ddnet/src/engine/input.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_INPUT_H
#define ENGINE_INPUT_H
#include "kernel.h"
const int g_MaxKeys = 512;
extern const char g_aaKeyStrings[g_MaxKeys][20];
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enum EInputMouseMode
{
// Use absolute mouse mode, doesn't grab the mouse inside the window and uses desktop cursor coordinates
INPUT_MOUSE_MODE_ABSOLUTE = 0,
// Use relative mouse mode, does grab the mouse inside the window and uses mouse driver coordinates(except if mouse old)
INPUT_MOUSE_MODE_RELATIVE,
// Use ingame mouse mode, does grab the mouse inside the window, but uses uses desktop cursor coordinates
INPUT_MOUSE_MODE_INGAME,
// Use ingame mouse mode, does grab the mouse inside the window, but uses uses desktop cursor coordinates, but is relative
INPUT_MOUSE_MODE_INGAME_RELATIVE,
};
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class IInput : public IInterface
{
MACRO_INTERFACE("input", 0)
public:
enum
{
INPUT_TEXT_SIZE = 128
};
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class CEvent
{
public:
int m_Flags;
int m_Key;
char m_aText[INPUT_TEXT_SIZE];
int m_InputCount;
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};
protected:
enum
{
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INPUT_BUFFER_SIZE = 32
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};
// quick access to events
int m_NumEvents;
IInput::CEvent m_aInputEvents[INPUT_BUFFER_SIZE];
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EInputMouseMode m_MouseMode = INPUT_MOUSE_MODE_ABSOLUTE;
public:
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enum
{
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FLAG_PRESS = 1,
FLAG_RELEASE = 2,
FLAG_REPEAT = 4,
FLAG_TEXT = 8,
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};
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EInputMouseMode GetMouseMode() { return m_MouseMode; };
void SetMouseMode(EInputMouseMode NewMode) { m_MouseMode = NewMode; };
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// events
int NumEvents() const { return m_NumEvents; }
virtual bool IsEventValid(CEvent *pEvent) const = 0;
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CEvent GetEvent(int Index) const
{
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if(Index < 0 || Index >= m_NumEvents)
{
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IInput::CEvent e = {0, 0};
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return e;
}
return m_aInputEvents[Index];
}
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CEvent *GetEventsRaw() { return m_aInputEvents; }
int *GetEventCountRaw() { return &m_NumEvents; }
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// keys
virtual bool KeyIsPressed(int Key) const = 0;
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virtual bool KeyPress(int Key, bool CheckCounter = false) const = 0;
const char *KeyName(int Key) const { return (Key >= 0 && Key < g_MaxKeys) ? g_aaKeyStrings[Key] : g_aaKeyStrings[0]; }
virtual void Clear() = 0;
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//
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virtual void NativeMousePos(int *x, int *y) const = 0;
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virtual bool NativeMousePressed(int index) = 0;
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// return true if the mode was changed
virtual bool MouseModeRelative() = 0;
virtual bool MouseModeAbsolute() = 0;
virtual bool MouseModeInGame(int *pDesiredX = NULL, int *pDesiredY = NULL) = 0;
virtual bool MouseModeInGameRelative() = 0;
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virtual int MouseDoubleClick() = 0;
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virtual const char *GetClipboardText() = 0;
virtual void SetClipboardText(const char *Text) = 0;
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// return true if there was a mouse input
virtual bool MouseAbsolute(int *x, int *y) = 0;
virtual bool MouseDesktopRelative(int *x, int *y) = 0;
virtual bool MouseRelative(float *x, float *y) = 0;
virtual bool GetIMEState() = 0;
virtual void SetIMEState(bool Activate) = 0;
virtual int GetIMEEditingTextLength() const = 0;
virtual const char *GetIMEEditingText() = 0;
virtual int GetEditingCursor() = 0;
virtual void SetEditingPosition(float X, float Y) = 0;
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};
class IEngineInput : public IInput
{
MACRO_INTERFACE("engineinput", 0)
public:
virtual void Init() = 0;
virtual int Update() = 0;
virtual void NextFrame() = 0;
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virtual int VideoRestartNeeded() = 0;
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};
extern IEngineInput *CreateEngineInput();
#endif