputData_t pfnGetRawInputData;
#endif
extern int countBits( uint32 iValue );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CInputSystem::CInputSystem()
{
m_nLastPollTick = m_nLastSampleTick = m_StartupTimeTick = 0;
m_ChainedWndProc = 0;
m_hAttachedHWnd = 0;
m_hEvent = NULL;
m_bEnabled = true;
m_bPumpEnabled = true;
m_bIsPolling = false;
m_bIsInGame = false;
m_JoysticksEnabled.ClearAllFlags();
m_nJoystickCount = 0;
m_nJoystickBaseline = 0;
m_nPollCount = 0;
m_uiMouseWheel = 0;
m_bXController = false;
m_bRawInputSupported = false;
m_bIMEComposing = false;
m_nUIEventClientCount = 0;
m_hLastIMEHWnd = NULL;
m_hCurrentCaptureWnd = PLAT_WINDOW_INVALID;
m_bCursorVisible = true;
m_hCursor = INPUT_CURSOR_HANDLE_INVALID;
m_bMotionControllerActive = false;
m_qMotionControllerOrientation.Init();
m_fMotionControllerPosX = 0.0f;
m_fMotionControllerPosY = 0.0f;
m_nMotionControllerStatus = INPUT_DEVICE_MC_STATE_CAMERA_NOT_CONNECTED;
m_nMotionControllerStatusFlags = 0;
// This is B.S., must be a compile-time assert with valid expression:
// Assert( (MAX_JOYSTICKS + 7) >> 3 << sizeof(unsigned short) );
#if !defined( _CERT ) && !defined(LINUX)
V_memset( m_press_x360_buttons, 0, sizeof( m_press_x360_buttons ) );
#endif
#ifdef _PS3
m_pPS3CellNoPadDataHook = NULL;
m_pPS3CellPadDataHook = NULL;
m_PS3KeyboardConnected = false;
m_PS3MouseConnected = false;
#endif
m_pXInputDLL = NULL;
m_pRawInputDLL = NULL;
for ( int i = 0; i < Q_ARRAYSIZE(m_nControllerType); i++)
{
m_nControllerType[i] = INPUT_TYPE_GENERIC_JOYSTICK;
}
InitPlatfromInputDeviceInfo();
}
#if defined( USE_SDL )
void CInputSystem::DisableHardwareCursor( )
{
m_pLauncherMgr->SetMouseVisible(false);
}
void CInputSystem::EnableHardwareCursor( )
{
m_pLauncherMgr->SetMouseVisible(true);
}
#endif
CInputSystem::~CInputSystem()
{
if ( m_pXInputDLL )
{
Sys_UnloadModule( m_pXInputDLL );
m_pXInputDLL = NULL;
}
if ( m_pRawInputDLL )
{
Sys_UnloadModule( m_pRawInputDLL );
m_pRawInputDLL = NULL;
}
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
InitReturnVal_t CInputSystem::Init()
{
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
m_StartupTimeTick = Plat_MSTime();
#if !defined( PLATFORM_POSIX )
if ( IsPC() )
{
m_uiMouseWheel = RegisterWindowMessage( "MSWHEEL_ROLLMSG" );
}
m_hEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
if ( !m_hEvent )
return INIT_FAILED;
#endif
ButtonCode_InitKeyTranslationTable();
ButtonCode_UpdateScanCodeLayout();
joy_xcontroller_found.SetValue( 0 );
#if !defined( _GAMECONSOLE )
if ( IsPC() )
{
#if !defined( PLATFORM_POSIX )
m_pXInputDLL = Sys_LoadModule( "XInput1_3.dll" );
if ( m_pXInputDLL )
{
InitializeXDevices();
}
#endif
if ( !m_nJoystickCount )
{
// Didn't find any XControllers. See if we can find other joysticks.
InitializeJoysticks();
}
else
{
m_bXController = true;
}
if ( m_bXController )
joy_xcontroller_found.SetValue( 1 );
}
#elif defined( _GAMECONSOLE )
if ( IsGameConsole() )
{
InitializeXDevices();
m_bXController = true;
joy_xcontroller_found.SetValue( 1 );
}
#endif
InitCursors();
m_bRawInputSupported = false;
#if defined( LINUX )
m_bRawInputSupported = true;
#elif defined( WIN32 ) && !defined( _X360 )
// Check if this version of windows supports raw mouse input (later than win2k)
CSysModule *m_pRawInputDLL = Sys_LoadModule( "USER32.dll" );
if ( m_pRawInputDLL )
{
pfnRegisterRawInputDevices = (RegisterRawInputDevices_t)GetProcAddress( (HMODULE)m_pRawInputDLL, "RegisterRawInputDevices" );
pfnGetRawInputData = (GetRawInputData_t)GetProcAddress( (HMODULE)m_pRawInputDLL, "GetRawInputData" );
if ( pfnRegisterRawInputDevices && pfnGetRawInputData )
m_bRawInputSupported = true;
}
#endif
#if defined( USE_SDL )
initKeymap();
#endif
m_unNumSteamControllerConnected = 0;
m_bSteamController = InitializeSteamControllers();
return INIT_OK;
}
bool CInputSystem::Connect( CreateInterfaceFn factory )
{
if ( !BaseClass::Connect( factory ) )
return false;
#if defined( INCLUDE_SCALEFORM )
g_pScaleformUI = (IScaleformUI*)factory( SCALEFORMUI_INTERFACE_VERSION, NULL );
#endif
#ifdef _PS3
g_pVJobs = ( IVJobs* )factory( VJOBS_INTERFACE_VERSION, NULL );
#endif
#if defined( USE_SDL )
m_pLauncherMgr = (ILauncherMgr *)factory( SDLMGR_INTERFACE_VERSION, NULL );
#elif defined( OSX )
m_pLauncherMgr = (ILauncherMgr *)factory( COCOAMGR_INTERFACE_VERSION, NULL );
#endif
return true;
}
#ifdef _PS3
extern void PS3_XInputShutdown();
#endif
#ifdef _PS3
void CInputSystem::SetPS3CellPadDataHook( BCellPadDataHook_t hookFunc )
{
m_pPS3CellPadDataHook = hookFunc;
}
void CInputSystem::SetPS3CellPadNoDataHook( BCellPadNoDataHook_t hookFunc )
{
m_pPS3CellNoPadDataHook = hookFunc;
}
#endif
//-----------------------------------------------------------------------------
// Shutdown
//-----------------------------------------------------------------------------
void CInputSystem::Shutdown()
{
#if !defined( PLATFORM_POSIX )
if ( m_hEvent != NULL )
{
CloseHandle( m_hEvent );
m_hEvent = NULL;
}
#endif
ShutdownCursors();
BaseClass::Shutdown();
#ifdef _PS3
PS3_XInputShutdown();
#endif
}
//-----------------------------------------------------------------------------
// Sleep until input
//-----------------------------------------------------------------------------
void CInputSystem::SleepUntilInput( int nMaxSleepTimeMS )
{
#if defined( USE_SDL ) || defined( OSX )
m_pLauncherMgr->WaitUntilUserInput( nMaxSleepTimeMS );
#elif defined( _WIN32 )
if ( nMaxSleepTimeMS < 0 )
{
nMaxSleepTimeMS = INFINITE;
}
MsgWaitForMultipleObjects( 1, &m_hEvent, FALSE, nMaxSleepTimeMS, QS_ALLEVENTS );
#elif defined( _PS3 )
// no-op
#else
#warning "need a SleepUntilInput impl"
#endif
}
//-----------------------------------------------------------------------------
// Tells the input system to generate UI-related events, defined
//-----------------------------------------------------------------------------
void CInputSystem::AddUIEventListener()
{
++m_nUIEventClientCount;
}
void CInputSystem::RemoveUIEventListener()
{
--m_nUIEventClientCount;
}
//-----------------------------------------------------------------------------
// Returns the currently attached window
//-----------------------------------------------------------------------------
PlatWindow_t CInputSystem::GetAttachedWindow() const
{
return (PlatWindow_t)m_hAttachedHWnd;
}
//-----------------------------------------------------------------------------
// Callback to call into our class
//-----------------------------------------------------------------------------
#if !defined( PLATFORM_POSIX )
static LRESULT CALLBACK InputSystemWindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
return g_InputSystem.WindowProc( hwnd, uMsg, wParam, lParam );
}
#endif
//-----------------------------------------------------------------------------
// Hooks input listening up to a window
//-----------------------------------------------------------------------------
void CInputSystem::AttachToWindow( void* hWnd )
{
Assert( m_hAttachedHWnd == 0 );
if ( m_hAttachedHWnd )
{
Warning( "CInputSystem::AttachToWindow: Cannot attach to two windows at once!\n" );
return;
}
#if defined ( USE_SDL )
#elif defined( PLATFORM_OSX )
#elif defined( PLATFORM_WINDOWS )
#if defined( PLATFORM_X360 ) //GetWindowLongPtrW/SetWindowLongPtrW don't exist on the 360
m_ChainedWndProc = (WNDPROC)GetWindowLongPtr( (HWND)hWnd, GWLP_WNDPROC );
SetWindowLongPtr( (HWND)hWnd, GWLP_WNDPROC, (LONG_PTR)InputSystemWindowProc );
#else
m_ChainedWndProc = (WNDPROC)GetWindowLongPtrW( (HWND)hWnd, GWLP_WNDPROC );
SetWindowLongPtrW( (HWND)hWnd, GWLP_WNDPROC, (LONG_PTR)InputSystemWindowProc );
// register to read raw mouse input
#if !defined(HID_USAGE_PAGE_GENERIC)
#define HID_USAGE_PAGE_GENERIC ((USHORT) 0x01)
#endif
#if !defined(HID_USAGE_GENERIC_MOUSE)
#define HID_USAGE_GENERIC_MOUSE ((USHORT) 0x02)
#endif
RAWINPUTDEVICE Rid[1];
Rid[0].usUsagePage = HID_USAGE_PAGE_GENERIC;
Rid[0].usUsage = HID_USAGE_GENERIC_MOUSE;
Rid[0].dwFlags = RIDEV_INPUTSINK;
Rid[0].hwndTarget = (HWND)hWnd; // g_InputSystem.m_hAttachedHWnd; // GetHhWnd;
::RegisterRawInputDevices(Rid, ARRAYSIZE(Rid), sizeof(Rid[0]));
#endif
#elif defined( _PS3 )
#else
#error
#endif
m_hAttachedHWnd = (HWND)hWnd;
#if defined( WIN32 ) && !defined( _X360 )
// register to read raw mouse input
#if !defined(HID_USAGE_PAGE_GENERIC)
#define HID_USAGE_PAGE_GENERIC ((USHORT) 0x01)
#endif
#if !defined(HID_USAGE_GENERIC_MOUSE)
#define HID_USAGE_GENERIC_MOUSE ((USHORT) 0x02)
#endif
if ( m_bRawInputSupported )
{
RAWINPUTDEVICE Rid[1];
Rid[0].usUsagePage = HID_USAGE_PAGE_GENERIC;
Rid[0].usUsage = HID_USAGE_GENERIC_MOUSE;
Rid[0].dwFlags = RIDEV_INPUTSINK;
Rid[0].hwndTarget = g_InputSystem.m_hAttachedHWnd; // GetHhWnd;
pfnRegisterRawInputDevices(Rid, ARRAYSIZE(Rid), sizeof(Rid[0]));
}
#endif
// New window, clear input state
ClearInputState( true );
}
//-----------------------------------------------------------------------------
// Unhooks input listening from a window
//-----------------------------------------------------------------------------
void CInputSystem::DetachFromWindow( )
{
if ( !m_hAttachedHWnd )
return;
ResetInputState();
#if !defined( PLATFORM_POSIX )
if ( m_ChainedWndProc )
{
SetWindowLongPtrW( m_hAttachedHWnd, GWLP_WNDPROC, (LONG_PTR)m_ChainedWndProc );
m_ChainedWndProc = 0;
}
#endif
m_hAttachedHWnd = 0;
}
//-----------------------------------------------------------------------------
// Enables/disables input
//-----------------------------------------------------------------------------
void CInputSystem::EnableInput( bool bEnable )
{
m_bEnabled = bEnable;
}
//-----------------------------------------------------------------------------
// Enables/disables the inputsystem windows message pump
//-----------------------------------------------------------------------------
void CInputSystem::EnableMessagePump( bool bEnable )
{
m_bPumpEnabled = bEnable;
}
//-----------------------------------------------------------------------------
// Clears the input state, doesn't generate key-up messages
//-----------------------------------------------------------------------------
void CInputSystem::ClearInputState( bool bPurgeState )
{
for ( int i = 0; i < INPUT_STATE_COUNT; ++i )
{
InputState_t& state = m_InputState[i];
state.m_ButtonState.ClearAll();
memset( state.m_pAnalogDelta, 0, ANALOG_CODE_LAST * sizeof(int) );
memset( state.m_pAnalogValue, 0, ANALOG_CODE_LAST * sizeof(int) );
memset( state.m_ButtonPressedTick, 0, BUTTON_CODE_LAST * sizeof(int) );
memset( state.m_ButtonReleasedTick, 0, BUTTON_CODE_LAST * sizeof(int) );
if ( bPurgeState )
{
state.m_Events.Purge();
state.m_bDirty = false;
}
}
memset( m_appXKeys, 0, XUSER_MAX_COUNT * XK_MAX_KEYS * sizeof(appKey_t) );
m_mouseRawAccumX = m_mouseRawAccumY = 0;
m_flLastControllerPollTime = 0;
}
//-----------------------------------------------------------------------------
// Resets the input state
//-----------------------------------------------------------------------------
void CInputSystem::ResetInputState()
{
ReleaseAllButtons();
ZeroAnalogState( 0, ANALOG_CODE_LAST - 1 );
ClearInputState( false );
}
//-----------------------------------------------------------------------------
// Convert back + forth between ButtonCode/AnalogCode + strings
//-----------------------------------------------------------------------------
const char *CInputSystem::ButtonCodeToString( ButtonCode_t code ) const
{
return ButtonCode_ButtonCodeToString( code, m_bXController );
}
const char *CInputSystem::AnalogCodeToString( AnalogCode_t code ) const
{
return AnalogCode_AnalogCodeToString( code );
}
ButtonCode_t CInputSystem::StringToButtonCode( const char *pString ) const
{
return ButtonCode_StringToButtonCode( pString, true );
}
AnalogCode_t CInputSystem::StringToAnalogCode( const char *pString ) const
{
return AnalogCode_StringToAnalogCode( pString );
}
//-----------------------------------------------------------------------------
// Convert back + forth between virtual codes + button codes
// FIXME: This is a temporary piece of code
//-----------------------------------------------------------------------------
ButtonCode_t CInputSystem::VirtualKeyToButtonCode( int nVirtualKey ) const
{
return ButtonCode_VirtualKeyToButtonCode( nVirtualKey );
}
int CInputSystem::ButtonCodeToVirtualKey( ButtonCode_t code ) const
{
return ButtonCode_ButtonCodeToVirtualKey( code );
}
ButtonCode_t CInputSystem::XKeyToButtonCode( int nPort, int nXKey ) const
{
if ( m_bXController )
return ButtonCode_XKeyToButtonCode( nPort, nXKey );
return KEY_NONE;
}
ButtonCode_t CInputSystem::ScanCodeToButtonCode( int lParam ) const
{
return ButtonCode_ScanCodeToButtonCode( lParam );
}
ButtonCode_t CInputSystem::SKeyToButtonCode( int nPort, int nXKey ) const
{
return ButtonCode_SKeyToButtonCode( nPort, nXKey );
}
//-----------------------------------------------------------------------------
// Post an event to the queue
//-----------------------------------------------------------------------------
void CInputSystem::PostEvent( int nType, int nTick, int nData, int nData2, int nData3 )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
int i = state.m_Events.AddToTail();
InputEvent_t &event = state.m_Events[i];
event.m_nType = nType;
event.m_nTick = nTick;
event.m_nData = nData;
event.m_nData2 = nData2;
event.m_nData3 = nData3;
state.m_bDirty = true;
}
//-----------------------------------------------------------------------------
// Post an button press event to the queue
//-----------------------------------------------------------------------------
void CInputSystem::PostButtonPressedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
if ( !state.m_ButtonState.IsBitSet( scanCode ) )
{
// Update button state
state.m_ButtonState.Set( scanCode );
state.m_ButtonPressedTick[ scanCode ] = nTick;
// Add this event to the app-visible event queue
PostEvent( nType, nTick, scanCode, virtualCode );
if ( IsGameConsole() && ShouldGenerateUIEvents() && IsJoystickCode( scanCode ) )
{
// xboxissue - as yet input hasn't been made aware of analog inputs or ports
// so just digital produce a key typed message
PostEvent( IE_KeyCodeTyped, nTick, scanCode );
}
}
}
//-----------------------------------------------------------------------------
// Post an button release event to the queue
//-----------------------------------------------------------------------------
void CInputSystem::PostButtonReleasedEvent( InputEventType_t nType, int nTick, ButtonCode_t scanCode, ButtonCode_t virtualCode )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
if ( state.m_ButtonState.IsBitSet( scanCode ) )
{
// Update button state
state.m_ButtonState.Clear( scanCode );
state.m_ButtonReleasedTick[ scanCode ] = nTick;
// Add this event to the app-visible event queue
PostEvent( nType, nTick, scanCode, virtualCode );
}
}
//-----------------------------------------------------------------------------
// Purpose: Pass Joystick button events through the engine's window procs
//-----------------------------------------------------------------------------
void CInputSystem::ProcessEvent( UINT uMsg, WPARAM wParam, LPARAM lParam )
{
#if !defined( PLATFORM_POSIX )
// To prevent subtle input timing bugs, all button events must be fed
// through the window proc once per frame, same as the keyboard and mouse.
HWND hWnd = GetFocus();
WNDPROC windowProc = (WNDPROC)GetWindowLongPtrW(hWnd, GWLP_WNDPROC );
if ( windowProc )
{
windowProc( hWnd, uMsg, wParam, lParam );
}
#endif
}
//-----------------------------------------------------------------------------
// Copies the input state record over
//-----------------------------------------------------------------------------
void CInputSystem::CopyInputState( InputState_t *pDest, const InputState_t &src, bool bCopyEvents )
{
pDest->m_Events.RemoveAll();
pDest->m_bDirty = false;
if ( src.m_bDirty )
{
pDest->m_ButtonState = src.m_ButtonState;
memcpy( &pDest->m_ButtonPressedTick, &src.m_ButtonPressedTick, sizeof( pDest->m_ButtonPressedTick ) );
memcpy( &pDest->m_ButtonReleasedTick, &src.m_ButtonReleasedTick, sizeof( pDest->m_ButtonReleasedTick ) );
memcpy( &pDest->m_pAnalogDelta, &src.m_pAnalogDelta, sizeof( pDest->m_pAnalogDelta ) );
memcpy( &pDest->m_pAnalogValue, &src.m_pAnalogValue, sizeof( pDest->m_pAnalogValue ) );
if ( bCopyEvents )
{
if ( src.m_Events.Count() > 0 )
{
pDest->m_Events.EnsureCount( src.m_Events.Count() );
memcpy( pDest->m_Events.Base(), src.m_Events.Base(), src.m_Events.Count() * sizeof(InputEvent_t) );
}
}
}
}
#if defined( WIN32 ) && !defined( USE_SDL )
void CInputSystem::PollInputState_Windows()
{
if ( IsPC() && m_bPumpEnabled )
{
// Poll mouse + keyboard
MSG msg;
while ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if ( msg.message == WM_QUIT )
{
PostEvent( IE_Quit, m_nLastSampleTick );
break;
}
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI )
{
// Scaleform IME requirement. Pass these messages to GFxIME BEFORE any TranlsateMessage/DispatchMessage.
if ( (msg.message == WM_KEYDOWN) || (msg.message == WM_KEYUP) || ImmIsUIMessage( NULL, msg.message, msg.wParam, msg.lParam )
|| (msg.message == WM_LBUTTONDOWN) || (msg.message == WM_LBUTTONUP) )
{
g_pScaleformUI->PreProcessKeyboardEvent( (size_t)msg.hwnd, msg.message, msg.wParam, msg.lParam );
}
}
#endif
TranslateMessage( &msg );
DispatchMessage( &msg );
}
// NOTE: Under some implementations of Win9x,
// dispatching messages can cause the FPU control word to change
SetupFPUControlWord();
}
}
#endif
#if defined(OSX) || defined( USE_SDL )
#if defined( USE_SDL )
static BYTE scantokey[SDL_NUM_SCANCODES];
static void initKeymap(void)
{
memset(scantokey, '\0', sizeof (scantokey));
for (int i = SDL_SCANCODE_A; i <= SDL_SCANCODE_Z; i++)
scantokey[i] = KEY_A + (i - SDL_SCANCODE_A);
for (int i = SDL_SCANCODE_1; i <= SDL_SCANCODE_9; i++)
scantokey[i] = KEY_1 + (i - SDL_SCANCODE_1);
for (int i = SDL_SCANCODE_F1; i <= SDL_SCANCODE_F12; i++)
scantokey[i] = KEY_F1 + (i - SDL_SCANCODE_F1);
for (int i = SDL_SCANCODE_KP_1; i <= SDL_SCANCODE_KP_9; i++)
scantokey[i] = KEY_PAD_1 + (i - SDL_SCANCODE_KP_1);
scantokey[SDL_SCANCODE_0] = KEY_0;
scantokey[SDL_SCANCODE_KP_0] = KEY_PAD_0;
scantokey[SDL_SCANCODE_RETURN] = KEY_ENTER;
scantokey[SDL_SCANCODE_ESCAPE] = KEY_ESCAPE;
scantokey[SDL_SCANCODE_BACKSPACE] = KEY_BACKSPACE;
scantokey[SDL_SCANCODE_TAB] = KEY_TAB;
scantokey[SDL_SCANCODE_SPACE] = KEY_SPACE;
scantokey[SDL_SCANCODE_MINUS] = KEY_MINUS;
scantokey[SDL_SCANCODE_EQUALS] = KEY_EQUAL;
scantokey[SDL_SCANCODE_LEFTBRACKET] = KEY_LBRACKET;
scantokey[SDL_SCANCODE_RIGHTBRACKET] = KEY_RBRACKET;
scantokey[SDL_SCANCODE_BACKSLASH] = KEY_BACKSLASH;
scantokey[SDL_SCANCODE_SEMICOLON] = KEY_SEMICOLON;
scantokey[SDL_SCANCODE_APOSTROPHE] = KEY_APOSTROPHE;
scantokey[SDL_SCANCODE_GRAVE] = KEY_BACKQUOTE;
scantokey[SDL_SCANCODE_COMMA] = KEY_COMMA;
scantokey[SDL_SCANCODE_PERIOD] = KEY_PERIOD;
scantokey[SDL_SCANCODE_SLASH] = KEY_SLASH;
scantokey[SDL_SCANCODE_CAPSLOCK] = KEY_CAPSLOCK;
scantokey[SDL_SCANCODE_SCROLLLOCK] = KEY_SCROLLLOCK;
scantokey[SDL_SCANCODE_INSERT] = KEY_INSERT;
scantokey[SDL_SCANCODE_HOME] = KEY_HOME;
scantokey[SDL_SCANCODE_PAGEUP] = KEY_PAGEUP;
scantokey[SDL_SCANCODE_DELETE] = KEY_DELETE;
scantokey[SDL_SCANCODE_END] = KEY_END;
scantokey[SDL_SCANCODE_PAGEDOWN] = KEY_PAGEDOWN;
scantokey[SDL_SCANCODE_RIGHT] = KEY_RIGHT;
scantokey[SDL_SCANCODE_LEFT] = KEY_LEFT;
scantokey[SDL_SCANCODE_DOWN] = KEY_DOWN;
scantokey[SDL_SCANCODE_UP] = KEY_UP;
scantokey[SDL_SCANCODE_NUMLOCKCLEAR] = KEY_NUMLOCK;
scantokey[SDL_SCANCODE_KP_DIVIDE] = KEY_PAD_DIVIDE;
scantokey[SDL_SCANCODE_KP_MULTIPLY] = KEY_PAD_MULTIPLY;
scantokey[SDL_SCANCODE_KP_MINUS] = KEY_PAD_MINUS;
scantokey[SDL_SCANCODE_KP_PLUS] = KEY_PAD_PLUS;
// Map keybad enter to enter for vgui. This means vgui dialog won't ever see KEY_PAD_ENTER
scantokey[SDL_SCANCODE_KP_ENTER] = KEY_ENTER;
scantokey[SDL_SCANCODE_KP_PERIOD] = KEY_PAD_DECIMAL;
scantokey[SDL_SCANCODE_APPLICATION] = KEY_APP;
scantokey[SDL_SCANCODE_LCTRL] = KEY_LCONTROL;
scantokey[SDL_SCANCODE_LSHIFT] = KEY_LSHIFT;
scantokey[SDL_SCANCODE_LALT] = KEY_LALT;
scantokey[SDL_SCANCODE_LGUI] = KEY_LWIN;
scantokey[SDL_SCANCODE_RCTRL] = KEY_RCONTROL;
scantokey[SDL_SCANCODE_RSHIFT] = KEY_RSHIFT;
scantokey[SDL_SCANCODE_RALT] = KEY_RALT;
scantokey[SDL_SCANCODE_RGUI] = KEY_RWIN;
}
#elif defined(OSX)
static BYTE scantokey[128] =
{
KEY_A, KEY_S, KEY_D, KEY_F, KEY_H, KEY_G, KEY_Z, KEY_X,
KEY_C, KEY_V, KEY_BACKQUOTE /*german backquote char*/ , KEY_B, KEY_Q, KEY_W, KEY_E, KEY_R, //15
KEY_Y, KEY_T, KEY_1, KEY_2, KEY_3, KEY_4, KEY_6, KEY_5, // 23
KEY_EQUAL, KEY_9, KEY_7, KEY_MINUS, KEY_8, KEY_0, KEY_RBRACKET, KEY_O, //31
KEY_U, KEY_LBRACKET, KEY_I, KEY_P, KEY_ENTER , KEY_L, KEY_J, KEY_APOSTROPHE, //39
KEY_K, KEY_SEMICOLON, KEY_BACKSLASH, KEY_COMMA,KEY_SLASH, KEY_N, KEY_M, KEY_PERIOD, // 47
KEY_TAB, KEY_SPACE, KEY_BACKQUOTE, KEY_BACKSPACE, 0, KEY_ESCAPE, KEY_RWIN, KEY_LWIN, //55
KEY_LSHIFT, KEY_CAPSLOCK, KEY_LALT, KEY_LCONTROL, KEY_LSHIFT, 0, KEY_RCONTROL, 0, //63
0, KEY_PAD_DECIMAL, 0 , KEY_PAD_MULTIPLY, 0 , KEY_PAD_PLUS, 0 , KEY_NUMLOCK , // 71
0, 0 , 0 , KEY_PAD_DIVIDE, KEY_PAD_ENTER, 0 , KEY_PAD_MINUS, 0 , // 79
0, KEY_PAD_DIVIDE, KEY_PAD_0, KEY_PAD_1, KEY_PAD_2, KEY_PAD_3, KEY_PAD_4, KEY_PAD_5, // 87
KEY_PAD_6, KEY_PAD_7, 0, KEY_PAD_8, KEY_PAD_9, 0, 0 , 0 , // 95
KEY_F5, KEY_F6, KEY_F7, KEY_F3, KEY_F8, KEY_F9, 0, KEY_F11, // 103
0, 0 , 0 , 0 , 0, KEY_F10, KEY_APP , KEY_F12, // 111
0 , 0, KEY_INSERT, KEY_HOME, KEY_PAGEUP, KEY_DELETE, KEY_F4, KEY_END, // 119
KEY_F2, KEY_PAGEDOWN, KEY_F1, KEY_LEFT, KEY_RIGHT, KEY_DOWN, KEY_UP, 0, // 127
};
#else
#error
#endif
bool MapCocoaVirtualKeyToButtonCode( int nCocoaVirtualKeyCode, ButtonCode_t *pOut )
{
if ( nCocoaVirtualKeyCode < 0 )
*pOut = (ButtonCode_t)(-1 * nCocoaVirtualKeyCode);
else
{
#ifdef OSX
int modified = nCocoaVirtualKeyCode & 255;
if ( modified > 127)
{
return false;
}
#else
nCocoaVirtualKeyCode &= 0x000000ff;
#endif
*pOut = (ButtonCode_t)scantokey[nCocoaVirtualKeyCode];
}
return true;
}
#ifdef LINUX
void CInputSystem::PollInputState_Linux()
#elif defined( OSX )
void CInputSystem::PollInputState_OSX()
#elif defined( _WIN32 )
void CInputSystem::PollInputState_Windows()
#endif
{
InputState_t &state = m_InputState[ m_bIsPolling ];
if ( m_bPumpEnabled )
m_pLauncherMgr->PumpWindowsMessageLoop();
// These are Carbon virtual key codes. AFAIK they don't have a header that defines these, but they are supposed to map
// to the same letters across international keyboards, so our mapping here should work.
CCocoaEvent events[32];
while ( 1 )
{
int nEvents = m_pLauncherMgr->GetEvents( events, ARRAYSIZE( events ) );
if ( nEvents == 0 )
break;
for ( int iEvent=0; iEvent < nEvents; iEvent++ )
{
CCocoaEvent *pEvent = &events[iEvent];
switch( pEvent->m_EventType )
{
case CocoaEvent_Deleted:
break;
case CocoaEvent_KeyDown:
{
ButtonCode_t virtualCode;
if ( MapCocoaVirtualKeyToButtonCode( pEvent->m_VirtualKeyCode, &virtualCode ) )
{
ButtonCode_t scanCode = virtualCode;
#ifdef LINUX
if( scanCode != BUTTON_CODE_NONE )
#endif
{
// For SDL, hitting spacebar causes a SDL_KEYDOWN event, then SDL_TEXTINPUT with
// event.text.text[0] = ' ', and then we get here and wind up sending two events
// to PostButtonPressedEvent. The first is virtualCode = ' ', the 2nd has virtualCode = 0.
// This will confuse Button::OnKeyCodePressed(), which is checking for space keydown
// followed by space keyup. So we ignore all BUTTON_CODE_NONE events here.
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, scanCode, virtualCode );
}
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nTick = GetPollTick();
event.m_nType = IE_KeyCodeTyped;
event.m_nData = scanCode;
g_pInputSystem->PostUserEvent( event );
#if defined( LINUX ) || (defined( OSX ) && defined( USE_SDL ) )
if ( scanCode == KEY_BACKSPACE )
{
// On Linux (and OS X, when using SDL), we need to fire this event to have backspace keypresses picked up by scaleform.
PostEvent( IE_KeyTyped, GetPollTick(), (wchar_t)8 );
}
#endif
}
if ( !(pEvent->m_ModifierKeyMask & (1<<eCommandKey) ) && pEvent->m_VirtualKeyCode >= 0 && pEvent->m_UnicodeKey > 0 )
{
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nTick = GetPollTick();
event.m_nType = IE_KeyTyped;
event.m_nData = (int)pEvent->m_UnicodeKey;
g_pInputSystem->PostUserEvent( event );
}
#if defined ( CSTRIKE15 )
// [will] - HACK: Allow cmd+a, cmd+c, cmd+v, cmd+x to go through, and treat them as the ctrl modified versions.
// This allows these to work in the Scaleform chat window.
if ( pEvent->m_ModifierKeyMask & (1<<eCommandKey)
&& ( pEvent->m_UnicodeKey == 'a'
|| pEvent->m_UnicodeKey == 'c'
|| pEvent->m_UnicodeKey == 'v'
|| pEvent->m_UnicodeKey == 'x' ) )
{
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nTick = GetPollTick();
event.m_nType = IE_KeyTyped;
event.m_nData = (int)pEvent->m_UnicodeKey - 96; // Subtract 96 to give the ctrl version of this character.
g_pInputSystem->PostUserEvent( event );
}
#endif
}
break;
case CocoaEvent_KeyUp:
{
ButtonCode_t virtualCode;
if ( MapCocoaVirtualKeyToButtonCode( pEvent->m_VirtualKeyCode, &virtualCode ) )
{
ButtonCode_t scanCode = virtualCode;
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, scanCode, virtualCode );
}
}
break;
case CocoaEvent_MouseButtonDown:
{
int nButtonMask = pEvent->m_MouseButtonFlags;
ButtonCode_t dblClickCode = BUTTON_CODE_INVALID;
if ( pEvent->m_nMouseClickCount > 1 )
{
switch( pEvent->m_MouseButton )
{
default:
case COCOABUTTON_LEFT:
dblClickCode = MOUSE_LEFT;
break;
case COCOABUTTON_RIGHT:
dblClickCode = MOUSE_RIGHT;
break;
case COCOABUTTON_MIDDLE:
dblClickCode = MOUSE_MIDDLE;
break;
case COCOABUTTON_4:
dblClickCode = MOUSE_4;
break;
case COCOABUTTON_5:
dblClickCode = MOUSE_5;
break;
}
}
UpdateMouseButtonState( nButtonMask, dblClickCode );
}
break;
case CocoaEvent_MouseButtonUp:
{
int nButtonMask = pEvent->m_MouseButtonFlags;
UpdateMouseButtonState( nButtonMask );
}
break;
case CocoaEvent_MouseMove:
{
UpdateMousePositionState( state, (short)pEvent->m_MousePos[0], (short)pEvent->m_MousePos[1] );
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nTick = GetPollTick();
event.m_nType = IE_LocateMouseClick;
event.m_nData = (short)pEvent->m_MousePos[0];
event.m_nData2 = (short)pEvent->m_MousePos[1];
g_pInputSystem->PostUserEvent( event );
}
break;
case CocoaEvent_MouseScroll:
{
ButtonCode_t code = (short)pEvent->m_MousePos[1] > 0 ? MOUSE_WHEEL_UP : MOUSE_WHEEL_DOWN;
state.m_ButtonPressedTick[ code ] = state.m_ButtonReleasedTick[ code ] = m_nLastSampleTick;
PostEvent( IE_ButtonPressed, m_nLastSampleTick, code, code );
PostEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
#ifdef LINUX
state.m_pAnalogDelta[ MOUSE_WHEEL ] = pEvent->m_MousePos[1];
#else
state.m_pAnalogDelta[ MOUSE_WHEEL ] = ( (short)pEvent->m_MousePos[1] ) / 10;
#endif
state.m_pAnalogValue[ MOUSE_WHEEL ] += state.m_pAnalogDelta[ MOUSE_WHEEL ];
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_WHEEL, state.m_pAnalogValue[ MOUSE_WHEEL ], state.m_pAnalogDelta[ MOUSE_WHEEL ] );
}
break;
case CocoaEvent_AppActivate:
{
InputEvent_t event;
memset( &event, 0, sizeof(event) );
event.m_nType = IE_FirstAppEvent + 1;
event.m_nData = (bool)pEvent->m_ModifierKeyMask;
g_pInputSystem->PostUserEvent( event );
}
break;
case CocoaEvent_AppQuit:
{
PostEvent( IE_Quit, m_nLastSampleTick );
}
break;
}
}
}
}
#endif // PLATFORM_OSX
//-----------------------------------------------------------------------------
// Polls the current input state
//-----------------------------------------------------------------------------
void CInputSystem::PollInputState( bool bIsInGame )
{
#if !defined( _CERT ) && !defined(LINUX)
PollPressX360Button();
#endif
m_bIsPolling = true;
++m_nPollCount;
// set whether in a game or not
m_bIsInGame = bIsInGame;
// Deals with polled input events
InputState_t &queuedState = m_InputState[ INPUT_STATE_QUEUED ];
CopyInputState( &m_InputState[ INPUT_STATE_CURRENT ], queuedState, true );
// Sample the joystick
SampleDevices();
// NOTE: This happens after SampleDevices since that updates LastSampleTick
// Also, I believe it's correct to post the joystick events with
// the LastPollTick not updated (not 100% sure though)
m_nLastPollTick = m_nLastSampleTick;
#if defined( PLATFORM_OSX )
PollInputState_OSX();
#elif defined( LINUX )
PollInputState_Linux();
#elif defined( WIN32 )
PollInputState_Windows();
#elif defined( _PS3 )
#else
#error
#endif
// Leave the queued state up-to-date with the current
CopyInputState( &queuedState, m_InputState[ INPUT_STATE_CURRENT ], false );
m_bIsPolling = false;
}
//-----------------------------------------------------------------------------
// Computes the sample tick
//-----------------------------------------------------------------------------
int CInputSystem::ComputeSampleTick()
{
// This logic will only fail if the app has been running for 49.7 days
int nSampleTick;
DWORD nCurrentTick = Plat_MSTime();
if ( nCurrentTick >= m_StartupTimeTick )
{
nSampleTick = (int)( nCurrentTick - m_StartupTimeTick );
}
else
{
DWORD nDelta = (DWORD)0xFFFFFFFF - m_StartupTimeTick;
nSampleTick = (int)( nCurrentTick + nDelta ) + 1;
}
return nSampleTick;
}
//-----------------------------------------------------------------------------
// How many times has poll been called?
//-----------------------------------------------------------------------------
int CInputSystem::GetPollCount() const
{
return m_nPollCount;
}
//-----------------------------------------------------------------------------
// Samples attached devices and appends events to the input queue
//-----------------------------------------------------------------------------
void CInputSystem::SampleDevices( void )
{
m_nLastSampleTick = ComputeSampleTick();
static ConVarRef joystick_force_disabled( "joystick_force_disabled" );
#if !defined( PLATFORM_POSIX ) || defined( _GAMECONSOLE )
if ( joystick_force_disabled.IsValid() && joystick_force_disabled.GetBool() == false )
{
PollXDevices();
}
#endif
if ( m_bXController == false && joystick_force_disabled.IsValid() && joystick_force_disabled.GetBool() == false )
{
PollJoystick();
}
m_bSteamController = PollSteamControllers();
}
//-----------------------------------------------------------------------------
// Purpose: Forwards rumble info to attached devices
//-----------------------------------------------------------------------------
void CInputSystem::SetRumble( float fLeftMotor, float fRightMotor, int userId )
{
#ifndef LINUX
// TODO: send force feedback to rumble-enabled joysticks
SetXDeviceRumble( fLeftMotor, fRightMotor, userId );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Force an immediate stop, transmits immediately to all devices
//-----------------------------------------------------------------------------
void CInputSystem::StopRumble( int userId )
{
if ( IsPlatformWindowsPC() )
{
if ( userId == INVALID_USER_ID )
{
xdevice_t* pXDevice = &m_XDevices[0];
for ( int i = 0; i < XUSER_MAX_COUNT; ++i, ++pXDevice )
{
if ( pXDevice->active )
{
pXDevice->vibration.wLeftMotorSpeed = 0;
pXDevice->vibration.wRightMotorSpeed = 0;
pXDevice->pendingRumbleUpdate = true;
WriteToXDevice( pXDevice );
}
}
}
else
{
xdevice_t* pXDevice = &m_XDevices[userId];
if ( pXDevice->active )
{
pXDevice->vibration.wLeftMotorSpeed = 0;
pXDevice->vibration.wRightMotorSpeed = 0;
pXDevice->pendingRumbleUpdate = true;
WriteToXDevice( pXDevice );
}
}
}
else
{
#ifndef LINUX
SetXDeviceRumble( 0, 0, userId );
#endif
}
}
//-----------------------------------------------------------------------------
// Joystick interface
//-----------------------------------------------------------------------------
int CInputSystem::GetJoystickCount() const
{
return m_nJoystickCount;
}
void CInputSystem::EnableJoystickInput( int nJoystick, bool bEnable )
{
m_JoysticksEnabled.SetFlag( 1 << nJoystick, bEnable );
}
void CInputSystem::EnableJoystickDiagonalPOV( int nJoystick, bool bEnable )
{
m_pJoystickInfo[ nJoystick ].m_bDiagonalPOVControlEnabled = bEnable;
}
//-----------------------------------------------------------------------------
// Poll current state
//-----------------------------------------------------------------------------
int CInputSystem::GetPollTick() const
{
return m_nLastPollTick;
}
bool CInputSystem::IsButtonDown( ButtonCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_ButtonState.IsBitSet( code );
}
int CInputSystem::GetAnalogValue( AnalogCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_pAnalogValue[code];
}
int CInputSystem::GetAnalogDelta( AnalogCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_pAnalogDelta[code];
}
int CInputSystem::GetButtonPressedTick( ButtonCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_ButtonPressedTick[code];
}
int CInputSystem::GetButtonReleasedTick( ButtonCode_t code ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_ButtonReleasedTick[code];
}
bool CInputSystem::MotionControllerActive( ) const
{
bool isReadingMotionControllerInput = IsDeviceReadingInput( INPUT_DEVICE_HYDRA ) ||
IsDeviceReadingInput( INPUT_DEVICE_PLAYSTATION_MOVE ) ||
IsDeviceReadingInput( INPUT_DEVICE_SHARPSHOOTER );
return ( isReadingMotionControllerInput && m_bMotionControllerActive );
}
Quaternion CInputSystem::GetMotionControllerOrientation( ) const
{
return m_qMotionControllerOrientation;
}
float CInputSystem::GetMotionControllerPosX( ) const
{
return m_fMotionControllerPosX;
}
float CInputSystem::GetMotionControllerPosY( ) const
{
return m_fMotionControllerPosY;
}
int CInputSystem::GetMotionControllerDeviceStatus( ) const
{
return m_nMotionControllerStatus;
}
void CInputSystem::SetMotionControllerDeviceStatus( int nStatus )
{
m_nMotionControllerStatus = nStatus;
}
uint64 CInputSystem::GetMotionControllerDeviceStatusFlags( ) const
{
return m_nMotionControllerStatusFlags;
}
#if defined( _OSX ) || defined (LINUX)
// this is defined in xcontroller.cpp, but that file isn't included
// in posix builds
void CInputSystem::SetMotionControllerCalibrationInvalid( void )
{
}
void CInputSystem::StepMotionControllerCalibration( void )
{
}
void CInputSystem::ResetMotionControllerScreenCalibration( void )
{
}
#endif // _OSX
//-----------------------------------------------------------------------------
// Returns the input events since the last poll
//-----------------------------------------------------------------------------
int CInputSystem::GetEventCount() const
{
return m_InputState[INPUT_STATE_CURRENT].m_Events.Count();
}
const InputEvent_t* CInputSystem::GetEventData( ) const
{
return m_InputState[INPUT_STATE_CURRENT].m_Events.Base();
}
//-----------------------------------------------------------------------------
// Posts a user-defined event into the event queue; this is expected
// to be called in overridden wndprocs connected to the root panel.
//-----------------------------------------------------------------------------
void CInputSystem::PostUserEvent( const InputEvent_t &event )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
state.m_Events.AddToTail( event );
state.m_bDirty = true;
}
//-----------------------------------------------------------------------------
// Chains the window message to the previous wndproc
//-----------------------------------------------------------------------------
inline LRESULT CInputSystem::ChainWindowMessage( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
#if !defined( PLATFORM_POSIX )
if ( m_ChainedWndProc )
return CallWindowProc( m_ChainedWndProc, hwnd, uMsg, wParam, lParam );
#endif
// FIXME: This comment is lifted from vguimatsurface;
// may not apply in future when the system is completed.
// This means the application is driving the messages (calling our window procedure manually)
// rather than us hooking their window procedure. The engine needs to do this in order for VCR
// mode to play back properly.
return 0;
}
//-----------------------------------------------------------------------------
// Release all buttons
//-----------------------------------------------------------------------------
void CInputSystem::ReleaseAllButtons( int nFirstButton, int nLastButton )
{
// Force button up messages for all down buttons
for ( int i = nFirstButton; i <= nLastButton; ++i )
{
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, (ButtonCode_t)i, (ButtonCode_t)i );
}
}
//-----------------------------------------------------------------------------
// Zero analog state
//-----------------------------------------------------------------------------
void CInputSystem::ZeroAnalogState( int nFirstState, int nLastState )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
memset( &state.m_pAnalogDelta[nFirstState], 0, ( nLastState - nFirstState + 1 ) * sizeof(int) );
memset( &state.m_pAnalogValue[nFirstState], 0, ( nLastState - nFirstState + 1 ) * sizeof(int) );
}
//-----------------------------------------------------------------------------
// Determines all mouse button presses
//-----------------------------------------------------------------------------
int CInputSystem::ButtonMaskFromMouseWParam( WPARAM wParam, ButtonCode_t code, bool bDown ) const
{
int nButtonMask = 0;
#if !defined( POSIX ) && !defined( USE_SDL)
if ( wParam & MK_LBUTTON )
{
nButtonMask |= 1;
}
if ( wParam & MK_RBUTTON )
{
nButtonMask |= 2;
}
if ( wParam & MK_MBUTTON )
{
nButtonMask |= 4;
}
if ( wParam & MS_MK_BUTTON4 )
{
nButtonMask |= 8;
}
if ( wParam & MS_MK_BUTTON5 )
{
nButtonMask |= 16;
}
#endif
#ifdef _DEBUG
if ( code != BUTTON_CODE_INVALID )
{
int nMsgMask = 1 << ( code - MOUSE_FIRST );
int nTestMask = bDown ? nMsgMask : 0;
Assert( ( nButtonMask & nMsgMask ) == nTestMask );
}
#endif
return nButtonMask;
}
//-----------------------------------------------------------------------------
// Updates the state of all mouse buttons
//-----------------------------------------------------------------------------
void CInputSystem::UpdateMouseButtonState( int nButtonMask, ButtonCode_t dblClickCode )
{
for ( int i = 0; i < 5; ++i )
{
ButtonCode_t code = (ButtonCode_t)( MOUSE_FIRST + i );
bool bDown = ( nButtonMask & ( 1 << i ) ) != 0;
if ( bDown )
{
InputEventType_t type = ( code != dblClickCode ) ? IE_ButtonPressed : IE_ButtonDoubleClicked;
PostButtonPressedEvent( type, m_nLastSampleTick, code, code );
}
else
{
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
}
}
}
//-----------------------------------------------------------------------------
// Handles input messages
//-----------------------------------------------------------------------------
void CInputSystem::SetCursorPosition( int x, int y )
{
if ( !m_hAttachedHWnd )
return;
#if defined( USE_SDL )
m_pLauncherMgr->SetCursorPosition( x, y );
#elif defined( OSX )
m_pLauncherMgr->SetCursorPosition( x, y );
#elif defined( WIN32 )
POINT pt;
pt.x = x; pt.y = y;
ClientToScreen( (HWND)m_hAttachedHWnd, &pt );
SetCursorPos( pt.x, pt.y );
#elif defined( PLATFORM_PS3 )
POINT pt;
pt.x = x; pt.y = y;
SetCursorPos( pt.x, pt.y );
#else
#error
#endif
InputState_t &state = m_InputState[ m_bIsPolling ];
bool bXChanged = ( state.m_pAnalogValue[ MOUSE_X ] != x );
bool bYChanged = ( state.m_pAnalogValue[ MOUSE_Y ] != y );
state.m_pAnalogValue[ MOUSE_X ] = x;
state.m_pAnalogValue[ MOUSE_Y ] = y;
state.m_pAnalogDelta[ MOUSE_X ] = 0;
state.m_pAnalogDelta[ MOUSE_Y ] = 0;
if ( bXChanged )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_X, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogDelta[ MOUSE_X ] );
}
if ( bYChanged )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_Y, state.m_pAnalogValue[ MOUSE_Y ], state.m_pAnalogDelta[ MOUSE_Y ] );
}
if ( bXChanged || bYChanged )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_XY, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogValue[ MOUSE_Y ] );
}
}
void CInputSystem::GetCursorPosition( int *pX, int *pY )
{
if ( !m_hAttachedHWnd )
{
*pX = *pY = 0;
return;
}
#if defined( USE_SDL )
*pX = m_InputState[INPUT_STATE_CURRENT].m_pAnalogValue[MOUSE_X];
*pY = m_InputState[INPUT_STATE_CURRENT].m_pAnalogValue[MOUSE_Y];
#elif defined( PLATFORM_OSX )
if ( m_bCursorVisible )
{
CGEventRef event = CGEventCreate( NULL );
CGPoint pnt = CGEventGetLocation( event );
// [will] - QuickDraw functions removed in 10.7, so using using CocoaMgr for window info instead.
unsigned int displayWidth, displayHeight;
m_pLauncherMgr->DisplayedSize( displayWidth, displayHeight );
*pX = pnt.x;
*pY = pnt.y;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
int rx, ry, width, height;
pRenderContext->GetViewport( rx, ry, width, height );
int windowHeight = (int)displayWidth;
int windowWidth = (int)displayHeight;
if ( width != windowWidth || abs( height - windowHeight ) > 22 )
{
// scale the x/y back into the co-ords of the back buffer, not the scaled up window
//DevMsg( "Mouse x:%d y:%d %d %d %d %d\n", x, y, width, windowWidth, height, abs( height - windowHeight ) );
*pX = *pX * (float)width/windowWidth;
*pY = *pY * (float)height/windowHeight;
}
CFRelease( event );
}
else
{
// cursor is invisible, just say the center of the screen
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
int rx, ry, width, height;
pRenderContext->GetViewport( rx, ry, width, height );
*pX = width/2;
*pY = height/2;
}
#elif !defined( PLATFORM_POSIX )
POINT pt;
::GetCursorPos( &pt );
ScreenToClient((HWND)m_hAttachedHWnd, &pt);
*pX = pt.x; *pY = pt.y;
#endif
}
void CInputSystem::SetMouseCursorVisible( bool bVisible )
{
m_bCursorVisible = bVisible;
}
void CInputSystem::UpdateMousePositionState( InputState_t &state, short x, short y )
{
int nOldX = state.m_pAnalogValue[ MOUSE_X ];
int nOldY = state.m_pAnalogValue[ MOUSE_Y ];
state.m_pAnalogValue[ MOUSE_X ] = x;
state.m_pAnalogValue[ MOUSE_Y ] = y;
state.m_pAnalogDelta[ MOUSE_X ] = state.m_pAnalogValue[ MOUSE_X ] - nOldX;
state.m_pAnalogDelta[ MOUSE_Y ] = state.m_pAnalogValue[ MOUSE_Y ] - nOldY;
if ( state.m_pAnalogDelta[ MOUSE_X ] != 0 )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_X, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogDelta[ MOUSE_X ] );
}
if ( state.m_pAnalogDelta[ MOUSE_Y ] != 0 )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_Y, state.m_pAnalogValue[ MOUSE_Y ], state.m_pAnalogDelta[ MOUSE_Y ] );
}
if ( state.m_pAnalogDelta[ MOUSE_X ] != 0 || state.m_pAnalogDelta[ MOUSE_Y ] != 0 )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_XY, state.m_pAnalogValue[ MOUSE_X ], state.m_pAnalogValue[ MOUSE_Y ] );
}
}
#ifdef PLATFORM_WINDOWS
//-----------------------------------------------------------------------------
// Generates LocateMouseClick messages
//-----------------------------------------------------------------------------
void CInputSystem::LocateMouseClick( LPARAM lParam )
{
if ( ShouldGenerateUIEvents() )
{
PostEvent( IE_LocateMouseClick, m_nLastSampleTick, (short)LOWORD(lParam), (short)HIWORD(lParam) );
}
}
//-----------------------------------------------------------------------------
// Handles input messages
//-----------------------------------------------------------------------------
LRESULT CInputSystem::WindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
#if !defined( POSIX ) && !defined( USE_SDL )
if ( !m_bEnabled )
return ChainWindowMessage( hwnd, uMsg, wParam, lParam );
if ( ShouldGenerateUIEvents() && ( hwnd != m_hLastIMEHWnd ) )
{
m_hLastIMEHWnd = hwnd;
PostEvent( IE_IMESetWindow, m_nLastSampleTick, (intp)hwnd );
}
// Allow ActivateApp messages to get through so we know when to reset input state
if ( ( hwnd != m_hAttachedHWnd ) && ( uMsg != WM_ACTIVATEAPP ) )
return ChainWindowMessage( hwnd, uMsg, wParam, lParam );
InputState_t &state = m_InputState[ m_bIsPolling ];
switch( uMsg )
{
case WM_ACTIVATEAPP:
if ( hwnd == m_hAttachedHWnd )
{
bool bActivated = ( wParam == 1 );
if ( !bActivated )
{
ResetInputState();
}
}
break;
case WM_CLOSE:
// Handle close messages
PostEvent( IE_Close, m_nLastSampleTick );
// don't Run default message pump, as that destroys the window
return 0;
case WM_SETCURSOR:
if ( ShouldGenerateUIEvents() )
{
PostEvent( IE_SetCursor, m_nLastSampleTick );
}
break;
case WM_SIZE:
{
int nWidth = LOWORD( lParam );
int nHeight = HIWORD( lParam );
bool bMinimized = ( wParam == SIZE_MINIMIZED ) || IsIconic( hwnd );
if ( bMinimized )
{
nWidth = nHeight = 0;
}
PostEvent( IE_WindowSizeChanged, m_nLastSampleTick, nWidth, nHeight, bMinimized );
}
break;
case WM_LBUTTONDOWN:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_LEFT, true );
ETWMouseDown( 0, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_LBUTTONUP:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_LEFT, false );
ETWMouseUp( 0, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_RBUTTONDOWN:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_RIGHT, true );
ETWMouseDown( 2, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_RBUTTONUP:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_RIGHT, false );
ETWMouseUp( 2, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_MBUTTONDOWN:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_MIDDLE, true );
ETWMouseDown( 1, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case WM_MBUTTONUP:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_MIDDLE, false );
ETWMouseUp( 1, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask );
}
break;
case MS_WM_XBUTTONDOWN:
{
LocateMouseClick( lParam );
ButtonCode_t code = ( HIWORD( wParam ) == 1 ) ? MOUSE_4 : MOUSE_5;
int nButtonMask = ButtonMaskFromMouseWParam( wParam, code, true );
UpdateMouseButtonState( nButtonMask );
// Windows docs say the XBUTTON messages we should return true from
return TRUE;
}
break;
case MS_WM_XBUTTONUP:
{
LocateMouseClick( lParam );
ButtonCode_t code = ( HIWORD( wParam ) == 1 ) ? MOUSE_4 : MOUSE_5;
int nButtonMask = ButtonMaskFromMouseWParam( wParam, code, false );
UpdateMouseButtonState( nButtonMask );
// Windows docs say the XBUTTON messages we should return true from
return TRUE;
}
break;
case WM_LBUTTONDBLCLK:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_LEFT, true );
ETWMouseDown( 0, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask, MOUSE_LEFT );
}
break;
case WM_RBUTTONDBLCLK:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_RIGHT, true );
ETWMouseDown( 2, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask, MOUSE_RIGHT );
}
break;
case WM_MBUTTONDBLCLK:
{
LocateMouseClick( lParam );
int nButtonMask = ButtonMaskFromMouseWParam( wParam, MOUSE_MIDDLE, true );
ETWMouseDown( 1, (short)LOWORD(lParam), (short)HIWORD(lParam) );
UpdateMouseButtonState( nButtonMask, MOUSE_MIDDLE );
}
break;
case MS_WM_XBUTTONDBLCLK:
{
LocateMouseClick( lParam );
ButtonCode_t code = ( HIWORD( wParam ) == 1 ) ? MOUSE_4 : MOUSE_5;
int nButtonMask = ButtonMaskFromMouseWParam( wParam, code, true );
UpdateMouseButtonState( nButtonMask, code );
// Windows docs say the XBUTTON messages we should return true from
return TRUE;
}
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
{
// Suppress key repeats
if ( !( lParam & ( 1<<30 ) ) )
{
// NOTE: These two can be unequal! For example, keypad enter
// which returns KEY_ENTER from virtual keys, and KEY_PAD_ENTER from scan codes
// Since things like vgui care about virtual keys; we're going to
// put both scan codes in the input message
ButtonCode_t virtualCode = ButtonCode_VirtualKeyToButtonCode( wParam );
ButtonCode_t scanCode = ButtonCode_ScanCodeToButtonCode( lParam );
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, scanCode, virtualCode );
// Post ETW events describing key presses to help correlate input events to performance
// problems in the game.
ETWKeyDown( scanCode, virtualCode, ButtonCodeToString( virtualCode ) );
// Deal with toggles
if ( scanCode == KEY_CAPSLOCK || scanCode == KEY_SCROLLLOCK || scanCode == KEY_NUMLOCK )
{
int nVirtualKey;
ButtonCode_t toggleCode;
switch( scanCode )
{
default: case KEY_CAPSLOCK: nVirtualKey = VK_CAPITAL; toggleCode = KEY_CAPSLOCKTOGGLE; break;
case KEY_SCROLLLOCK: nVirtualKey = VK_SCROLL; toggleCode = KEY_SCROLLLOCKTOGGLE; break;
case KEY_NUMLOCK: nVirtualKey = VK_NUMLOCK; toggleCode = KEY_NUMLOCKTOGGLE; break;
};
SHORT wState = GetKeyState( nVirtualKey );
bool bToggleState = ( wState & 0x1 ) != 0;
PostButtonPressedEvent( bToggleState ? IE_ButtonPressed : IE_ButtonReleased, m_nLastSampleTick, toggleCode, toggleCode );
}
}
if ( ShouldGenerateUIEvents() )
{
ButtonCode_t virtualCode = ButtonCode_VirtualKeyToButtonCode( wParam );
int nKeyRepeat = LOWORD( lParam );
for ( int i = 0; i < nKeyRepeat; ++i )
{
PostEvent( IE_KeyCodeTyped, m_nLastSampleTick, virtualCode );
}
}
}
break;
case WM_KEYUP:
case WM_SYSKEYUP:
{
// Don't handle key ups if the key's already up. This can happen when we alt-tab back to the engine.
ButtonCode_t virtualCode = ButtonCode_VirtualKeyToButtonCode( wParam );
ButtonCode_t scanCode = ButtonCode_ScanCodeToButtonCode( lParam );
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, scanCode, virtualCode );
}
break;
case WM_MOUSEWHEEL:
{
ButtonCode_t code = (short)HIWORD( wParam ) > 0 ? MOUSE_WHEEL_UP : MOUSE_WHEEL_DOWN;
state.m_ButtonPressedTick[ code ] = state.m_ButtonReleasedTick[ code ] = m_nLastSampleTick;
PostEvent( IE_ButtonPressed, m_nLastSampleTick, code, code );
PostEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
state.m_pAnalogDelta[ MOUSE_WHEEL ] = ( (short)HIWORD(wParam) ) / WHEEL_DELTA;
state.m_pAnalogValue[ MOUSE_WHEEL ] += state.m_pAnalogDelta[ MOUSE_WHEEL ];
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_WHEEL, state.m_pAnalogValue[ MOUSE_WHEEL ], state.m_pAnalogDelta[ MOUSE_WHEEL ] );
}
break;
case WM_MOUSEMOVE:
{
UpdateMousePositionState( state, (short)LOWORD(lParam), (short)HIWORD(lParam) );
int nButtonMask = ButtonMaskFromMouseWParam( wParam );
UpdateMouseButtonState( nButtonMask );
}
break;
#if defined ( WIN32 ) && !defined ( _X360 )
case WM_INPUT:
{
if ( m_bRawInputSupported )
{
UINT dwSize = sizeof( RAWINPUT );
static BYTE lpb[ sizeof( RAWINPUT ) ];
pfnGetRawInputData((HRAWINPUT)lParam, RID_INPUT, lpb, &dwSize, sizeof(RAWINPUTHEADER));
RAWINPUT* raw = (RAWINPUT*)lpb;
if (raw->header.dwType == RIM_TYPEMOUSE)
{
m_mouseRawAccumX += raw->data.mouse.lLastX;
m_mouseRawAccumY += raw->data.mouse.lLastY;
}
}
}
break;
#endif
case WM_SYSCHAR:
case WM_CHAR:
if ( ShouldGenerateUIEvents() && !m_bIMEComposing )
{
PostEvent( IE_KeyTyped, m_nLastSampleTick, (wchar_t)wParam );
}
break;
case WM_INPUTLANGCHANGE:
// Note that this is passed to IME managers even if the IME is currently
// disallowed so that IMEs are still aware of the current language
// in case they are allowed in the future.
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI )
{
g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam );
}
#endif
if ( ShouldGenerateUIEvents() )
{
PostEvent( IE_InputLanguageChanged, m_nLastSampleTick );
}
break;
case WM_IME_KEYDOWN:
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI && g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam ) )
return 0;
#endif
break;
case WM_IME_STARTCOMPOSITION:
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI && g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam ) )
{
m_bIMEComposing = true;
return 0;
}
#endif
if ( ShouldGenerateUIEvents() )
{
m_bIMEComposing = true;
PostEvent( IE_IMEStartComposition, m_nLastSampleTick );
return TRUE;
}
break;
case WM_IME_COMPOSITION:
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI && g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam ) )
return 0;
#endif
if ( ShouldGenerateUIEvents() )
{
PostEvent( IE_IMEComposition, m_nLastSampleTick, (int)lParam );
return TRUE;
}
break;
case WM_IME_ENDCOMPOSITION:
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI && g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam ) )
{
m_bIMEComposing = false;
return 0;
}
#endif
if ( ShouldGenerateUIEvents() )
{
m_bIMEComposing = false;
PostEvent( IE_IMEEndComposition, m_nLastSampleTick );
return TRUE;
}
break;
case WM_IME_NOTIFY:
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI && g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam ) )
return 0;
#endif
if ( ShouldGenerateUIEvents() )
{
switch (wParam)
{
default:
break;
case 14: // Chinese Traditional IMN_PRIVATE...
break;
case IMN_OPENCANDIDATE:
PostEvent( IE_IMEShowCandidates, m_nLastSampleTick );
return 1;
case IMN_CHANGECANDIDATE:
PostEvent( IE_IMEChangeCandidates, m_nLastSampleTick );
return 0;
case IMN_CLOSECANDIDATE:
PostEvent( IE_IMECloseCandidates, m_nLastSampleTick );
break;
// To detect the change of IME mode, or the toggling of Japanese IME
case IMN_SETCONVERSIONMODE:
case IMN_SETSENTENCEMODE:
case IMN_SETOPENSTATUS:
PostEvent( IE_IMERecomputeModes, m_nLastSampleTick );
if ( wParam == IMN_SETOPENSTATUS )
return 0;
break;
case IMN_CLOSESTATUSWINDOW:
case IMN_GUIDELINE:
case IMN_OPENSTATUSWINDOW:
case IMN_SETCANDIDATEPOS:
case IMN_SETCOMPOSITIONFONT:
case IMN_SETCOMPOSITIONWINDOW:
case IMN_SETSTATUSWINDOWPOS:
break;
}
}
break;
case WM_IME_CHAR:
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI && g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam ) )
return 0;
#endif
if ( ShouldGenerateUIEvents() )
{
// We need to process this message so that the IME doesn't double
// convert the unicode IME characters into garbage characters and post
// them to our window... (get ? marks after text entry ).
return 0;
}
break;
case WM_IME_SETCONTEXT:
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI )
{
g_pScaleformUI->HandleIMEEvent( (size_t)hwnd, uMsg, wParam, lParam );
lParam = 0;
}
else
#endif
if ( ShouldGenerateUIEvents() )
{
// We draw all IME windows ourselves
lParam &= ~ISC_SHOWUICOMPOSITIONWINDOW;
lParam &= ~ISC_SHOWUIGUIDELINE;
lParam &= ~ISC_SHOWUIALLCANDIDATEWINDOW;
}
break;
}
// Can't put this in the case statement, it's not constant
if ( IsPC() && ( uMsg == m_uiMouseWheel ) )
{
ButtonCode_t code = ( ( int )wParam ) > 0 ? MOUSE_WHEEL_UP : MOUSE_WHEEL_DOWN;
state.m_ButtonPressedTick[ code ] = state.m_ButtonReleasedTick[ code ] = m_nLastSampleTick;
PostEvent( IE_ButtonPressed, m_nLastSampleTick, code, code );
PostEvent( IE_ButtonReleased, m_nLastSampleTick, code, code );
state.m_pAnalogDelta[ MOUSE_WHEEL ] = ( ( int )wParam ) / WHEEL_DELTA;
state.m_pAnalogValue[ MOUSE_WHEEL ] += state.m_pAnalogDelta[ MOUSE_WHEEL ];
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, MOUSE_WHEEL, state.m_pAnalogValue[ MOUSE_WHEEL ], state.m_pAnalogDelta[ MOUSE_WHEEL ] );
}
return ChainWindowMessage( hwnd, uMsg, wParam, lParam );
#else
return 0;
#endif
}
#endif
//-----------------------------------------------------------------------------
// Initializes, shuts down cursors
//-----------------------------------------------------------------------------
void CInputSystem::InitCursors()
{
#ifdef PLATFORM_WINDOWS
// load up all default cursors
memset( m_pDefaultCursors, 0, sizeof(m_pDefaultCursors) );
m_pDefaultCursors[INPUT_CURSOR_NONE] = INPUT_CURSOR_HANDLE_INVALID;
m_pDefaultCursors[INPUT_CURSOR_ARROW] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_NORMAL);
m_pDefaultCursors[INPUT_CURSOR_IBEAM] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_IBEAM);
m_pDefaultCursors[INPUT_CURSOR_HOURGLASS] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_WAIT);
m_pDefaultCursors[INPUT_CURSOR_CROSSHAIR] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_CROSS);
m_pDefaultCursors[INPUT_CURSOR_WAITARROW] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)32650);
m_pDefaultCursors[INPUT_CURSOR_UP] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_UP);
m_pDefaultCursors[INPUT_CURSOR_SIZE_NW_SE] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_SIZENWSE);
m_pDefaultCursors[INPUT_CURSOR_SIZE_NE_SW] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_SIZENESW);
m_pDefaultCursors[INPUT_CURSOR_SIZE_W_E] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_SIZEWE);
m_pDefaultCursors[INPUT_CURSOR_SIZE_N_S] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_SIZENS);
m_pDefaultCursors[INPUT_CURSOR_SIZE_ALL] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_SIZEALL);
m_pDefaultCursors[INPUT_CURSOR_NO] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)OCR_NO);
m_pDefaultCursors[INPUT_CURSOR_HAND] = (InputCursorHandle_t)LoadCursor(NULL, (LPCTSTR)32649);
#endif
}
void CInputSystem::ShutdownCursors()
{
#ifdef PLATFORM_WINDOWS
int nCount = m_UserCursors.GetNumStrings();
for ( int i = 0; i < nCount; ++i )
{
::DestroyCursor( (HCURSOR)m_UserCursors[ i ] );
}
m_UserCursors.Purge();
for ( int i = 0; i < ARRAYSIZE( m_pDefaultCursors ); ++i )
{
if ( m_pDefaultCursors[i] != INPUT_CURSOR_HANDLE_INVALID )
{
::DestroyCursor( (HCURSOR)m_pDefaultCursors[ i ] );
m_pDefaultCursors[ i ] = INPUT_CURSOR_HANDLE_INVALID;
}
}
#endif
}
//-----------------------------------------------------------------------------
// Gets the cursor
//-----------------------------------------------------------------------------
InputCursorHandle_t CInputSystem::GetStandardCursor( InputStandardCursor_t id )
{
return m_pDefaultCursors[id];
}
InputCursorHandle_t CInputSystem::LoadCursorFromFile( const char *pFileName, const char *pPathID )
{
if ( !g_pFullFileSystem )
return INPUT_CURSOR_HANDLE_INVALID;
char fn[ 512 ];
Q_strncpy( fn, pFileName, sizeof( fn ) );
Q_strlower( fn );
Q_FixSlashes( fn );
UtlSymId_t nCursorIndex = m_UserCursors.Find( fn );
if ( nCursorIndex != m_UserCursors.InvalidIndex() )
return m_UserCursors[ nCursorIndex ];
g_pFullFileSystem->GetLocalCopy( fn );
#ifdef PLATFORM_WINDOWS
char fullpath[ 512 ];
g_pFullFileSystem->RelativePathToFullPath( fn, pPathID, fullpath, sizeof( fullpath ) );
HCURSOR newCursor = (HCURSOR)::LoadCursorFromFile( fullpath );
m_UserCursors[ fn ] = (InputCursorHandle_t)newCursor;
return (InputCursorHandle_t)newCursor;
#endif
return 0;
}
void CInputSystem::SetCursorIcon( InputCursorHandle_t hCursor )
{
#ifdef PLATFORM_WINDOWS
m_hCursor = hCursor;
HCURSOR hWindowsCursor = (HCURSOR)hCursor;
::SetCursor( hWindowsCursor );
#endif
}
void CInputSystem::ResetCursorIcon()
{
SetCursorIcon( m_hCursor );
}
void CInputSystem::EnableMouseCapture( PlatWindow_t hWnd )
{
#ifdef PLATFORM_WINDOWS
if ( m_hCurrentCaptureWnd == hWnd )
return;
// Determine if we're the foreground window. If not, force release of the mouse. Otherwise, we can capture the mouse
// while we're in the background and then we never get WM_ACTIVATE messages when trying to click on the app. This
// causes the app to react like it has mouse focus (firing weapons, etc) but doesn't actually come to the foreground
// and doesn't accept keyboard input.
//
// We're using GetForegroundWindow here, but we really want to ask engine or game if they're the ActiveApp.
bool bActiveWindow = true;
#if !defined( _GAMECONSOLE )
HWND hInputWnd = reinterpret_cast< HWND >( hWnd );
bActiveWindow = ( hInputWnd == ::GetForegroundWindow() );
#else
HWND hInputWnd = reinterpret_cast< HWND >( m_hCurrentCaptureWnd );
#endif
if ( m_hCurrentCaptureWnd != PLAT_WINDOW_INVALID || !bActiveWindow )
{
::ReleaseCapture();
}
m_hCurrentCaptureWnd = hWnd;
if ( m_hCurrentCaptureWnd != PLAT_WINDOW_INVALID && bActiveWindow )
{
::SetCapture( hInputWnd );
}
#endif
}
void CInputSystem::GetRawMouseAccumulators( int& accumX, int& accumY )
{
#if defined( USE_SDL )
if ( m_pLauncherMgr )
{
m_pLauncherMgr->GetMouseDelta( accumX, accumY, false );
}
#else
accumX = m_mouseRawAccumX;
accumY = m_mouseRawAccumY;
m_mouseRawAccumX = m_mouseRawAccumY = 0;
#endif
}
void CInputSystem::DisableMouseCapture()
{
#ifdef PLATFORM_WINDOWS
EnableMouseCapture( PLAT_WINDOW_INVALID );
#endif
}
// ===================================================================
// If we add another support for another input device, we need to
// update the platform assignments below to reflect it. From here,
// pretty much everything else that uses these interfaces will work
// unchanged (obviously UI and device code needs to be added)
// Also: Add name to GetInputDeviceNameUI/Internal() in
// PlatformInputDevice.cpp
// ===================================================================
void CInputSystem::InitPlatfromInputDeviceInfo( void )
{
PlatformInputDevice::InitPlatfromInputDeviceInfo();
// Set the platform for which this code/client is compiled on and
// the input devices that are assumed to be already installed (as
// opposed to being queried by the inputsystem)
#if defined( PLATFORM_WINDOWS_PC )
m_currentlyConnectedInputDevices = INPUT_DEVICE_KEYBOARD_MOUSE;
#elif defined( PLATFORM_OSX )
m_currentlyConnectedInputDevices = INPUT_DEVICE_KEYBOARD_MOUSE;
#elif defined( PLATFORM_LINUX )
m_currentlyConnectedInputDevices = INPUT_DEVICE_KEYBOARD_MOUSE;
#elif defined( PLATFORM_X360 )
m_currentlyConnectedInputDevices = INPUT_DEVICE_GAMEPAD;
#elif defined( PLATFORM_PS3 )
m_currentlyConnectedInputDevices = INPUT_DEVICE_NONE;
#else
m_currentlyConnectedInputDevices = INPUT_DEVICE_NONE;
#endif
ResetCurrentInputDevice();
m_setCurrentInputDeviceOnNextButtonPress = false;
}
void CInputSystem::ResetCurrentInputDevice( void )
{
if ( m_currentInputDevice == INPUT_DEVICE_STEAM_CONTROLLER )
{
// Disable resetting away from the steam controller if it's being used.
return;
}
#if defined( PLATFORM_WINDOWS_PC )
m_currentInputDevice = INPUT_DEVICE_KEYBOARD_MOUSE;
#elif defined( PLATFORM_OSX )
m_currentInputDevice = INPUT_DEVICE_KEYBOARD_MOUSE;
#elif defined( PLATFORM_LINUX )
m_currentInputDevice = INPUT_DEVICE_KEYBOARD_MOUSE;
#elif defined( PLATFORM_X360 )
m_currentInputDevice = INPUT_DEVICE_GAMEPAD;
#elif defined( PLATFORM_PS3 )
m_currentInputDevice = INPUT_DEVICE_NONE;
#else
m_currentInputDevice = INPUT_DEVICE_NONE;
#endif
}
InputDevice_t CInputSystem::GetConnectedInputDevices( void )
{
return m_currentlyConnectedInputDevices;
}
bool CInputSystem::IsInputDeviceConnected( InputDevice_t device )
{
if ( countBits( device ) != 1 || ( device & PlatformInputDevice::s_AllInputDevices ) != device )
{
AssertMsg( false, "invalid input device" );
return false;
}
return ( ( m_currentlyConnectedInputDevices & device ) == device );
}
void CInputSystem::SetInputDeviceConnected( InputDevice_t device, bool connected )
{
if ( ( countBits( device ) != 1 ) || ( device & PlatformInputDevice::s_validPlatformInputDevices[PlatformInputDevice::s_LocalInputPlatform] ) != device )
{
AssertMsg( false, "invalid input device" );
return;
}
if ( connected )
{
// Message if device already connected?
m_currentlyConnectedInputDevices = m_currentlyConnectedInputDevices | device;
}
else
{
// Message if device not currently connected?
m_currentlyConnectedInputDevices = m_currentlyConnectedInputDevices & (~device);
}
}
InputDevice_t CInputSystem::IsOnlySingleDeviceConnected( void )
{
int32 mask = 1;
// nav controller doesn't need to be considered a seperate device.
int32 connectedMask = m_currentlyConnectedInputDevices & (~INPUT_DEVICE_MOVE_NAV_CONTROLLER);
if ( IsInputDeviceConnected( INPUT_DEVICE_SHARPSHOOTER ) )
{
connectedMask = m_currentlyConnectedInputDevices & ( ~INPUT_DEVICE_PLAYSTATION_MOVE );
}
// [dkorus] loop through a mask that represents each possible device.
// if one matches our connected mask exactly, we have only that device connected
while( mask <= INPUT_DEVICE_MAX )
{
if ( connectedMask == mask )
return (InputDevice_t) connectedMask;
mask = mask << 1;
}
return INPUT_DEVICE_NONE;
}
bool CInputSystem::IsDeviceReadingInput( InputDevice_t device ) const
{
#ifndef _GAMECONSOLE
return true;
#endif
#if !defined( _CERT )
// [dkorus] test code for the device selection
int forceSelected = dev_force_selected_device.GetInt();
if ( forceSelected != 0)
{
if ( device == forceSelected )
{
return true;
}
else
{
return false;
}
}
#endif
if ( device == m_currentInputDevice ||
m_currentInputDevice == INPUT_DEVICE_NONE )
{
return true;
}
return false;
}
InputDevice_t CInputSystem::GetCurrentInputDevice( void )
{
return m_currentInputDevice;
}
void CInputSystem::SetCurrentInputDevice( InputDevice_t device )
{
if ( ( device != INPUT_DEVICE_NONE ) &&
( ( countBits( device ) != 1 ) || ( device & PlatformInputDevice::s_validPlatformInputDevices[PlatformInputDevice::s_LocalInputPlatform] ) != device ) )
{
AssertMsg( false, "invalid input device" );
return;
}
m_currentInputDevice = device;
}
void CInputSystem::SampleInputToFindCurrentDevice( bool doSample )
{
m_setCurrentInputDeviceOnNextButtonPress = doSample;
}
bool CInputSystem::IsSamplingForCurrentDevice( void )
{
return m_setCurrentInputDeviceOnNextButtonPress;
}
#ifndef LINUX
#if !defined( _CERT )
// [mhansen] Add support for pressing Xbox 360 controller buttons (should work on PS3 too)
struct C_press_x360_button_code
{
char c1;
char c2;
xKey_t key;
};
static const C_press_x360_button_code press_x360_button_codes[] =
{
{ 'l', 't', XK_BUTTON_LTRIGGER },
{ 'r', 't', XK_BUTTON_RTRIGGER },
{ 's', 't', XK_BUTTON_START },
{ 'b', 'a', XK_BUTTON_BACK },
{ 'l', 'b', XK_BUTTON_LEFT_SHOULDER },
{ 'r', 'b', XK_BUTTON_RIGHT_SHOULDER },
{ 'l', 's', XK_BUTTON_LEFT_SHOULDER },
{ 'r', 's', XK_BUTTON_RIGHT_SHOULDER },
{ 'a', 0, XK_BUTTON_A },
{ 'b', 0, XK_BUTTON_B },
{ 'x', 0, XK_BUTTON_X },
{ 'y', 0, XK_BUTTON_Y },
{ 'l', 0, XK_BUTTON_LEFT },
{ 'r', 0, XK_BUTTON_RIGHT },
{ 'u', 0, XK_BUTTON_UP },
{ 'd', 0, XK_BUTTON_DOWN },
};
static const int cNum_press_x360_button_codes = ARRAYSIZE( press_x360_button_codes );
void CInputSystem::PressX360Button( const CCommand &args )
{
if ( pc_fake_controller.GetBool( ) && !m_bXController )
{
// [dkorus] we're simulating fake controller input and we don't have a controller enabled. Fake a controller so we can accept controller presses.
// this fixes the PC so it can use the same scripting engine as the other setups
// NOTE: This is wrapped in a !_CERT block. This shouldn't end up in the shipped game.
m_bXController = true;
}
if ( args.ArgC() < 2 )
{
Warning( "press_x360_button: requires a key to send (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])" );
return;
}
const char* pKey = args[1];
// We're stashing this in a bitmask so make sure we don't overflow it
//COMPILE_TIME_ASSERT( cNum_press_x360_button_codes < sizeof( m_press_x360_buttons[ 0 ] ) );
xKey_t key = XK_BUTTON_A;
for ( uint32 i = 0; i < cNum_press_x360_button_codes; i++ )
{
if ( pKey[0] == press_x360_button_codes[i].c1 && ( pKey[1] == press_x360_button_codes[i].c2 || press_x360_button_codes[i].c2 == 0 ) )
{
key = press_x360_button_codes[i].key;
m_press_x360_buttons[ 0 ] = m_press_x360_buttons[ 0 ] | (1 << i );
break;
}
}
}
void CInputSystem::PollPressX360Button( void )
{
uint32 pressedButtons = m_press_x360_buttons[ 0 ];
uint32 releasedButtons = m_press_x360_buttons[ 1 ];
// Reset the buttons we pressed this frame
m_press_x360_buttons[ 0 ] = 0;
// Store the buttons we pressed this frame so we can clear them next frame
m_press_x360_buttons[ 1 ] = pressedButtons;
// Clear any old button presses and press any new ones
for ( uint32 i = 0; i < cNum_press_x360_button_codes; i++ )
{
uint32 mask = 1 << i;
if ( releasedButtons & mask )
{
PostXKeyEvent( 0, press_x360_button_codes[i].key, 0 );
}
if ( pressedButtons & mask )
{
PostXKeyEvent( 0, press_x360_button_codes[i].key, 32768/*XBX_MAX_BUTTONSAMPLE*/ );
}
}
}
#endif // !_CERT
#endif