- This reduces the number of types associated with input; adding a distinct input type doesn't introduce a whole new enumerated type and related functions. - Special handling for different devices is needed less often. If you want to respond to an F1 press, simply check for KEY_F1; the device type doesn't really matter (though it'll usually be a keyboard). - This allows cleaner support for generalized USB devices. While they're usually of the traditional classes (keyboard, joystick) with associated inputs, they don't have to be. - Forced casts between parallel types can be removed, and weakly-specified variables (ints instead of the enum type) can be fixed. Some things that might have been merged havn't; for example, arrow keys on a keyboard (KEY_UP) are still distinct from axes on a joystick (JOY_UP). These may or may not be merged in the future. Some were: removed PUMP_ symbols. Treat them as generic buttons, and just give them names with GetDeviceSpecificInputString. It's not worth introducing more special names for something only used in one place.
116 lines
3.8 KiB
C++
116 lines
3.8 KiB
C++
/* InputFilter - Checks RageInput and generates a list of InputEvents, representing button presses, releases, and repeats. */
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#ifndef INPUTFILTER_H
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#define INPUTFILTER_H
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#include "RageInputDevice.h"
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enum InputEventType
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{
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/* The device was just pressed. */
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IET_FIRST_PRESS,
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/* The device is auto-repeating. These events are guaranteed to be sent only between
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* IET_FIRST_PRESS and IET_RELEASE pairs. */
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IET_SLOW_REPEAT,
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IET_FAST_REPEAT,
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/* The device is no longer pressed. Exactly one IET_RELEASE event will be sent
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* for each IET_FIRST_PRESS. */
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IET_RELEASE,
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/* The depression level of a button has changed. Read di.level to find the new
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* value. This can be sent outside of a IET_FIRST_PRESS/IET_RELEASE pair, since
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* a button/axis can have a non-zero level (eg. outside the axis dead zone) without
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* being high enough to count as a press. */
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IET_LEVEL_CHANGED
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};
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struct InputEvent : public DeviceInput
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{
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InputEvent() { type=IET_FIRST_PRESS; };
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InputEvent( InputDevice d, DeviceButton b, InputEventType t ): DeviceInput(d, b) { type=t; };
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InputEvent( DeviceInput di, InputEventType t ): DeviceInput(di) { type=t; };
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InputEventType type;
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};
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typedef vector<InputEvent> InputEventArray;
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class RageMutex;
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class InputFilter
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{
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public:
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void ButtonPressed( const DeviceInput &di, bool Down );
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void SetButtonComment( const DeviceInput &di, const CString &sComment = "" );
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void ResetDevice( InputDevice dev );
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InputFilter();
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~InputFilter();
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void Reset();
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void Update(float fDeltaTime);
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void SetRepeatRate( float fSlowDelay, float fFastDelay, float fRepeatRate );
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void ResetRepeatRate();
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void ResetKeyRepeat( const DeviceInput &di );
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bool IsBeingPressed( const DeviceInput &di );
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float GetSecsHeld( const DeviceInput &di );
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CString GetButtonComment( const DeviceInput &di ) const;
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void GetInputEvents( InputEventArray &array );
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private:
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struct ButtonState
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{
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ButtonState();
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bool m_BeingHeld; // actual current state
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bool m_bLastReportedHeld; // last state reported by Update()
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CString m_sComment;
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float m_fSecsHeld;
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float m_Level, m_LastLevel;
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// Timestamp of m_BeingHeld changing.
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RageTimer m_BeingHeldTime;
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// The time that we actually reported the last event (used for debouncing).
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RageTimer m_LastReportTime;
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};
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ButtonState m_ButtonState[NUM_INPUT_DEVICES][MAX_DEVICE_BUTTONS];
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void CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now );
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InputEventArray queue;
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RageMutex *queuemutex;
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};
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extern InputFilter* INPUTFILTER; // global and accessable from anywhere in our program
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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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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