1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef PEGASUS_INPUT_H
#define PEGASUS_INPUT_H
#include "common/events.h"
#include "common/hashmap.h"
#include "common/rect.h"
#include "common/singleton.h"
#include "pegasus/constants.h"
#include "pegasus/types.h"
namespace Pegasus {
class Hotspot;
class Input;
class InputDeviceManager : public Common::Singleton<InputDeviceManager>, public Common::EventObserver {
public:
InputDeviceManager();
~InputDeviceManager();
bool notifyEvent(const Common::Event &event);
void getInput(Input &, const InputBits);
void waitInput(const InputBits);
void pumpEvents();
protected:
friend class Common::Singleton<SingletonBaseType>;
// Keep track of which keys are down (= true) or not
Common::HashMap<uint, bool> _keyMap;
InputBits _lastRawBits;
bool _consoleRequested;
};
enum {
kButtonDownBit = 0,
kAutoButtonBit = 1,
kBitsPerButton = 2,
kButtonDownMask = 1 << kButtonDownBit,
kAutoButtonMask = 1 << kAutoButtonBit,
kButtonStateBits = kButtonDownMask | kAutoButtonMask,
kRawButtonUp = 0,
kRawButtonDown = kButtonDownMask | kAutoButtonMask,
kButtonUp = 0,
kButtonDown = kButtonDownMask,
kButtonAutoUp = kAutoButtonMask,
kButtonAutoDown = kButtonDownMask | kAutoButtonMask
};
enum {
kUpButtonNum = 0,
kLeftButtonNum = 1,
kDownButtonNum = 2,
kRightButtonNum = 3,
kLeftFireButtonNum = 4,
kRightFireButtonNum = 5,
kOneButtonNum = 6,
kTwoButtonNum = 7,
kThreeButtonNum = 8,
kFourButtonNum = 9,
kMod1ButtonNum = 10,
kMod2ButtonNum = 11,
kMod3ButtonNum = 12
};
enum {
kUpButtonShift = kUpButtonNum * kBitsPerButton,
kLeftButtonShift = kLeftButtonNum * kBitsPerButton,
kDownButtonShift = kDownButtonNum * kBitsPerButton,
kRightButtonShift = kRightButtonNum * kBitsPerButton,
kLeftFireButtonShift = kLeftFireButtonNum * kBitsPerButton,
kRightFireButtonShift = kRightFireButtonNum * kBitsPerButton,
kOneButtonShift = kOneButtonNum * kBitsPerButton,
kTwoButtonShift = kTwoButtonNum * kBitsPerButton,
kThreeButtonShift = kThreeButtonNum * kBitsPerButton,
kFourButtonShift = kFourButtonNum * kBitsPerButton,
kMod1ButtonShift = kMod1ButtonNum * kBitsPerButton,
kMod2ButtonShift = kMod2ButtonNum * kBitsPerButton,
kMod3ButtonShift = kMod3ButtonNum * kBitsPerButton
};
enum {
kAllUpBits = (kButtonUp << kUpButtonShift) |
(kButtonUp << kLeftButtonShift) |
(kButtonUp << kDownButtonShift) |
(kButtonUp << kRightButtonShift) |
(kButtonUp << kLeftFireButtonShift) |
(kButtonUp << kRightFireButtonShift) |
(kButtonUp << kOneButtonShift) |
(kButtonUp << kTwoButtonShift) |
(kButtonUp << kThreeButtonShift) |
(kButtonUp << kFourButtonShift) |
(kButtonUp << kMod1ButtonShift) |
(kButtonUp << kMod2ButtonShift) |
(kButtonUp << kMod3ButtonShift),
kDirectionBits = (kButtonDownMask << kUpButtonShift) |
(kButtonDownMask << kLeftButtonShift) |
(kButtonDownMask << kDownButtonShift) |
(kButtonDownMask << kRightButtonShift),
kButtonBits = (kButtonDownMask << kLeftFireButtonShift) |
(kButtonDownMask << kRightFireButtonShift) |
(kButtonDownMask << kOneButtonShift) |
(kButtonDownMask << kTwoButtonShift) |
(kButtonDownMask << kThreeButtonShift) |
(kButtonDownMask << kFourButtonShift) |
(kButtonDownMask << kMod1ButtonShift) |
(kButtonDownMask << kMod2ButtonShift) |
(kButtonDownMask << kMod3ButtonShift),
kAllButtonDownBits = kDirectionBits | kButtonBits,
kAllAutoBits = (kAutoButtonMask << kUpButtonShift) |
(kAutoButtonMask << kLeftButtonShift) |
(kAutoButtonMask << kDownButtonShift) |
(kAutoButtonMask << kRightButtonShift) |
(kAutoButtonMask << kLeftFireButtonShift) |
(kAutoButtonMask << kRightFireButtonShift) |
(kAutoButtonMask << kOneButtonShift) |
(kAutoButtonMask << kTwoButtonShift) |
(kAutoButtonMask << kThreeButtonShift) |
(kAutoButtonMask << kFourButtonShift) |
(kAutoButtonMask << kMod1ButtonShift) |
(kAutoButtonMask << kMod2ButtonShift) |
(kAutoButtonMask << kMod3ButtonShift),
kFilterUpButton = kButtonDownMask << kUpButtonShift,
kFilterUpAuto = kAutoButtonMask << kUpButtonShift,
kFilterUpButtonAny = kFilterUpButton | kFilterUpAuto,
kFilterLeftButton = kButtonDownMask << kLeftButtonShift,
kFilterLeftAuto = kAutoButtonMask << kLeftButtonShift,
kFilterLeftButtonAny = kFilterLeftButton | kFilterLeftAuto,
kFilterDownButton = kButtonDownMask << kDownButtonShift,
kFilterDownAuto = kAutoButtonMask << kDownButtonShift,
kFilterDownButtonAny = kFilterDownButton | kFilterDownAuto,
kFilterRightButton = kButtonDownMask << kRightButtonShift,
kFilterRightAuto = kAutoButtonMask << kRightButtonShift,
kFilterRightButtonAny = kFilterRightButton | kFilterRightAuto,
kFilterLeftFireButton = kButtonDownMask << kLeftFireButtonShift,
kFilterLeftFireAuto = kAutoButtonMask << kLeftFireButtonShift,
kFilterLeftFireButtonAny = kFilterLeftFireButton | kFilterLeftFireAuto,
kFilterRightFireButton = kButtonDownMask << kRightFireButtonShift,
kFilterRightFireAuto = kAutoButtonMask << kRightFireButtonShift,
kFilterRightFireButtonAny = kFilterRightFireButton | kFilterRightFireAuto,
kFilterOneButton = kButtonDownMask << kOneButtonShift,
kFilterOneAuto = kAutoButtonMask << kOneButtonShift,
kFilterOneButtonAny = kFilterOneButton | kFilterOneAuto,
kFilterTwoButton = kButtonDownMask << kTwoButtonShift,
kFilterTwoAuto = kAutoButtonMask << kTwoButtonShift,
kFilterTwoButtonAny = kFilterTwoButton | kFilterTwoAuto,
kFilterThreeButton = kButtonDownMask << kThreeButtonShift,
kFilterThreeAuto = kAutoButtonMask << kThreeButtonShift,
kFilterThreeButtonAny = kFilterThreeButton | kFilterThreeAuto,
kFilterFourButton = kButtonDownMask << kFourButtonShift,
kFilterFourAuto = kAutoButtonMask << kFourButtonShift,
kFilterFourButtonAny = kFilterFourButton | kFilterFourAuto,
kFilterMod1Button = kButtonDownMask << kMod1ButtonShift,
kFilterMod1Auto = kAutoButtonMask << kMod1ButtonShift,
kFilterMod1ButtonAny = kFilterMod1Button | kFilterMod1Auto,
kFilterMod2Button = kButtonDownMask << kMod2ButtonShift,
kFilterMod2Auto = kAutoButtonMask << kMod2ButtonShift,
kFilterMod2ButtonAny = kFilterMod2Button | kFilterMod2Auto,
kFilterMod3Button = kButtonDownMask << kMod3ButtonShift,
kFilterMod3Auto = kAutoButtonMask << kMod3ButtonShift,
kFilterMod3ButtonAny = kFilterMod3Button | kFilterMod3Auto,
kFilterNoInput = 0,
kFilterAllInput = kFilterUpButton |
kFilterUpAuto |
kFilterLeftButton |
kFilterLeftAuto |
kFilterDownButton |
kFilterDownAuto |
kFilterRightButton |
kFilterRightAuto |
kFilterLeftFireButton |
kFilterLeftFireAuto |
kFilterRightFireButton |
kFilterRightFireAuto |
kFilterOneButton |
kFilterOneAuto |
kFilterTwoButton |
kFilterTwoAuto |
kFilterThreeButton |
kFilterThreeAuto |
kFilterFourButton |
kFilterFourAuto |
kFilterMod1Button |
kFilterMod1Auto |
kFilterMod2Button |
kFilterMod2Auto |
kFilterMod3Button |
kFilterMod3Auto,
kFilterAllDirections = kFilterUpButton |
kFilterUpAuto |
kFilterLeftButton |
kFilterLeftAuto |
kFilterDownButton |
kFilterDownAuto |
kFilterRightButton |
kFilterRightAuto,
kFilterButtons = kFilterOneButton |
kFilterOneAuto |
kFilterTwoButton |
kFilterTwoAuto |
kFilterThreeButton |
kFilterThreeAuto |
kFilterFourButton |
kFilterFourAuto,
kFilterFireButtons = kFilterLeftFireButton |
kFilterLeftFireAuto |
kFilterRightFireButton |
kFilterRightFireAuto,
kFilterAllButtons = kFilterLeftFireButton |
kFilterLeftFireAuto |
kFilterRightFireButton |
kFilterRightFireAuto |
kFilterOneButton |
kFilterOneAuto |
kFilterTwoButton |
kFilterTwoAuto |
kFilterThreeButton |
kFilterThreeAuto |
kFilterFourButton |
kFilterFourAuto |
kFilterMod1Button |
kFilterMod1Auto |
kFilterMod2Button |
kFilterMod2Auto |
kFilterMod3Button |
kFilterMod3Auto,
kFilterAllInputNoAuto = kFilterUpButton |
kFilterLeftButton |
kFilterDownButton |
kFilterRightButton |
kFilterLeftFireButton |
kFilterRightFireButton |
kFilterOneButton |
kFilterTwoButton |
kFilterThreeButton |
kFilterFourButton |
kFilterMod1Button |
kFilterMod2Button |
kFilterMod3Button
};
static const InputBits kHintInterruption = kFilterAllInputNoAuto;
static const InputBits kWarningInterruption = kFilterNoInput;
static const InputBits kOpticalInterruption = kFilterAllInputNoAuto;
/*
Buttons are defined as:
up, left, down, right direction buttons.
fireLeft, fireRight: fire buttons.
mod1, mod2, mod3: modifier buttons, similar to shift, control, etc.
a, b, c, d: general purpose buttons.
button state is held as bits in a long word, two bits per button.
Filter bits:
for each button, two bits are assigned for filtering. If bit 0 is set, the
corresponding button is available for "button down" input. If bit 1 is set,
the corresponding button is available for "auto down" input. Note that bit
1 is meaningful only if bit 0 is set.
*/
class Input {
friend int operator==(const Input &, const Input &);
friend int operator!=(const Input &, const Input &);
friend class InputDeviceManager;
public:
Input() { clearInput(); }
bool upButtonDown() const { return (_inputState & (kButtonStateBits << kUpButtonShift)) == (kButtonDown << kUpButtonShift); }
bool upButtonAutoDown() const { return (_inputState & (kButtonStateBits << kUpButtonShift)) == (kButtonAutoDown << kUpButtonShift); }
bool upButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kUpButtonShift)) != 0; }
bool leftButtonDown() const { return (_inputState & (kButtonStateBits << kLeftButtonShift)) == (kButtonDown << kLeftButtonShift); }
bool leftButtonAutoDown() const { return (_inputState & (kButtonStateBits << kLeftButtonShift)) == (kButtonAutoDown << kLeftButtonShift); }
bool leftButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kLeftButtonShift)) != 0; }
bool downButtonDown() const { return (_inputState & (kButtonStateBits << kDownButtonShift)) == (kButtonDown << kDownButtonShift); }
bool downButtonAutoDown() const { return (_inputState & (kButtonStateBits << kDownButtonShift)) == (kButtonAutoDown << kDownButtonShift); }
bool downButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kDownButtonShift)) != 0; }
bool rightButtonDown() const { return (_inputState & (kButtonStateBits << kRightButtonShift)) == (kButtonDown << kRightButtonShift); }
bool rightButtonAutoDown() const { return (_inputState & (kButtonStateBits << kRightButtonShift)) == (kButtonAutoDown << kRightButtonShift); }
bool rightButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kRightButtonShift)) != 0; }
bool leftFireButtonDown() const { return (_inputState & (kButtonStateBits << kLeftFireButtonShift)) == (kButtonDown << kLeftFireButtonShift); }
bool leftFireButtonAutoDown() const { return (_inputState & (kButtonStateBits << kLeftFireButtonShift)) == (kButtonAutoDown << kLeftFireButtonShift); }
bool leftFireButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kLeftFireButtonShift)) != 0; }
bool rightFireButtonDown() const { return (_inputState & (kButtonStateBits << kRightFireButtonShift)) == (kButtonDown << kRightFireButtonShift); }
bool rightFireButtonAutoDown() const { return (_inputState & (kButtonStateBits << kRightFireButtonShift)) == (kButtonAutoDown << kRightFireButtonShift); }
bool rightFireButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kRightFireButtonShift)) != 0; }
bool oneButtonDown() const { return (_inputState & (kButtonStateBits << kOneButtonShift)) == (kButtonDown << kOneButtonShift); }
bool oneButtonAutoDown() const { return (_inputState & (kButtonStateBits << kOneButtonShift)) == (kButtonAutoDown << kOneButtonShift); }
bool oneButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kOneButtonShift)) != 0; }
bool twoButtonDown() const { return (_inputState & (kButtonStateBits << kTwoButtonShift)) == (kButtonDown << kTwoButtonShift); }
bool twoButtonAutoDown() const { return (_inputState & (kButtonStateBits << kTwoButtonShift)) == (kButtonAutoDown << kTwoButtonShift); }
bool twoButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kTwoButtonShift)) != 0; }
bool threeButtonDown() const { return (_inputState & (kButtonStateBits << kThreeButtonShift)) == (kButtonDown << kThreeButtonShift); }
bool threeButtonAutoDown() const { return (_inputState & (kButtonStateBits << kThreeButtonShift)) == (kButtonAutoDown << kThreeButtonShift); }
bool threeButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kThreeButtonShift)) != 0; }
bool fourButtonDown() const { return (_inputState & (kButtonStateBits << kFourButtonShift)) == (kButtonDown << kFourButtonShift); }
bool fourButtonAutoDown() const { return (_inputState & (kButtonStateBits << kFourButtonShift)) == (kButtonAutoDown << kFourButtonShift); }
bool fourButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kFourButtonShift)) != 0; }
bool mod1ButtonDown() const { return (_inputState & (kButtonStateBits << kMod1ButtonShift)) == (kButtonDown << kMod1ButtonShift); }
bool mod1ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod1ButtonShift)) == (kButtonAutoDown << kMod1ButtonShift); }
bool mod1ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod1ButtonShift)) != 0; }
bool mod2ButtonDown() const { return (_inputState & (kButtonStateBits << kMod2ButtonShift)) == (kButtonDown << kMod2ButtonShift); }
bool mod2ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod2ButtonShift)) == (kButtonAutoDown << kMod2ButtonShift); }
bool mod2ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod2ButtonShift)) != 0; }
bool mod3ButtonDown() const { return (_inputState & (kButtonStateBits << kMod3ButtonShift)) == (kButtonDown << kMod3ButtonShift); }
bool mod3ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod3ButtonShift)) == (kButtonAutoDown << kMod3ButtonShift); }
bool mod3ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod3ButtonShift)) != 0; }
bool allAutoInput() const { return (_inputState & kAllAutoBits) != 0; }
bool anyDirectionInput() const { return (_inputState & kDirectionBits) != 0; }
bool anyButtonInput() const { return (_inputState & kButtonBits) != 0; }
bool anyInput() const { return _inputState != 0; }
void getInputLocation(Common::Point &where) const { where = _inputLocation; }
bool anyInputBitSet(const InputBits bits) const { return (_inputState & bits) != 0; }
bool isAltDown() const { return _altDown; }
bool isConsoleRequested() const { return _consoleRequested; }
void clearInput() {
_inputState = kAllUpBits;
_inputLocation.x = 0;
_inputLocation.y = 0;
_consoleRequested = false;
_altDown = false;
}
protected:
void setInputBits(const InputBits state) { _inputState = state; }
void setInputLocation(const Common::Point &where) { _inputLocation = where; }
void setConsoleRequested(bool consoleRequested) { _consoleRequested = consoleRequested; }
void setAltDown(bool altDown) { _altDown = altDown; }
InputBits _inputState;
Common::Point _inputLocation;
bool _consoleRequested;
bool _altDown;
};
class InputHandler {
public:
static InputHandler *setInputHandler(InputHandler*);
static InputHandler *getCurrentHandler() { return _inputHandler; }
static void pollForInput();
static void getInput(Input&, Hotspot*&);
static void readInputDevice(Input&);
static void invalHotspots() { _invalHotspots = true; }
static InputBits getCurrentFilter() { return _lastFilter; }
InputHandler(InputHandler*);
virtual ~InputHandler();
virtual void setNextHandler(InputHandler *nextHandler) { _nextHandler = nextHandler; }
virtual InputHandler *getNextHandler() { return _nextHandler; }
virtual void handleInput(const Input &, const Hotspot *);
virtual void clickInHotspot(const Input &, const Hotspot *);
virtual void activateHotspots();
virtual void updateCursor(const Common::Point, const Hotspot *);
virtual bool isClickInput(const Input &, const Hotspot *);
virtual bool wantsCursor();
virtual bool releaseInputFocus() { return true; }
virtual void grabInputFocus() {}
// This returns bits set for what kinds of input to accept.
virtual InputBits getInputFilter();
// This returns bits defining what input constitutes a "click."
virtual InputBits getClickFilter();
virtual void allowInput(const bool allow) { _allowInput = allow; }
protected:
static InputHandler *_inputHandler;
static bool _invalHotspots;
static InputBits _lastFilter;
InputHandler *_nextHandler;
bool _allowInput;
};
/*
Tracker implements "dragging". A Tracker can receive a startTracking message,
which causes it to be the current tracker, as well as setting it up as the current
input handler. In addition, only one tracker can be tracking at a time, and no
other handler can be set up as the current handler until the track finishes. By
default, there is no next input handler for a Tracker, but this behavior can be
overridden if desired.
*/
class Tracker : public InputHandler {
public:
Tracker() : InputHandler(0), _savedHandler(nullptr) {}
virtual ~Tracker() {}
virtual void handleInput(const Input &, const Hotspot *);
virtual bool stopTrackingInput(const Input &) { return false; }
virtual void startTracking(const Input &);
virtual void stopTracking(const Input &);
virtual void continueTracking(const Input &) {}
bool isTracking() { return this == _currentTracker; }
bool isClickInput(const Input &, const Hotspot *);
bool releaseInputFocus() { return !isTracking(); }
protected:
static Tracker *_currentTracker;
InputHandler *_savedHandler;
};
class JMPPPInput {
public:
static bool isMenuButtonPressInput(const Input &input) { return input.twoButtonDown(); }
static InputBits getClickInputFilter() { return kFilterTwoButton; }
static bool isClickInput(const Input &input) { return input.twoButtonDown(); }
static bool isDraggingInput(const Input &input) { return input.twoButtonAnyDown(); }
static bool isPressingInput(const Input &input) { return input.twoButtonAnyDown(); }
static bool isRaiseInventoryInput(const Input &input) { return input.leftFireButtonDown(); }
static bool isRaiseBiochipsInput(const Input &input) { return input.rightFireButtonDown(); }
static InputBits getItemPanelsInputFilter() { return kFilterLeftFireButton | kFilterRightFireButton; }
static bool isToggleAIMiddleInput(const Input &input) { return input.threeButtonDown(); }
static bool isToggleInfoInput(const Input &input) { return input.fourButtonDown(); }
// Hmmmmm....
static bool isEasterEggModifierInput(const Input &input) { return input.isAltDown(); }
static bool isTogglePauseInput(const Input &input) { return input.mod3ButtonDown(); }
};
} // End of namespace Pegasus
#define InputDevice (::Pegasus::InputDeviceManager::instance())
#endif
|