95 lines
4.1 KiB
C++
95 lines
4.1 KiB
C++
#ifndef INPUT_HANDLER_H
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#define INPUT_HANDLER_H
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/*
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* This is a simple class to handle special input devices. Update()
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* will be called during the input update; the derived class should
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* send appropriate events to InputHandler.
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*
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* Note that, if the underlying device is capable of it, you're free to
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* start a blocking thread; just store inputs in your class and send them
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* off in a batch on the next Update. This gets much more accurate timestamps;
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* we get events more quickly and timestamp them, instead of having a rough timing
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* granularity due to the framerate.
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*
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* Send input events for a specific type of device. Only one driver
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* for a given set of InputDevice types should be loaded for a given
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* arch. For example, any number of drivers may produce DEVICE_PUMPn
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* events, but only one may be loaded at a time. (This will be inconvenient
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* if, for example, we have two completely distinct methods of getting
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* input for the same device; we have no method to allocate device numbers.
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* We don't need this now; I'll write it if it becomes needed.)
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*/
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#include "RageInputDevice.h" // for InputDevice
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class InputHandler
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{
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public:
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InputHandler() { m_iInputsSinceUpdate = 0; }
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virtual ~InputHandler() { }
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virtual void Update() { }
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virtual bool DevicesChanged() { return false; }
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virtual void GetDevicesAndDescriptions( vector<InputDevice>& vDevicesOut, vector<CString>& vDescriptionsOut ) = 0;
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// Override to return a pretty string that's specific to the controller type.
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virtual CString GetDeviceSpecificInputString( const DeviceInput &di );
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// Override to find out whether the controller is currently plugged in.
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// Not all InputHandlers will support this. Not applicable to all InputHandlers.
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virtual InputDeviceState GetInputDeviceState( InputDevice id ) { return InputDeviceState_Connected; }
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/* In Windows, some devices need to be recreated if we recreate our main window.
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* Override this if you need to do that. */
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virtual void WindowReset() { }
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protected:
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/* Convenience function: Call this to queue a received event. This may be called
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* in a thread.
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*
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* Important detail: If the timestamp, di.ts, is zero, then it is assumed that
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* this is not a threaded event handler. In that case, input is being polled,
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* and the actual time the button was pressed may be any time since the last
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* poll. In this case, ButtonPressed will pretend the button was pressed at
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* the midpoint since the last update, which will smooth out the error.
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*
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* Note that timestamps are set to the current time by default, so for this to
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* happen, you need to explicitly call di.ts.SetZero().
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*
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* If the timestamp is set, it'll be left alone. */
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void ButtonPressed( DeviceInput di, bool Down );
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/* Call this at the end of polling input. */
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void UpdateTimer();
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private:
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RageTimer m_LastUpdate;
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int m_iInputsSinceUpdate;
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};
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#endif
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/*
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* (c) 2003-2004 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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