Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef IINPUTINTERNAL_H
#define IINPUTINTERNAL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/IInput.h>
namespace vgui {
enum MouseCodeState_t { BUTTON_RELEASED = 0, BUTTON_PRESSED, BUTTON_DOUBLECLICKED, };
typedef int HInputContext;
#define DEFAULT_INPUT_CONTEXT ((vgui::HInputContext)~0)
class IInputInternal : public IInput { public: // processes input for a frame
virtual void RunFrame() = 0;
virtual void UpdateMouseFocus(int x, int y) = 0;
// called when a panel becomes invalid
virtual void PanelDeleted(VPANEL panel) = 0;
// inputs into vgui input handling
virtual bool InternalCursorMoved(int x,int y) = 0; //expects input in surface space
virtual bool InternalMousePressed(MouseCode code) = 0; virtual bool InternalMouseDoublePressed(MouseCode code) = 0; virtual bool InternalMouseReleased(MouseCode code) = 0; virtual bool InternalMouseWheeled(int delta) = 0; virtual bool InternalKeyCodePressed(KeyCode code) = 0; virtual void InternalKeyCodeTyped(KeyCode code) = 0; virtual void InternalKeyTyped(wchar_t unichar) = 0; virtual bool InternalKeyCodeReleased(KeyCode code) = 0;
//=============================================================================
// HPE_BEGIN
// [dwenger] Handle gamepad joystick movement.
//=============================================================================
virtual bool InternalJoystickMoved(int axis, int value) = 0; //=============================================================================
// HPE_END
//=============================================================================
// Creates/ destroys "input" contexts, which contains information
// about which controls have mouse + key focus, for example.
virtual HInputContext CreateInputContext() = 0; virtual void DestroyInputContext( HInputContext context ) = 0;
// Associates a particular panel with an input context
// Associating NULL is valid; it disconnects the panel from the context
virtual void AssociatePanelWithInputContext( HInputContext context, VPANEL pRoot ) = 0;
// Activates a particular input context, use DEFAULT_INPUT_CONTEXT
// to get the one normally used by VGUI
virtual void ActivateInputContext( HInputContext context ) = 0;
// This method is called to post a cursor message to the current input context
virtual void PostCursorMessage() = 0;
// Cursor position; this is the current position read from the input queue.
// We need to set it because client code may read this during Mouse Pressed
// events, etc.
virtual void UpdateCursorPosInternal( int x, int y ) = 0;
//=============================================================================
// HPE_BEGIN
// [dwenger] Handle gamepad joystick movement.
//=============================================================================
virtual void UpdateJoystickXPosInternal( int pos ) = 0; virtual void UpdateJoystickYPosInternal( int pos ) = 0; virtual int GetJoystickXPos( ) = 0; virtual int GetJoystickYPos( ) = 0; //=============================================================================
// HPE_END
//=============================================================================
// Called to handle explicit calls to CursorSetPos after input processing is complete
virtual void HandleExplicitSetCursor( ) = 0;
// Resets a particular input context, use DEFAULT_INPUT_CONTEXT
// to get the one normally used by VGUI
virtual void ResetInputContext( HInputContext context ) = 0;
// Updates the internal key/mouse state associated with the current input context without sending messages
virtual void SetKeyCodeState( KeyCode code, bool bPressed ) = 0; virtual void SetMouseCodeState( MouseCode code, MouseCodeState_t state ) = 0; virtual void UpdateButtonState( const InputEvent_t &event ) = 0; };
} // namespace vgui
#define VGUI_INPUTINTERNAL_INTERFACE_VERSION "VGUI_InputInternal001"
#endif // IINPUTINTERNAL_H
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