Files
itgmania212121/stepmania/src/arch/InputHandler/InputHandler.h
T
2003-07-13 01:00:55 +00:00

64 lines
2.5 KiB
C++

#ifndef INPUT_HANDLER_H
#define INPUT_HANDLER_H 1
/*
* This is a simple class to handle special input devices. Update()
* will be called during the input update; the derived class should
* send appropriate events to InputHandler.
*
* Note that, if the underlying device is capable of it, you're free to
* start a blocking thread; just store inputs in your class and send them
* off in a batch on the next Update. Later on, this method will let us
* get much more accurate timestamps, especially if we have access to realtime
* threading: we can get events more quickly and timestamp them, instead of
* having a rough timing granularity due to the framerate. We can't do this
* with SDL, though.
*
* Send input events for a specific type of device. Only one driver
* for a given set of InputDevice types should be loaded for a given
* arch. For example, any number of drivers may produce DEVICE_PUMPn
* events, but only one may be loaded at a time. (This will be inconvenient
* if, for example, we have two completely distinct methods of getting
* input for the same device; we have no method to allocate device numbers.
* We don't need this now; I'll write it if it becomes needed.)
*/
#include "RageInputDevice.h" // for InputDevice
class InputHandler
{
RageTimer m_LastUpdate;
public:
/* It's vital that this be called at the *end* of any overloads. */
virtual void Update(float fDeltaTime);
virtual ~InputHandler() { }
virtual void GetDevicesAndDescriptions(vector<InputDevice>& vDevicesOut, vector<CString>& vDescriptionsOut) = 0;
/* In Windows, some devices need to be recreated if we recreate our main window.
* Override this if you need to do that. */
virtual void WindowReset() { }
protected:
/* Convenience function: Call this to queue a received event. This may be called
* in a thread.
*
* Important detail: If the timestamp, di.ts, is zero, then it is assumed that
* this is not a threaded event handler. In that case, input is being polled,
* and the actual time the button was pressed may be any time since the last
* poll. In this case, ButtonPressed will pretend the button was pressed at
* the midpoint since the last update, which will smooth out the error.
*
* Note that timestamps are set to the current time by default, so for this to
* happen, you need to explicitly call di.ts.SetZero().
*
* If the timestamp is set, it'll be left alone. */
void ButtonPressed( DeviceInput di, bool Down );
};
#endif
/*
* Copyright (c) 2003 by the person(s) listed below. All rights reserved.
* Glenn Maynard
*/