/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // input.h -- external (non-keyboard) input devices void IN_ReInit (void); void IN_Init (void); float IN_DetermineMouseRate(void); void IN_Shutdown (void); void IN_Commands (void); // oportunity for devices to stick commands on the script buffer void IN_Touch_BlockGestures(unsigned int devid); //prevents any gestures from being generated from the same touch event. int IN_Touch_Fallback(unsigned int devid); //decides whether a tap should be attack/jump according to m_touchstrafe qboolean IN_Touch_MouseIsAbs(unsigned int devid); void IN_Move (float *nudgemovements, float *absmovements, int pnum, float frametime); // add additional movement on top of the keyboard move cmd extern cvar_t in_xflip; extern float mousecursor_x, mousecursor_y; extern float mousemove_x, mousemove_y; void IN_ActivateMouse(void); void IN_DeactivateMouse(void); int CL_TargettedSplit(qboolean nowrap); //specific events for the system-specific input code to call. may be called outside the main thread (so long as you don't call these simultaneously - ie: use a mutex or only one input thread). void IN_KeyEvent(unsigned int devid, int down, int keycode, int unicode); //don't use IN_KeyEvent for mice if you ever use abs mice... void IN_MouseMove(unsigned int devid, int abs, float x, float y, float z, float size); void IN_JoystickAxisEvent(unsigned int devid, int axis, float value); void IN_Accelerometer(unsigned int devid, float x, float y, float z); void IN_Gyroscope(unsigned int devid, float pitch, float yaw, float roll); qboolean IN_SetHandPosition(const char *devname, vec3_t org, vec3_t ang, vec3_t vel, vec3_t avel); //system-specific functions void INS_Move (void); void INS_Accumulate (void); void INS_ClearStates (void); void INS_ReInit (void); void INS_Init (void); void INS_Shutdown (void); void INS_Commands (void); //final chance to call IN_MouseMove/IN_KeyEvent each frame void INS_EnumerateDevices(void *ctx, void(*callback)(void *ctx, const char *type, const char *devicename, unsigned int *qdevid)); void INS_SetupControllerAudioDevices(qboolean enabled); //creates audio devices for each controller (where controllers have their own audio devices) enum controllertype_e { CONTROLLER_NONE, CONTROLLER_UNKNOWN, //its all just numbers. could be anything CONTROLLER_XBOX, //ABXY CONTROLLER_PLAYSTATION, //XOSqareTriangle CONTROLLER_NINTENDO, //BAYX... CONTROLLER_VIRTUAL //its fucked. no idea what mappings they're using at all. could be keyboard. }; enum controllertype_e INS_GetControllerType(int id); void INS_Rumble(int joy, quint16_t amp_low, quint16_t amp_high, quint32_t duration); void INS_RumbleTriggers(int joy, quint16_t left, quint16_t right, quint32_t duration); void INS_SetLEDColor(int id, vec3_t color); void INS_SetTriggerFX(int id, const void *data, size_t size); qboolean INS_KeyToLocalName(int qkey, char *buf, size_t bufsize); //returns a name for the key, according to their keyboard layout AND system language(hopefully), or false on unsupported/error. result may change at any time (eg: tap alt+shift on windows) #define DEVID_UNSET ~0u extern cvar_t cl_splitscreen; extern cvar_t cl_nodelta; extern cvar_t cl_c2spps; extern cvar_t cl_c2sImpulseBackup; extern cvar_t cl_netfps; extern cvar_t cl_queueimpulses; extern cvar_t cl_smartjump; extern cvar_t cl_run; extern cvar_t cl_fastaccel; extern cvar_t cl_rollspeed; extern cvar_t cl_prydoncursor; extern cvar_t cl_instantrotate; extern cvar_t in_xflip; extern cvar_t in_windowed_mouse; //if 0, uses absolute mouse coords allowing the mouse to be used for other programs too. ignored when fullscreen (and reliable). extern cvar_t prox_inmenu; extern cvar_t cl_forceseat;