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175
Torque/SDK/engine/platformX86UNIX/x86UNIXInputManager.h
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175
Torque/SDK/engine/platformX86UNIX/x86UNIXInputManager.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _X86UNIXINPUTMANAGER_H_
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#define _X86UNIXINPUTMANAGER_H_
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#include "core/tVector.h"
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#include "platform/platformInput.h"
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#include "platformX86UNIX/platformX86UNIX.h"
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#include <SDL/SDL_events.h>
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#define NUM_KEYS ( KEY_OEM_102 + 1 )
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#define KEY_FIRST KEY_ESCAPE
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struct AsciiData
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{
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struct KeyData
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{
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U16 ascii;
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bool isDeadChar;
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};
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KeyData upper;
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KeyData lower;
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KeyData goofy;
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};
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typedef struct _SDL_Joystick;
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struct JoystickAxisInfo
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{
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S32 type;
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S32 minValue;
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S32 maxValue;
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};
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//------------------------------------------------------------------------------
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class JoystickInputDevice : public InputDevice
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{
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public:
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JoystickInputDevice(U8 deviceID);
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~JoystickInputDevice();
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bool activate();
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bool deactivate();
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bool isActive() { return( mActive ); }
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U8 getDeviceType() { return( JoystickDeviceType ); }
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U8 getDeviceID() { return( mDeviceID ); }
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const char* getName();
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const char* getJoystickAxesString();
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void loadJoystickInfo();
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void loadAxisInfo();
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JoystickAxisInfo& getAxisInfo(int axisNum) { return mAxisList[axisNum]; }
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bool process();
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void reset();
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private:
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bool mActive;
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U8 mDeviceID;
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SDL_Joystick* mStick;
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Vector<JoystickAxisInfo> mAxisList;
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Vector<bool> mButtonState;
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Vector<U8> mHatState;
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S32 mNumAxes;
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S32 mNumButtons;
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S32 mNumHats;
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S32 mNumBalls;
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};
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//------------------------------------------------------------------------------
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class UInputManager : public InputManager
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{
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friend bool JoystickInputDevice::process(); // for joystick event funcs
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friend void JoystickInputDevice::reset();
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public:
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UInputManager();
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void init();
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bool enable();
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void disable();
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void activate();
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void deactivate();
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void setWindowLocked(bool locked);
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bool isActive() { return( mActive ); }
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void onDeleteNotify( SimObject* object );
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bool onAdd();
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void onRemove();
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void process();
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bool enableKeyboard();
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void disableKeyboard();
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bool isKeyboardEnabled() { return( mKeyboardEnabled ); }
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bool activateKeyboard();
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void deactivateKeyboard();
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bool isKeyboardActive() { return( mKeyboardActive ); }
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bool enableMouse();
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void disableMouse();
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bool isMouseEnabled() { return( mMouseEnabled ); }
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bool activateMouse();
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void deactivateMouse();
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bool isMouseActive() { return( mMouseActive ); }
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bool enableJoystick();
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void disableJoystick();
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bool isJoystickEnabled() { return( mJoystickEnabled ); }
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bool activateJoystick();
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void deactivateJoystick();
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bool isJoystickActive() { return( mJoystickActive ); }
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void setLocking(bool enabled);
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bool getLocking() { return mLocking; }
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const char* getJoystickAxesString( U32 deviceID );
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bool joystickDetected() { return mJoystickList.size() > 0; }
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private:
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typedef SimGroup Parent;
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// the following vector is just for quick access during event processing.
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// it does not manage the cleanup of the JoystickInputDevice objects
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Vector<JoystickInputDevice*> mJoystickList;
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bool mKeyboardEnabled;
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bool mMouseEnabled;
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bool mJoystickEnabled;
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bool mKeyboardActive;
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bool mMouseActive;
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bool mJoystickActive;
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bool mActive;
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// Device state variables
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S32 mModifierKeys;
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bool mKeyboardState[256];
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bool mMouseButtonState[3];
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// last mousex and y are maintained when window is unlocked
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S32 mLastMouseX;
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S32 mLastMouseY;
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void initJoystick();
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void resetKeyboardState();
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void resetMouseState();
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void resetInputState();
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void lockInput();
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void unlockInput();
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bool mLocking;
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void joyHatEvent(U8 deviceID, U8 hatNum,
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U8 prevHatState, U8 currHatState);
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void joyButtonEvent(U8 deviceID, U8 buttonNum, bool pressed);
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void joyButtonEvent(const SDL_Event& event);
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void joyAxisEvent(const SDL_Event& event);
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void joyAxisEvent(U8 deviceID, U8 axisNum, S16 axisValue);
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void mouseButtonEvent(const SDL_Event& event);
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void mouseMotionEvent(const SDL_Event& event);
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void keyEvent(const SDL_Event& event);
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bool processKeyEvent(InputEvent &event);
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};
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#endif // _H_X86UNIXINPUTMANAGER_
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