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86 lines
2.8 KiB
86 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//===========================================================================// |
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#ifndef IINPUTINTERNAL_H |
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#define IINPUTINTERNAL_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include <vgui/IInput.h> |
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namespace vgui |
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{ |
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enum MouseCodeState_t |
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{ |
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BUTTON_RELEASED = 0, |
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BUTTON_PRESSED, |
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BUTTON_DOUBLECLICKED, |
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}; |
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typedef int HInputContext; |
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#define DEFAULT_INPUT_CONTEXT ((vgui::HInputContext)~0) |
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class IInputInternal : public IInput |
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{ |
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public: |
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// processes input for a frame |
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virtual void RunFrame() = 0; |
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virtual void UpdateMouseFocus(int x, int y) = 0; |
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// called when a panel becomes invalid |
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virtual void PanelDeleted(VPANEL panel) = 0; |
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// inputs into vgui input handling |
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virtual bool InternalCursorMoved(int x,int y) = 0; //expects input in surface space |
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virtual bool InternalMousePressed(MouseCode code) = 0; |
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virtual bool InternalMouseDoublePressed(MouseCode code) = 0; |
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virtual bool InternalMouseReleased(MouseCode code) = 0; |
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virtual bool InternalMouseWheeled(int delta) = 0; |
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virtual bool InternalKeyCodePressed(KeyCode code) = 0; |
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virtual void InternalKeyCodeTyped(KeyCode code) = 0; |
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virtual void InternalKeyTyped(wchar_t unichar) = 0; |
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virtual bool InternalKeyCodeReleased(KeyCode code) = 0; |
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// Creates/ destroys "input" contexts, which contains information |
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// about which controls have mouse + key focus, for example. |
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virtual HInputContext CreateInputContext() = 0; |
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virtual void DestroyInputContext( HInputContext context ) = 0; |
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// Associates a particular panel with an input context |
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// Associating NULL is valid; it disconnects the panel from the context |
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virtual void AssociatePanelWithInputContext( HInputContext context, VPANEL pRoot ) = 0; |
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// Activates a particular input context, use DEFAULT_INPUT_CONTEXT |
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// to get the one normally used by VGUI |
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virtual void ActivateInputContext( HInputContext context ) = 0; |
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// This method is called to post a cursor message to the current input context |
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virtual void PostCursorMessage() = 0; |
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// Cursor position; this is the current position read from the input queue. |
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// We need to set it because client code may read this during Mouse Pressed |
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// events, etc. |
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virtual void UpdateCursorPosInternal( int x, int y ) = 0; |
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// Called to handle explicit calls to CursorSetPos after input processing is complete |
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virtual void HandleExplicitSetCursor( ) = 0; |
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// Updates the internal key/mouse state associated with the current input context without sending messages |
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virtual void SetKeyCodeState( KeyCode code, bool bPressed ) = 0; |
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virtual void SetMouseCodeState( MouseCode code, MouseCodeState_t state ) = 0; |
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virtual void UpdateButtonState( const InputEvent_t &event ) = 0; |
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}; |
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} // namespace vgui |
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#define VGUI_INPUTINTERNAL_INTERFACE_VERSION "VGUI_InputInternal001" |
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#endif // IINPUTINTERNAL_H
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