64 lines
2.5 KiB
C++
64 lines
2.5 KiB
C++
#ifndef INPUT_HANDLER_H
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#define INPUT_HANDLER_H 1
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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. Later on, this method will let us
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* get much more accurate timestamps, especially if we have access to realtime
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* threading: we can get events more quickly and timestamp them, instead of
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* having a rough timing granularity due to the framerate. We can't do this
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* with SDL, though.
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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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RageTimer m_LastUpdate;
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public:
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/* It's vital that this be called at the *end* of any overloads. */
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virtual void Update(float fDeltaTime);
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virtual ~InputHandler() { }
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virtual void GetDevicesAndDescriptions(vector<InputDevice>& vDevicesOut, vector<CString>& vDescriptionsOut) = 0;
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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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};
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#endif
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/*
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* Copyright (c) 2003 by the person(s) listed below. All rights reserved.
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* Glenn Maynard
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*/
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