Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

287 lines
8.6 KiB

//===== Copyright © 1996-2010, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "inputsystem/iinputstacksystem.h"
#include "tier2/tier2.h"
#include "tier1/utlstack.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// An input context
//-----------------------------------------------------------------------------
struct InputContext_t
{
InputCursorHandle_t m_hCursorIcon;
bool m_bEnabled;
bool m_bCursorVisible;
bool m_bMouseCaptureEnabled;
};
//-----------------------------------------------------------------------------
// Stack system implementation
//-----------------------------------------------------------------------------
class CInputStackSystem : public CTier2AppSystem< IInputStackSystem >
{
typedef CTier2AppSystem< IInputStackSystem > BaseClass;
// Methods of IAppSystem
public:
virtual const AppSystemInfo_t* GetDependencies();
virtual void Shutdown();
// Methods of IInputStackSystem
public:
virtual InputContextHandle_t PushInputContext();
virtual void PopInputContext( );
virtual void EnableInputContext( InputContextHandle_t hContext, bool bEnable );
virtual void SetCursorVisible( InputContextHandle_t hContext, bool bVisible );
virtual void SetCursorIcon( InputContextHandle_t hContext, InputCursorHandle_t hCursor );
virtual void SetMouseCapture( InputContextHandle_t hContext, bool bEnable );
virtual void SetCursorPosition( InputContextHandle_t hContext, int x, int y );
virtual bool IsTopmostEnabledContext( InputContextHandle_t hContext ) const;
private:
// Updates the cursor based on the current state of the input stack
void UpdateCursorState();
CUtlStack< InputContext_t * > m_ContextStack;
};
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CInputStackSystem s_InputStackSystem;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CInputStackSystem, IInputStackSystem,
INPUTSTACKSYSTEM_INTERFACE_VERSION, s_InputStackSystem );
//-----------------------------------------------------------------------------
// Get dependencies
//-----------------------------------------------------------------------------
static AppSystemInfo_t s_Dependencies[] =
{
{ "inputsystem" DLL_EXT_STRING, INPUTSYSTEM_INTERFACE_VERSION },
{ NULL, NULL }
};
const AppSystemInfo_t* CInputStackSystem::GetDependencies()
{
return s_Dependencies;
}
//-----------------------------------------------------------------------------
// Shutdown
//-----------------------------------------------------------------------------
void CInputStackSystem::Shutdown()
{
// Delete any leaked contexts
while( m_ContextStack.Count() )
{
InputContext_t *pContext = NULL;
m_ContextStack.Pop( pContext );
delete pContext;
}
BaseClass::Shutdown();
}
//-----------------------------------------------------------------------------
// Allocates an input context, pushing it on top of the input stack,
// thereby giving it top priority
//-----------------------------------------------------------------------------
InputContextHandle_t CInputStackSystem::PushInputContext()
{
InputContext_t *pContext = new InputContext_t;
pContext->m_bEnabled = true;
pContext->m_bCursorVisible = true;
pContext->m_bMouseCaptureEnabled = false;
pContext->m_hCursorIcon = g_pInputSystem->GetStandardCursor( INPUT_CURSOR_ARROW );
m_ContextStack.Push( pContext );
UpdateCursorState();
return (InputContextHandle_t)pContext;
}
//-----------------------------------------------------------------------------
// Pops the top input context off the input stack, and destroys it.
//-----------------------------------------------------------------------------
void CInputStackSystem::PopInputContext( )
{
if ( m_ContextStack.Count() == 0 )
return;
InputContext_t *pContext = NULL;
m_ContextStack.Pop( pContext );
delete pContext;
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Enables/disables an input context, allowing something lower on the
// stack to have control of input. Disabling an input context which
// owns mouse capture
//-----------------------------------------------------------------------------
void CInputStackSystem::EnableInputContext( InputContextHandle_t hContext, bool bEnable )
{
InputContext_t *pContext = ( InputContext_t* )hContext;
if ( !pContext )
return;
if ( pContext->m_bEnabled == bEnable )
return;
// Disabling an input context will deactivate mouse capture, if it's active
if ( !bEnable )
{
SetMouseCapture( hContext, false );
}
pContext->m_bEnabled = bEnable;
// Updates the cursor state since the stack changed
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Allows a context to make the cursor visible;
// the topmost enabled context wins
//-----------------------------------------------------------------------------
void CInputStackSystem::SetCursorVisible( InputContextHandle_t hContext, bool bVisible )
{
InputContext_t *pContext = ( InputContext_t* )hContext;
if ( !pContext )
return;
if ( pContext->m_bCursorVisible == bVisible )
return;
pContext->m_bCursorVisible = bVisible;
// Updates the cursor state since the stack changed
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Allows a context to set the cursor icon;
// the topmost enabled context wins
//-----------------------------------------------------------------------------
void CInputStackSystem::SetCursorIcon( InputContextHandle_t hContext, InputCursorHandle_t hCursor )
{
InputContext_t *pContext = ( InputContext_t* )hContext;
if ( !pContext )
return;
if ( pContext->m_hCursorIcon == hCursor )
return;
pContext->m_hCursorIcon = hCursor;
// Updates the cursor state since the stack changed
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Allows a context to enable mouse capture. Disabling an input context
// deactivates mouse capture. Capture will occur if it happens on the
// topmost enabled context
//-----------------------------------------------------------------------------
void CInputStackSystem::SetMouseCapture( InputContextHandle_t hContext, bool bEnable )
{
InputContext_t *pContext = ( InputContext_t* )hContext;
if ( !pContext )
return;
if ( pContext->m_bMouseCaptureEnabled == bEnable )
return;
pContext->m_bMouseCaptureEnabled = bEnable;
// Updates the cursor state since the stack changed
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Allows a context to set the mouse position. It only has any effect if the
// specified context is the topmost enabled context
//-----------------------------------------------------------------------------
void CInputStackSystem::SetCursorPosition( InputContextHandle_t hContext, int x, int y )
{
if ( IsTopmostEnabledContext( hContext ) )
{
g_pInputSystem->SetCursorPosition( x, y );
}
}
//-----------------------------------------------------------------------------
// This this context the topmost enabled context?
//-----------------------------------------------------------------------------
bool CInputStackSystem::IsTopmostEnabledContext( InputContextHandle_t hContext ) const
{
InputContext_t *pContext = ( InputContext_t* )hContext;
if ( !pContext )
return false;
int nCount = m_ContextStack.Count();
for ( int i = nCount; --i >= 0; )
{
InputContext_t *pStackContext = m_ContextStack[i];
if ( !pStackContext->m_bEnabled )
continue;
return ( pStackContext == pContext );
}
return false;
}
//-----------------------------------------------------------------------------
// Updates the cursor based on the current state of the input stack
//-----------------------------------------------------------------------------
void CInputStackSystem::UpdateCursorState()
{
int nCount = m_ContextStack.Count();
for ( int i = nCount; --i >= 0; )
{
InputContext_t *pContext = m_ContextStack[i];
if ( !pContext->m_bEnabled )
continue;
if ( !pContext->m_bCursorVisible )
{
g_pInputSystem->SetCursorIcon( INPUT_CURSOR_HANDLE_INVALID );
}
else
{
g_pInputSystem->SetCursorIcon( pContext->m_hCursorIcon );
}
if ( pContext->m_bMouseCaptureEnabled )
{
g_pInputSystem->EnableMouseCapture( g_pInputSystem->GetAttachedWindow() );
}
else
{
g_pInputSystem->DisableMouseCapture( );
}
break;
}
}