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
|