/* InputFilter - Checks RageInput and generates a list of InputEvents, representing button presses, releases, and repeats. */ #ifndef INPUT_FILTER_H #define INPUT_FILTER_H #include "RageInputDevice.h" enum InputEventType { // The device was just pressed. IET_FIRST_PRESS, /* The device is auto-repeating. This event is guaranteed to be sent only * between IET_FIRST_PRESS and IET_RELEASE pairs. */ IET_REPEAT, /* The device is no longer pressed. Exactly one IET_RELEASE event will be * sent for each IET_FIRST_PRESS. */ IET_RELEASE, NUM_InputEventType, InputEventType_Invalid }; struct InputEvent { InputEvent(): type(IET_FIRST_PRESS) {} DeviceInput di; InputEventType type; // A list of all buttons that were pressed at the time of this event: DeviceInputList m_ButtonState; }; struct MouseCoordinates { float fX; float fY; float fZ; }; class RageMutex; struct ButtonState; class InputFilter { public: void ButtonPressed( const DeviceInput &di ); void SetButtonComment( const DeviceInput &di, const RString &sComment = "" ); void ResetDevice( InputDevice dev ); InputFilter(); ~InputFilter(); void Reset(); void Update( float fDeltaTime ); void SetRepeatRate( float fRepeatRate ); void SetRepeatDelay( float fDelay ); void ResetRepeatRate(); void ResetKeyRepeat( const DeviceInput &di ); void RepeatStopKey( const DeviceInput &di ); // If aButtonState is NULL, use the last reported state. bool IsBeingPressed( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const; float GetSecsHeld( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const; float GetLevel( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const; RString GetButtonComment( const DeviceInput &di ) const; void GetInputEvents( vector &aEventOut ); void GetPressedButtons( vector &array ) const; // cursor void UpdateCursorLocation(float _fX, float _fY); void UpdateMouseWheel(float _fZ); float GetCursorX(){ return m_MouseCoords.fX; } float GetCursorY(){ return m_MouseCoords.fY; } float GetMouseWheel(){ return m_MouseCoords.fZ; } // Lua void PushSelf( lua_State *L ); private: void CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now ); void ReportButtonChange( const DeviceInput &di, InputEventType t ); void MakeButtonStateList( vector &aInputOut ) const; vector queue; RageMutex *queuemutex; MouseCoordinates m_MouseCoords; InputFilter(const InputFilter& rhs); InputFilter& operator=(const InputFilter& rhs); }; extern InputFilter* INPUTFILTER; // global and accessable from anywhere in our program #endif /* * (c) 2001-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */