2009-02-11 09:24:56 +00:00
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#ifndef INPUT_MANAGER_H
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#define INPUT_MANAGER_H
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// Both of these are hard coded in a lot of places, so don't modify them.
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// Base sensitivity means that a sensitivity of that corresponds to a factor of 1.
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// Fully down means that value corresponds to a button being fully down (255).
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// a value of 128 or more corresponds to that button being pressed, for binary
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// values.
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#define BASE_SENSITIVITY (1<<16)
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#define FULLY_DOWN (1<<16)
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/* Idea is for this file and the associated cpp file to be Windows independent.
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* Still more effort than it's worth to port to Linux, however.
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*/
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// Match DirectInput8 values.
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enum ControlType {
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NO_CONTROL = 0,
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// Axes are ints. Relative axes are for mice, mice wheels, etc,
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// and are always reported relative to their last value.
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// Absolute axes range from -65536 to 65536 and are absolute positions,
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// like for joysticks and pressure sensitive buttons.
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RELAXIS = 1,
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ABSAXIS = 2,
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// Buttons range from 0 to 65536.
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PSHBTN = 4,
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TGLBTN = 8,
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// POV controls are ints, values range from -1 to 36000.
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// -1 means not pressed, otherwise it's an angle.
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// For easy DirectInput compatibility, anything outside.
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// that range is treated as -1 (Though 36000-37000 is treated
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// like 0 to 1000, just in case).
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POV = 16,
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};
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// Masks to determine button type. Don't need one for POV.
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#define BUTTON 12
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#define AXIS 3
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struct Binding {
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int controlIndex;
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int command;
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int sensitivity;
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unsigned char turbo;
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};
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#define UID_AXIS (1<<31)
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#define UID_POV (1<<30)
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#define UID_AXIS_POS (1<<24)
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#define UID_AXIS_NEG (2<<24)
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#define UID_POV_N (3<<24)
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#define UID_POV_E (4<<24)
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#define UID_POV_S (5<<24)
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#define UID_POV_W (6<<24)
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// One of these exists for each bindable object.
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// Bindable objects consist of buttons, axis, pov controls,
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// and individual axis/pov directions. Not that pov controls
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// cannot actually be bound, but when trying to bind as an axis,
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// all directions are assigned individually.
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struct VirtualControl {
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// Unique id for control, given device. Based on source control's id,
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// source control type, axis/pov flags if it's a pov/axis (Rather than
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// a button or a pov/axis control's individual button), and an index,
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// if the control is split.
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unsigned int uid;
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// virtual key code. 0 if none.
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int physicalControlIndex;
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};
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// Need one for each button, axis, and pov control.
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// API-specific code creates the PhysicalControls and
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// updates their state, standard function then populates
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// the VirtualControls and queues the keyboard messages, if
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// needed.
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struct PhysicalControl {
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// index of the first virtual control corresponding to this.
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// Buttons have 1 virtual control, axes 3, and povs 5, all
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// in a row.
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int baseVirtualControlIndex;
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ControlType type;
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// id. Must be unique for control type.
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// short so can be combined with other values to get
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// uid for virtual controls.
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unsigned short id;
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unsigned short vkey;
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wchar_t *name;
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};
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enum DeviceAPI {
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NO_API = 0,
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DI = 1,
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WM = 2,
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RAW = 3,
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XINPUT = 4,
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// Not currently used.
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LLHOOK = 5,
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// Not a real API, obviously. Only used with keyboards,
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// to ignore individual buttons. Wrapper itself takes care
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// of ignoring bound keys. Otherwise, works normally.
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IGNORE_KEYBOARD = 6,
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};
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enum DeviceType {
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NO_DEVICE = 0,
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KEYBOARD = 1,
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MOUSE = 2,
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2009-03-29 18:03:42 +00:00
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OTHER = 3
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2009-02-11 09:24:56 +00:00
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};
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enum EffectType {
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EFFECT_CONSTANT,
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EFFECT_PERIODIC,
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EFFECT_RAMP
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};
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// force range sfrom -BASE_SENSITIVITY to BASE_SENSITIVITY.
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// Order matches ForceFeedbackAxis order. force of 0 means to
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// ignore that axis completely. Force of 1 or -1 means to initialize
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// the axis with minimum force (Possibly 0 force), if applicable.
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struct AxisEffectInfo {
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int force;
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};
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struct ForceFeedbackBinding {
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AxisEffectInfo *axes;
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int effectIndex;
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unsigned char motor;
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};
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// Bindings listed by effect, so I don't have to bother with
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// indexing effects.
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struct ForceFeedbackEffectType {
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wchar_t *displayName;
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// Because I'm lazy, can only have ASCII characters and no spaces.
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wchar_t *effectID;
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// constant, ramp, or periodic
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EffectType type;
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};
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struct ForceFeedbackAxis {
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wchar_t *displayName;
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int id;
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};
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// Note: Unbound controls don't need to be listed, though they can be.
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// Nonexistent controls can be listed as well (Like listing 5 buttons
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// even for three button mice, as some APIs make it impossible to figure
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// out which buttons you really have).
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// Used both for active devices and for sets of settings for devices.
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// Way things work:
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// LoadSettings() will delete all device info, then load settings to get
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// one set of generic devices. Then I enumerate all devices. Then I merge
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// them, moving settings from the generic devices to the enumerated ones.
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// Can't refresh without loading settings.
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struct PadBindings {
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Binding *bindings;
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int numBindings;
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ForceFeedbackBinding *ffBindings;
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int numFFBindings;
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};
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// Mostly self-contained, but bindings are modified by config.cpp, to make
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// updating the ListView simpler.
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class Device {
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public:
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DeviceAPI api;
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DeviceType type;
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char active;
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char attached;
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// Based on input modes.
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char enabled;
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union {
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// Allows for one loop to compare all 3 in order.
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wchar_t *IDs[3];
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struct {
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// Same as DisplayName, when not given. Absolutely must be unique.
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// Used for loading/saving controls. If matches, all other strings
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// are ignored, so must be unique.
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wchar_t *instanceID;
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// Not required. Used when a device's instance id changes, doesn't have to
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// be unique. For devices that can only have one instance, not needed.
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wchar_t *productID;
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wchar_t *displayName;
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};
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};
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2009-03-15 15:00:22 +00:00
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PadBindings pads[2][4];
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2009-02-11 09:24:56 +00:00
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// Virtual controls. All basically act like pressure sensitivity buttons, with
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// values between 0 and 2^16. 2^16 is fully down, 0 is up. Larger values
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// are allowed, but *only* for absolute axes (Which don't support the flip checkbox).
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// Each control on a device must have a unique id, used for binding.
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VirtualControl *virtualControls;
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int numVirtualControls;
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int *virtualControlState;
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int *oldVirtualControlState;
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PhysicalControl *physicalControls;
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int numPhysicalControls;
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int *physicalControlState;
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ForceFeedbackEffectType *ffEffectTypes;
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int numFFEffectTypes;
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ForceFeedbackAxis *ffAxes;
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int numFFAxes;
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void AddFFAxis(const wchar_t *displayName, int id);
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void AddFFEffectType(const wchar_t *displayName, const wchar_t *effectID, EffectType type);
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Device(DeviceAPI, DeviceType, const wchar_t *displayName, const wchar_t *instanceID = 0, wchar_t *deviceID = 0);
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virtual ~Device();
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// Allocates memory for old and new state, sets everything to 0.
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// all old states are in one array, buttons, axes, and then POVs.
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// start of each section is int aligned. This makes it DirectInput
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// compatible.
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void AllocState();
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// Doesn't actually flip. Copies current state to old state.
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void FlipState();
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// Frees state variables.
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void FreeState();
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ForceFeedbackEffectType *GetForcefeedbackEffect(wchar_t *id);
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ForceFeedbackAxis *GetForceFeedbackAxis(int id);
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VirtualControl *GetVirtualControl(unsigned int uid);
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PhysicalControl *AddPhysicalControl(ControlType type, unsigned short id, unsigned short vkey, const wchar_t *name = 0);
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VirtualControl *AddVirtualControl(unsigned int uid, int physicalControlIndex);
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virtual wchar_t *GetVirtualControlName(VirtualControl *c);
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virtual wchar_t *GetPhysicalControlName(PhysicalControl *c);
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void CalcVirtualState();
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// args are OS dependent.
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inline virtual int Activate(void *args) {
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return 0;
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}
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inline virtual void Deactivate() {
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FreeState();
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active = 0;
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}
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// Default update proc. All that's needed for post-based APIs.
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inline virtual int Update() {
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return active;
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}
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// force is from -FULLY_DOWN to FULLY_DOWN.
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// Either function can be overridden. Second one by default calls the first
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// for every bound effect that's affected.
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// Note: Only used externally for binding, so if override the other one, can assume
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// all other forces are currently 0.
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inline virtual void SetEffect(ForceFeedbackBinding *binding, unsigned char force) {}
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2009-03-15 15:00:22 +00:00
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inline virtual void SetEffects(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force);
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2009-02-11 09:24:56 +00:00
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// Called after reading. Basically calls FlipState().
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// Some device types (Those that don't incrementally update)
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// could call FlipState elsewhere, but this makes it simpler to ignore
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// while binding.
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virtual void PostRead();
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};
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class InputDeviceManager {
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public:
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Device **devices;
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int numDevices;
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void ClearDevices();
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// When refreshing devices, back up old devices, then
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// populate this with new devices, then call copy bindings.
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// All old bindings are copied to matching devices.
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// When old devices are missing, I do a slightly more careful search
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2009-03-17 05:37:09 +00:00
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// using productIDs and then (in desperation) displayName.
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// Finally create new dummy devices if no matches found.
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2009-02-11 09:24:56 +00:00
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void CopyBindings(int numDevices, Device **devices);
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InputDeviceManager();
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~InputDeviceManager();
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void AddDevice(Device *d);
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Device *GetActiveDevice(void *info, unsigned int *uid, int *index, int *value);
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2009-02-11 09:24:56 +00:00
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void Update(void *attachInfo);
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2009-03-17 05:37:09 +00:00
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2009-02-11 09:24:56 +00:00
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// Called after reading state, after Update().
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void PostRead();
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2009-03-15 15:00:22 +00:00
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void SetEffect(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force);
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2009-02-11 09:24:56 +00:00
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// Update does this as needed.
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// void GetInput(void *v);
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void ReleaseInput();
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void DisableDevice(int index);
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inline void EnableDevice(int i) {
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devices[i]->enabled = 1;
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}
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void EnableDevices(DeviceType type, DeviceAPI api);
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void DisableAllDevices();
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};
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extern InputDeviceManager *dm;
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#endif
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