diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /tf2/IInputSystem.h | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (diff) | |
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever.
i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'tf2/IInputSystem.h')
| -rw-r--r-- | tf2/IInputSystem.h | 163 |
1 files changed, 0 insertions, 163 deletions
diff --git a/tf2/IInputSystem.h b/tf2/IInputSystem.h deleted file mode 100644 index 10f8168..0000000 --- a/tf2/IInputSystem.h +++ /dev/null @@ -1,163 +0,0 @@ -#pragma once
-#include "VFunc.h"
-#include "IAppSystem.h"
-#include "ButtonCode_t.h"
-
-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;
-
-private:
- //22 CInputSystem::MotionControllerActive(void)const
- virtual void __pad22( ) = 0;
- //23 CInputSystem::GetMotionControllerOrientation(void)const
- virtual void __pad23( ) = 0;
- //24 CInputSystem::GetMotionControllerPosX(void)const
- virtual void __pad24( ) = 0;
- //25 CInputSystem::GetMotionControllerPosY(void)const
- virtual void __pad25( ) = 0;
- //26 CInputSystem::GetMotionControllerDeviceStatus(void)const
- virtual void __pad26( ) = 0;
- //27 CInputSystem::GetMotionControllerDeviceStatusFlags(void)const
- virtual void __pad27( ) = 0;
- //28 CInputSystem::SetMotionControllerDeviceStatus(int)
- virtual void __pad28( ) = 0;
- //29 CInputSystem::SetMotionControllerCalibrationInvalid(void)
- virtual void __pad29( ) = 0;
- //30 CInputSystem::StepMotionControllerCalibration(void)
- virtual void __pad30( ) = 0;
- //31 CInputSystem::ResetMotionControllerScreenCalibration(void)
- virtual void __pad31( ) = 0;
-
-public:
- // 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( ) = 0;
-
- // FIXME: Currently force-feedback is only supported on the Xbox 360
- virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId = -1 ) = 0;
- virtual void StopRumble( ) = 0;
-
- // Resets the input state
- virtual void ResetInputState( ) = 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;
-
- // Tells the input system to generate UI-related events, defined
- // in inputsystem/inputenums.h (see IE_FirstUIEvent)
- // We could have multiple clients that care about UI-related events
- // so we refcount the clients with an Add/Remove strategy. If there
- // are no interested clients, the UI events are not generated
- virtual void AddUIEventListener( ) = 0;
- virtual void RemoveUIEventListener( ) = 0;
-
- // Returns the currently attached window
- virtual PlatWindow_t GetAttachedWindow( ) const = 0;
-
- // Creates a cursor using one of the well-known cursor icons
- virtual InputCursorHandle_t GetStandardCursor( InputStandardCursor_t id ) = 0;
-
- // Loads a cursor defined in a file
- virtual InputCursorHandle_t LoadCursorFromFile( const char *pFileName, const char *pPathID = NULL ) = 0;
-
- // Sets the cursor icon
- virtual void SetCursorIcon( InputCursorHandle_t hCursor ) = 0;
-
- // Gets the cursor position
- virtual void GetCursorPosition( int *pX, int *pY ) = 0;
-
- // Mouse capture
- virtual void EnableMouseCapture( PlatWindow_t hWnd ) = 0;
- virtual void DisableMouseCapture( ) = 0;
-
- virtual void SetMouseCursorVisible( bool bVisible ) = 0;
-
- virtual void DisableHardwareCursor( ) = 0;
- virtual void EnableHardwareCursor( ) = 0;
- virtual void ResetCursorIcon( ) = 0;
- virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
-
- /*64 CInputSystem::GetConnectedInputDevices(void)
- 65 CInputSystem::IsInputDeviceConnected(InputDevice_t)
- 66 CInputSystem::SetInputDeviceConnected(InputDevice_t,bool)
- 67 CInputSystem::IsOnlySingleDeviceConnected(void)
- 68 CInputSystem::GetCurrentInputDevice(void)
- 69 CInputSystem::IsDeviceReadingInput(InputDevice_t)const
- 70 CInputSystem::SetCurrentInputDevice(InputDevice_t)
- 71 CInputSystem::ResetCurrentInputDevice(void)
- 72 CInputSystem::SampleInputToFindCurrentDevice(bool)
- 73 CInputSystem::IsSamplingForCurrentDevice(void)
- 74 CInputSystem::IsSteamControllerActive(void)const
- 75 CInputSystem::SetSteamControllerMode(char const*,void const*)
- 76 CInputSystem::~CInputSystem()
- 77 CInputSystem::~CInputSystem()*/
-};
\ No newline at end of file |
