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Fix line endings and tabs
This commit is contained in:
@ -1,252 +1,252 @@
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plAvatarInputInterface //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef plAvatarInputInterface_inc
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#define plAvatarInputInterface_inc
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#include "plInputInterface.h"
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#include "pnInputCore/plInputMap.h"
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#include "hsTemplates.h"
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#include "hsGeometry3.h"
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#include "hsUtils.h"
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//// Class Definition ////////////////////////////////////////////////////////
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class plInputEventMsg;
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class plMouseEventMsg;
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class plKeyMap;
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class plMouseMap;
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class plKey;
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class hsStream;
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class hsResMgr;
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class plAvatarInputMap;
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class plPipeline;
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class plAvatarInputInterface;
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//// Little Input Map Helpers ////////////////////////////////////////////////
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class plAvatarInputMap
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{
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protected:
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plAvatarInputInterface *fInterface;
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public:
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plAvatarInputMap();
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virtual ~plAvatarInputMap();
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virtual char *GetName() = 0;
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virtual hsBool IsBasic() { return false; }
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plMouseMap *fMouseMap;
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UInt32 fButtonState;
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};
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// Basic avatar mappings, for when the avatar is in "suspended input" mode.
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class plSuspendedMovementMap : public plAvatarInputMap
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{
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public:
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plSuspendedMovementMap();
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virtual char *GetName() { return "Suspended Movement"; }
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};
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// The above, plus movement
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class plBasicControlMap : public plSuspendedMovementMap
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{
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public:
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plBasicControlMap();
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virtual char *GetName() { return "Basic"; }
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virtual hsBool IsBasic() { return true; }
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};
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// The above, plus movement
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class plBasicThirdPersonControlMap : public plBasicControlMap
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{
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public:
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plBasicThirdPersonControlMap();
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virtual char *GetName() { return "Basic Third Person"; }
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};
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class plLadderControlMap : public plSuspendedMovementMap
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{
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public:
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plLadderControlMap();
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virtual char *GetName() { return "LadderClimb"; }
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};
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class plLadderMountMap : public plSuspendedMovementMap
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{
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public:
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plLadderMountMap();
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virtual char *GetName() { return "Ladder Mount"; }
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};
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class plLadderDismountMap : public plSuspendedMovementMap
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{
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public:
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plLadderDismountMap();
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virtual char *GetName() { return "Ladder Dismount"; }
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};
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class plBasicFirstPersonControlMap : public plBasicControlMap
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{
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public:
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plBasicFirstPersonControlMap();
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virtual char *GetName() { return "Basic First Person"; }
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};
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// Mouse walk mode
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class pl3rdWalkMap : public plAvatarInputMap
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{
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public:
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pl3rdWalkMap();
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virtual ~pl3rdWalkMap();
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};
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class pl3rdWalkForwardMap : public pl3rdWalkMap
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{
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public:
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pl3rdWalkForwardMap();
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virtual char *GetName() { return "Walking Forward"; }
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};
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class pl3rdWalkBackwardMap : public pl3rdWalkMap
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{
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public:
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pl3rdWalkBackwardMap();
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virtual char *GetName() { return "Walking Backward"; }
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};
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class pl3rdWalkBackwardLBMap : public pl3rdWalkMap
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{
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public:
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pl3rdWalkBackwardLBMap();
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virtual char *GetName() { return "Walking Backward (LB)"; }
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};
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///////////////////////////////////////////////////////////////////////////////////
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class plAvatarInputInterface : public plInputInterface
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{
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protected:
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UInt32 fCurrentCursor;
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hsScalar fCursorOpacity, fCursorTimeout, fCursorFadeDelay;
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plAvatarInputMap *fInputMap;
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static plAvatarInputInterface *fInstance;
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virtual hsBool IHandleCtrlCmd( plCtrlCmd *cmd );
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// Gets called once per IUpdate(), just like normal IEval()s
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virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty );
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void IDeactivateCommand(plMouseInfo *info);
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void IChangeInputMaps(plAvatarInputMap *newMap);
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void ISetSuspendMovementMode();
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void ISetBasicMode();
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void ISetMouseWalkMode(ControlEventCode code);
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void ISetLadderMap();
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void ISetPreLadderMap();
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void ISetPostLadderMap();
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hsBool IHasControlFlag(int f) const { return fControlFlags.IsBitSet(f); }
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void IClearControlFlag(int which) { fControlFlags.ClearBit( which ); }
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hsBool CursorInBox(plMouseEventMsg* pMsg, hsPoint4 box);
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void ClearMouseCursor();
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void DisableMouseInput() { fMouseDisabled = true; }
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void EnableMouseInput() { fMouseDisabled = false; }
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void Reset();
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void RequestCursorToWorldPos(hsScalar xPos, hsScalar yPos, int ID);
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hsBitVector fControlFlags;
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hsBool fMouseDisabled;
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plPipeline* fPipe;
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int fCursorState;
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int fCursorPriority;
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hsBool f3rdPerson;
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public:
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plAvatarInputInterface();
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virtual ~plAvatarInputInterface();
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void CameraInThirdPerson(hsBool state);
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// Always return true, since the cursor should be representing how we control the avatar
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virtual hsBool HasInterestingCursorID( void ) const { return true; }
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virtual UInt32 GetPriorityLevel( void ) const { return kAvatarInputPriority; }
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virtual UInt32 GetCurrentCursorID( void ) const { return fCurrentCursor; }
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virtual hsScalar GetCurrentCursorOpacity( void ) const { return fCursorOpacity; }
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char* GetInputMapName() { return fInputMap ? fInputMap->GetName() : ""; }
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virtual hsBool InterpretInputEvent( plInputEventMsg *pMsg );
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virtual void MissedInputEvent( plInputEventMsg *pMsg );
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virtual hsBool MsgReceive( plMessage *msg );
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virtual void Init( plInputInterfaceMgr *manager );
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virtual void Shutdown( void );
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virtual void RestoreDefaultKeyMappings( void );
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virtual void ClearKeyMap();
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// [dis/en]able mouse commands for avatar movement
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void SuspendMouseMovement();
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void EnableMouseMovement();
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void EnableJump(hsBool val);
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void EnableForwardMovement(hsBool val);
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void EnableControl(hsBool val, ControlEventCode code);
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void ClearLadderMode();
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void SetLadderMode();
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void ForceAlwaysRun(hsBool val);
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void SetControlFlag(int f, hsBool val = true) { fControlFlags.SetBit(f, val); }
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void SetCursorFadeDelay( hsScalar delay ) { fCursorFadeDelay = delay; }
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hsBool IsEnterChatModeBound();
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static plAvatarInputInterface *GetInstance( void ) { return fInstance; }
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};
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#endif plAvatarInputInterface_inc
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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||||
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You should have received a copy of the GNU General Public License
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||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plAvatarInputInterface //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef plAvatarInputInterface_inc
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#define plAvatarInputInterface_inc
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#include "plInputInterface.h"
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#include "pnInputCore/plInputMap.h"
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#include "hsTemplates.h"
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#include "hsGeometry3.h"
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#include "hsUtils.h"
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//// Class Definition ////////////////////////////////////////////////////////
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class plInputEventMsg;
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class plMouseEventMsg;
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class plKeyMap;
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class plMouseMap;
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class plKey;
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class hsStream;
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class hsResMgr;
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class plAvatarInputMap;
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class plPipeline;
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class plAvatarInputInterface;
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//// Little Input Map Helpers ////////////////////////////////////////////////
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class plAvatarInputMap
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{
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protected:
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plAvatarInputInterface *fInterface;
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public:
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plAvatarInputMap();
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virtual ~plAvatarInputMap();
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virtual char *GetName() = 0;
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virtual hsBool IsBasic() { return false; }
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plMouseMap *fMouseMap;
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UInt32 fButtonState;
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};
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// Basic avatar mappings, for when the avatar is in "suspended input" mode.
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class plSuspendedMovementMap : public plAvatarInputMap
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{
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public:
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plSuspendedMovementMap();
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virtual char *GetName() { return "Suspended Movement"; }
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};
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// The above, plus movement
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class plBasicControlMap : public plSuspendedMovementMap
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{
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public:
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plBasicControlMap();
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virtual char *GetName() { return "Basic"; }
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virtual hsBool IsBasic() { return true; }
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};
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// The above, plus movement
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class plBasicThirdPersonControlMap : public plBasicControlMap
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{
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public:
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plBasicThirdPersonControlMap();
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virtual char *GetName() { return "Basic Third Person"; }
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};
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class plLadderControlMap : public plSuspendedMovementMap
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{
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public:
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plLadderControlMap();
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virtual char *GetName() { return "LadderClimb"; }
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};
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class plLadderMountMap : public plSuspendedMovementMap
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{
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public:
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plLadderMountMap();
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virtual char *GetName() { return "Ladder Mount"; }
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};
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class plLadderDismountMap : public plSuspendedMovementMap
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{
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public:
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plLadderDismountMap();
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virtual char *GetName() { return "Ladder Dismount"; }
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};
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class plBasicFirstPersonControlMap : public plBasicControlMap
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{
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public:
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plBasicFirstPersonControlMap();
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virtual char *GetName() { return "Basic First Person"; }
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};
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// Mouse walk mode
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class pl3rdWalkMap : public plAvatarInputMap
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{
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public:
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pl3rdWalkMap();
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virtual ~pl3rdWalkMap();
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};
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class pl3rdWalkForwardMap : public pl3rdWalkMap
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{
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public:
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pl3rdWalkForwardMap();
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virtual char *GetName() { return "Walking Forward"; }
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};
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class pl3rdWalkBackwardMap : public pl3rdWalkMap
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{
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public:
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pl3rdWalkBackwardMap();
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virtual char *GetName() { return "Walking Backward"; }
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};
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class pl3rdWalkBackwardLBMap : public pl3rdWalkMap
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{
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public:
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pl3rdWalkBackwardLBMap();
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virtual char *GetName() { return "Walking Backward (LB)"; }
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};
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///////////////////////////////////////////////////////////////////////////////////
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class plAvatarInputInterface : public plInputInterface
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{
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protected:
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UInt32 fCurrentCursor;
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hsScalar fCursorOpacity, fCursorTimeout, fCursorFadeDelay;
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plAvatarInputMap *fInputMap;
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static plAvatarInputInterface *fInstance;
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virtual hsBool IHandleCtrlCmd( plCtrlCmd *cmd );
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// Gets called once per IUpdate(), just like normal IEval()s
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virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty );
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void IDeactivateCommand(plMouseInfo *info);
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void IChangeInputMaps(plAvatarInputMap *newMap);
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void ISetSuspendMovementMode();
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void ISetBasicMode();
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void ISetMouseWalkMode(ControlEventCode code);
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void ISetLadderMap();
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void ISetPreLadderMap();
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void ISetPostLadderMap();
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hsBool IHasControlFlag(int f) const { return fControlFlags.IsBitSet(f); }
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void IClearControlFlag(int which) { fControlFlags.ClearBit( which ); }
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hsBool CursorInBox(plMouseEventMsg* pMsg, hsPoint4 box);
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void ClearMouseCursor();
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void DisableMouseInput() { fMouseDisabled = true; }
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void EnableMouseInput() { fMouseDisabled = false; }
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void Reset();
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void RequestCursorToWorldPos(hsScalar xPos, hsScalar yPos, int ID);
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hsBitVector fControlFlags;
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hsBool fMouseDisabled;
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plPipeline* fPipe;
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int fCursorState;
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int fCursorPriority;
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hsBool f3rdPerson;
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public:
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plAvatarInputInterface();
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virtual ~plAvatarInputInterface();
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void CameraInThirdPerson(hsBool state);
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// Always return true, since the cursor should be representing how we control the avatar
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virtual hsBool HasInterestingCursorID( void ) const { return true; }
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virtual UInt32 GetPriorityLevel( void ) const { return kAvatarInputPriority; }
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virtual UInt32 GetCurrentCursorID( void ) const { return fCurrentCursor; }
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virtual hsScalar GetCurrentCursorOpacity( void ) const { return fCursorOpacity; }
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char* GetInputMapName() { return fInputMap ? fInputMap->GetName() : ""; }
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virtual hsBool InterpretInputEvent( plInputEventMsg *pMsg );
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virtual void MissedInputEvent( plInputEventMsg *pMsg );
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virtual hsBool MsgReceive( plMessage *msg );
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virtual void Init( plInputInterfaceMgr *manager );
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virtual void Shutdown( void );
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virtual void RestoreDefaultKeyMappings( void );
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virtual void ClearKeyMap();
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// [dis/en]able mouse commands for avatar movement
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void SuspendMouseMovement();
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void EnableMouseMovement();
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void EnableJump(hsBool val);
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void EnableForwardMovement(hsBool val);
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void EnableControl(hsBool val, ControlEventCode code);
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void ClearLadderMode();
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void SetLadderMode();
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void ForceAlwaysRun(hsBool val);
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void SetControlFlag(int f, hsBool val = true) { fControlFlags.SetBit(f, val); }
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void SetCursorFadeDelay( hsScalar delay ) { fCursorFadeDelay = delay; }
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hsBool IsEnterChatModeBound();
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static plAvatarInputInterface *GetInstance( void ) { return fInstance; }
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};
|
||||
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||||
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||||
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||||
#endif plAvatarInputInterface_inc
|
||||
|
Reference in New Issue
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