//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Methods related to input // // $Revision: $ // $NoKeywords: $ //===========================================================================// #ifndef INPUT_H #define INPUT_H #ifdef _WIN32 #pragma once #endif struct InputEvent_t; FORWARD_DECLARE_HANDLE( InputContextHandle_t ); //----------------------------------------------------------------------------- // Initializes the input system //----------------------------------------------------------------------------- void InitInput(); //----------------------------------------------------------------------------- // Hooks input listening up to a window //----------------------------------------------------------------------------- void InputAttachToWindow(void *hwnd); void InputDetachFromWindow(void *hwnd); // If input isn't hooked, this forwards messages to vgui. void InputHandleWindowMessage( void *hwnd, unsigned int uMsg, unsigned int wParam, long lParam ); //----------------------------------------------------------------------------- // Handles an input event, returns true if the event should be filtered // from the rest of the game //----------------------------------------------------------------------------- bool InputHandleInputEvent( InputContextHandle_t hContext, const InputEvent_t &event ); //----------------------------------------------------------------------------- // Enables/disables input (enabled by default) //----------------------------------------------------------------------------- void EnableInput( bool bEnable ); #endif // INPUT_H