//===== Copyright 1996-2005, 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"
//-----------------------------------------------------------------------------
// 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( void* hWnd ) = 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: Should force-feedback occur here also?
virtual void SetRumble( float fLeftMotor, float fRightMotor ) = 0;
virtual void StopRumble( void ) = 0;
// Resets the input state
virtual void ResetInputState() = 0;
};
#endif // IINPUTSYSTEM_H