Counter Strike : Global Offensive Source Code
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//===== Copyright Š 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#if !defined( _GAMECONSOLE )
#include <windows.h>
#include <imm.h>
#endif
#include <string.h>
#include "inputgameui.h"
#include "tier0/icommandline.h"
#include "gameuisystemmgr.h"
#include "inputsystem/analogcode.h"
#include "inputsystem/iinputstacksystem.h"
#if defined( _GAMECONSOLE )
#include "xbox/xbox_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
SHORT System_GetKeyState( int virtualKeyCode ); // in System.cpp, a hack to only have g_pVCR in system.cpp
CInputGameUI g_InputGameUI;
CInputGameUI *g_pInputGameUI = &g_InputGameUI;
//-----------------------------------------------------------------------------
// Construct, destruct
//-----------------------------------------------------------------------------
CInputGameUI::CInputGameUI()
{
m_nDebugMessages = -1;
#ifndef _GAMECONSOLE
_imeWnd = 0;
_imeCandidates = 0;
#endif
InitInputContext( &m_DefaultInputContext );
m_hContext = DEFAULT_INPUT_CONTEXT;
m_nWindowWidth = 0;
m_nWindowHeight = 0;
// build key to text translation table
// first byte unshifted key
// second byte shifted key
// the rest is the name of the key
_keyTrans[KEY_0] ="0)KEY_0";
_keyTrans[KEY_1] ="1!KEY_1";
_keyTrans[KEY_2] ="2@KEY_2";
_keyTrans[KEY_3] ="3#KEY_3";
_keyTrans[KEY_4] ="4$KEY_4";
_keyTrans[KEY_5] ="5%KEY_5";
_keyTrans[KEY_6] ="6^KEY_6";
_keyTrans[KEY_7] ="7&KEY_7";
_keyTrans[KEY_8] ="8*KEY_8";
_keyTrans[KEY_9] ="9(KEY_9";
_keyTrans[KEY_A] ="aAKEY_A";
_keyTrans[KEY_B] ="bBKEY_B";
_keyTrans[KEY_C] ="cCKEY_C";
_keyTrans[KEY_D] ="dDKEY_D";
_keyTrans[KEY_E] ="eEKEY_E";
_keyTrans[KEY_F] ="fFKEY_F";
_keyTrans[KEY_G] ="gGKEY_G";
_keyTrans[KEY_H] ="hHKEY_H";
_keyTrans[KEY_I] ="iIKEY_I";
_keyTrans[KEY_J] ="jJKEY_J";
_keyTrans[KEY_K] ="kKKEY_K";
_keyTrans[KEY_L] ="lLKEY_L"", L";
_keyTrans[KEY_M] ="mMKEY_M";
_keyTrans[KEY_N] ="nNKEY_N";
_keyTrans[KEY_O] ="oOKEY_O";
_keyTrans[KEY_P] ="pPKEY_P";
_keyTrans[KEY_Q] ="qQKEY_Q";
_keyTrans[KEY_R] ="rRKEY_R";
_keyTrans[KEY_S] ="sSKEY_S";
_keyTrans[KEY_T] ="tTKEY_T";
_keyTrans[KEY_U] ="uUKEY_U";
_keyTrans[KEY_V] ="vVKEY_V";
_keyTrans[KEY_W] ="wWKEY_W";
_keyTrans[KEY_X] ="xXKEY_X";
_keyTrans[KEY_Y] ="yYKEY_Y";
_keyTrans[KEY_Z] ="zZKEY_Z";
_keyTrans[KEY_PAD_0] ="0\0KEY_PAD_0";
_keyTrans[KEY_PAD_1] ="1\0KEY_PAD_1";
_keyTrans[KEY_PAD_2] ="2\0KEY_PAD_2";
_keyTrans[KEY_PAD_3] ="3\0KEY_PAD_3";
_keyTrans[KEY_PAD_4] ="4\0KEY_PAD_4";
_keyTrans[KEY_PAD_5] ="5\0KEY_PAD_5";
_keyTrans[KEY_PAD_6] ="6\0KEY_PAD_6";
_keyTrans[KEY_PAD_7] ="7\0KEY_PAD_7";
_keyTrans[KEY_PAD_8] ="8\0KEY_PAD_8";
_keyTrans[KEY_PAD_9] ="9\0KEY_PAD_9";
_keyTrans[KEY_PAD_DIVIDE] ="//KEY_PAD_DIVIDE";
_keyTrans[KEY_PAD_MULTIPLY] ="**KEY_PAD_MULTIPLY";
_keyTrans[KEY_PAD_MINUS] ="--KEY_PAD_MINUS";
_keyTrans[KEY_PAD_PLUS] ="++KEY_PAD_PLUS";
_keyTrans[KEY_PAD_ENTER] ="\0\0KEY_PAD_ENTER";
_keyTrans[KEY_PAD_DECIMAL] =".\0KEY_PAD_DECIMAL"", L";
_keyTrans[KEY_LBRACKET] ="[{KEY_LBRACKET";
_keyTrans[KEY_RBRACKET] ="]}KEY_RBRACKET";
_keyTrans[KEY_SEMICOLON] =";:KEY_SEMICOLON";
_keyTrans[KEY_APOSTROPHE] ="'\"KEY_APOSTROPHE";
_keyTrans[KEY_BACKQUOTE] ="`~KEY_BACKQUOTE";
_keyTrans[KEY_COMMA] =",<KEY_COMMA";
_keyTrans[KEY_PERIOD] =".>KEY_PERIOD";
_keyTrans[KEY_SLASH] ="/?KEY_SLASH";
_keyTrans[KEY_BACKSLASH] ="\\|KEY_BACKSLASH";
_keyTrans[KEY_MINUS] ="-_KEY_MINUS";
_keyTrans[KEY_EQUAL] ="=+KEY_EQUAL"", L";
_keyTrans[KEY_ENTER] ="\0\0KEY_ENTER";
_keyTrans[KEY_SPACE] =" KEY_SPACE";
_keyTrans[KEY_BACKSPACE] ="\0\0KEY_BACKSPACE";
_keyTrans[KEY_TAB] ="\0\0KEY_TAB";
_keyTrans[KEY_CAPSLOCK] ="\0\0KEY_CAPSLOCK";
_keyTrans[KEY_NUMLOCK] ="\0\0KEY_NUMLOCK";
_keyTrans[KEY_ESCAPE] ="\0\0KEY_ESCAPE";
_keyTrans[KEY_SCROLLLOCK] ="\0\0KEY_SCROLLLOCK";
_keyTrans[KEY_INSERT] ="\0\0KEY_INSERT";
_keyTrans[KEY_DELETE] ="\0\0KEY_DELETE";
_keyTrans[KEY_HOME] ="\0\0KEY_HOME";
_keyTrans[KEY_END] ="\0\0KEY_END";
_keyTrans[KEY_PAGEUP] ="\0\0KEY_PAGEUP";
_keyTrans[KEY_PAGEDOWN] ="\0\0KEY_PAGEDOWN";
_keyTrans[KEY_BREAK] ="\0\0KEY_BREAK";
_keyTrans[KEY_LSHIFT] ="\0\0KEY_LSHIFT";
_keyTrans[KEY_RSHIFT] ="\0\0KEY_RSHIFT";
_keyTrans[KEY_LALT] ="\0\0KEY_LALT";
_keyTrans[KEY_RALT] ="\0\0KEY_RALT";
_keyTrans[KEY_LCONTROL] ="\0\0KEY_LCONTROL"", L";
_keyTrans[KEY_RCONTROL] ="\0\0KEY_RCONTROL"", L";
_keyTrans[KEY_LWIN] ="\0\0KEY_LWIN";
_keyTrans[KEY_RWIN] ="\0\0KEY_RWIN";
_keyTrans[KEY_APP] ="\0\0KEY_APP";
_keyTrans[KEY_UP] ="\0\0KEY_UP";
_keyTrans[KEY_LEFT] ="\0\0KEY_LEFT";
_keyTrans[KEY_DOWN] ="\0\0KEY_DOWN";
_keyTrans[KEY_RIGHT] ="\0\0KEY_RIGHT";
_keyTrans[KEY_F1] ="\0\0KEY_F1";
_keyTrans[KEY_F2] ="\0\0KEY_F2";
_keyTrans[KEY_F3] ="\0\0KEY_F3";
_keyTrans[KEY_F4] ="\0\0KEY_F4";
_keyTrans[KEY_F5] ="\0\0KEY_F5";
_keyTrans[KEY_F6] ="\0\0KEY_F6";
_keyTrans[KEY_F7] ="\0\0KEY_F7";
_keyTrans[KEY_F8] ="\0\0KEY_F8";
_keyTrans[KEY_F9] ="\0\0KEY_F9";
_keyTrans[KEY_F10] ="\0\0KEY_F10";
_keyTrans[KEY_F11] ="\0\0KEY_F11";
_keyTrans[KEY_F12] ="\0\0KEY_F12";
}
CInputGameUI::~CInputGameUI()
{
DestroyCandidateList();
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
void CInputGameUI::Init()
{
m_hEventChannel = g_pEventSystem->CreateEventQueue();
CursorEnterEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorEnter );
CursorExitEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorExit );
CursorMoveEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorMove );
InternalCursorMoveEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::UpdateCursorPosInternal );
MouseDownEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDown );
MouseUpEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseUp );
MouseDoubleClickEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDoubleClick );
MouseWheelEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseWheel );
KeyDownEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyDown );
KeyUpEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyUp );
KeyCodeTypedEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyCodeTyped );
KeyTypedEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyTyped );
LoseKeyFocusEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnLoseKeyFocus );
GainKeyFocusEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnGainKeyFocus );
}
void CInputGameUI::Shutdown()
{
CursorEnterEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorEnter );
CursorExitEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorExit );
CursorMoveEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorMove );
InternalCursorMoveEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::UpdateCursorPosInternal );
MouseDownEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDown );
MouseUpEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseUp );
MouseDoubleClickEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDoubleClick );
MouseWheelEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseWheel );
KeyDownEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyDown );
KeyUpEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyUp );
KeyCodeTypedEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyCodeTyped );
KeyTypedEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyTyped );
LoseKeyFocusEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnLoseKeyFocus );
GainKeyFocusEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnGainKeyFocus );
g_pEventSystem->DestroyEventQueue( m_hEventChannel );
}
//-----------------------------------------------------------------------------
// Resets an input context
//-----------------------------------------------------------------------------
void CInputGameUI::InitInputContext( InputContext_t *pContext )
{
pContext->_keyFocus = NULL;
pContext->_bKeyTrap = false;
pContext->_oldMouseFocus = NULL;
pContext->_mouseFocus = NULL;
pContext->_mouseOver = NULL;
pContext->_mouseCapture = NULL;
pContext->_mouseLeftTrap = NULL;
pContext->_mouseMiddleTrap = NULL;
pContext->_mouseRightTrap = NULL;
pContext->m_nCursorX = pContext->m_nCursorY = 0;
pContext->m_nLastPostedCursorX = pContext->m_nLastPostedCursorY = -9999;
pContext->m_nExternallySetCursorX = pContext->m_nExternallySetCursorY = 0;
pContext->m_bSetCursorExplicitly = false;
// zero mouse and keys
memset(pContext->_mousePressed, 0, sizeof(pContext->_mousePressed));
memset(pContext->_mouseDoublePressed, 0, sizeof(pContext->_mouseDoublePressed));
memset(pContext->_mouseDown, 0, sizeof(pContext->_mouseDown));
memset(pContext->_mouseReleased, 0, sizeof(pContext->_mouseReleased));
memset(pContext->_keyPressed, 0, sizeof(pContext->_keyPressed));
memset(pContext->_keyTyped, 0, sizeof(pContext->_keyTyped));
memset(pContext->_keyDown, 0, sizeof(pContext->_keyDown));
memset(pContext->_keyReleased, 0, sizeof(pContext->_keyReleased));
pContext->m_MouseCaptureStartCode = (ButtonCode_t)-1;
pContext->m_KeyCodeUnhandledListeners.RemoveAll();
pContext->m_pUnhandledMouseClickListener = NULL;
pContext->m_bRestrictMessagesToModalSubTree = false;
}
void CInputGameUI::ResetInputContext( vgui::HInputContext context )
{
// FIXME: Needs to release various keys, mouse buttons, etc...?
// At least needs to cause things to lose focus
InitInputContext( GetInputContext(context) );
}
//-----------------------------------------------------------------------------
// Creates/ destroys "input" contexts, which contains information
// about which controls have mouse + key focus, for example.
//-----------------------------------------------------------------------------
vgui::HInputContext CInputGameUI::CreateInputContext()
{
vgui::HInputContext i = m_Contexts.AddToTail();
InitInputContext( &m_Contexts[i] );
return i;
}
void CInputGameUI::DestroyInputContext( vgui::HInputContext context )
{
Assert( context != DEFAULT_INPUT_CONTEXT );
if ( m_hContext == context )
{
ActivateInputContext( DEFAULT_INPUT_CONTEXT );
}
m_Contexts.Remove(context);
}
//-----------------------------------------------------------------------------
// Returns the current input context
//-----------------------------------------------------------------------------
CInputGameUI::InputContext_t *CInputGameUI::GetInputContext( vgui::HInputContext context )
{
if (context == DEFAULT_INPUT_CONTEXT)
{
return &m_DefaultInputContext;
}
return &m_Contexts[context];
}
//-----------------------------------------------------------------------------
// Activates a particular input context, use DEFAULT_INPUT_CONTEXT
// to get the one normally used by VGUI
//-----------------------------------------------------------------------------
void CInputGameUI::ActivateInputContext( vgui::HInputContext context )
{
Assert( (context == DEFAULT_INPUT_CONTEXT) || m_Contexts.IsValidIndex(context) );
m_hContext = context;
}
//-----------------------------------------------------------------------------
// Used to know the dimensions of the window on screen.
// Very important when viewport is not the same as the window.
//-----------------------------------------------------------------------------
void CInputGameUI::SetWindowSize( int width, int height )
{
g_pGameUISystemMgrImpl->SetWindowSize( width, height );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInputGameUI::RunFrame()
{
if ( m_nDebugMessages == -1 )
{
m_nDebugMessages = CommandLine()->FindParm( "-debuggameui" ) ? 1 : 0;
}
InputContext_t *pContext = GetInputContext(m_hContext);
//clear mouse and key states
int i;
for ( i = 0; i < MOUSE_COUNT; i++ )
{
pContext->_mousePressed[i] = 0;
pContext->_mouseDoublePressed[i] = 0;
pContext->_mouseReleased[i] = 0;
}
for ( i = 0; i < BUTTON_CODE_COUNT; i++ )
{
pContext->_keyPressed[i] = 0;
pContext->_keyTyped[i] = 0;
pContext->_keyReleased[i] = 0;
}
CHitArea *wantedKeyFocus = CalculateNewKeyFocus();
// make sure old and new focus get painted
if ( pContext->_keyFocus != wantedKeyFocus )
{
if ( pContext->_keyFocus != NULL )
{
LoseKeyFocusEvent::Post( pContext->_keyFocus );
}
if ( wantedKeyFocus != NULL )
{
GainKeyFocusEvent::Post( wantedKeyFocus );
}
// accept the focus request
pContext->_keyFocus = wantedKeyFocus;
pContext->_bKeyTrap = false;
}
// Pump any key repeats
ButtonCode_t repeatCode = pContext->m_keyRepeater.KeyRepeated();
if (repeatCode)
{
InternalKeyCodePressed( repeatCode );
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CInputGameUI::ProcessEvents()
{
g_pEventSystem->ProcessEvents( m_hEventChannel );
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the new key focus
//-----------------------------------------------------------------------------
CHitArea *CInputGameUI::CalculateNewKeyFocus()
{
// get the top-order panel
CHitArea *wantedKeyFocus = NULL;
// ask the gameui for what it would like to be the current focus
wantedKeyFocus = g_pGameUISystemMgrImpl->GetRequestedKeyFocus();
if ( wantedKeyFocus == NULL )
{
InputContext_t *pContext = GetInputContext(m_hContext);
return pContext->_keyFocus;
}
else
{
Assert( wantedKeyFocus->IsHitArea() );
return wantedKeyFocus;
}
}
//-----------------------------------------------------------------------------
// Purpose: Graphic's visibility was set to false.
//-----------------------------------------------------------------------------
void CInputGameUI::GraphicHidden( CHitArea *focus, InputContext_t &context )
{
if ( context._keyFocus == focus )
{
context._keyFocus = NULL;
context._bKeyTrap = false;
}
if (context._mouseOver == focus )
{
/*
if ( m_nDebugMessages > 0 )
{
g_pIVgui->DPrintf2( "removing kb focus %s\n",
context._keyFocus ? pcontext._keyFocus->GetName() : "(no name)" );
}
*/
context._mouseOver = NULL;
}
if ( context._oldMouseFocus == focus )
{
context._oldMouseFocus = NULL;
}
if ( context._mouseFocus == focus )
{
context._mouseFocus = NULL;
}
if ( context._mouseLeftTrap == focus )
{
context._mouseLeftTrap = NULL;
}
if ( context._mouseMiddleTrap == focus )
{
context._mouseMiddleTrap = NULL;
}
if ( context._mouseRightTrap == focus )
{
context._mouseRightTrap = NULL;
}
// NOTE: These two will only ever happen for the default context at the moment
if ( context._mouseCapture == focus )
{
SetMouseCapture(NULL);
context._mouseCapture = NULL;
}
if ( context.m_pUnhandledMouseClickListener == focus )
{
context.m_pUnhandledMouseClickListener = NULL;
}
//context.m_KeyCodeUnhandledListeners.FindAndRemove( focus );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *focus -
//-----------------------------------------------------------------------------
void CInputGameUI::GraphicHidden( CHitArea *focus )
{
HInputContext i;
for ( i = m_Contexts.Head(); i != m_Contexts.InvalidIndex(); i = m_Contexts.Next(i) )
{
GraphicHidden( focus, m_Contexts[i] );
}
GraphicHidden( focus, m_DefaultInputContext );
}
//-----------------------------------------------------------------------------
// Purpose: An Input Graphic's visibility was set to true. Force focus update to occur with no mouse movement.
//-----------------------------------------------------------------------------
void CInputGameUI::ForceInputFocusUpdate()
{
// Force the focus to get updated.
HInputContext i;
for ( i = m_Contexts.Head(); i != m_Contexts.InvalidIndex(); i = m_Contexts.Next(i) )
{
InputContext_t *pContext = &m_Contexts[i];
UpdateMouseFocus( pContext->m_nCursorX, pContext->m_nCursorY );
}
UpdateMouseFocus( m_DefaultInputContext.m_nCursorX, m_DefaultInputContext.m_nCursorY );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInputGameUI::PanelDeleted( CHitArea *focus, InputContext_t &context )
{
if (context._keyFocus == focus)
{
context._keyFocus = NULL;
context._bKeyTrap = false;
}
if (context._mouseOver == focus)
{
/*
if ( m_nDebugMessages > 0 )
{
g_pIVgui->DPrintf2( "removing kb focus %s\n",
context._keyFocus ? pcontext._keyFocus->GetName() : "(no name)" );
}
*/
context._mouseOver = NULL;
}
if ( context._oldMouseFocus == focus )
{
context._oldMouseFocus = NULL;
}
if ( context._mouseFocus == focus )
{
context._mouseFocus = NULL;
}
if ( context._mouseLeftTrap == focus )
{
context._mouseLeftTrap = NULL;
}
if ( context._mouseMiddleTrap == focus )
{
context._mouseMiddleTrap = NULL;
}
if ( context._mouseRightTrap == focus )
{
context._mouseRightTrap = NULL;
}
// NOTE: These two will only ever happen for the default context at the moment
if ( context._mouseCapture == focus )
{
SetMouseCapture(NULL);
context._mouseCapture = NULL;
}
if ( context.m_pUnhandledMouseClickListener == focus )
{
context.m_pUnhandledMouseClickListener = NULL;
}
context.m_KeyCodeUnhandledListeners.FindAndRemove( focus );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *focus -
//-----------------------------------------------------------------------------
void CInputGameUI::PanelDeleted( CHitArea *focus )
{
HInputContext i;
for ( i = m_Contexts.Head(); i != m_Contexts.InvalidIndex(); i = m_Contexts.Next(i) )
{
PanelDeleted( focus, m_Contexts[i] );
}
PanelDeleted( focus, m_DefaultInputContext );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the new mouse focus
// won't override _mouseCapture settings
// Input : newMouseFocus -
//-----------------------------------------------------------------------------
void CInputGameUI::SetMouseFocus( CHitArea *newMouseFocus )
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->_mouseOver != newMouseFocus || ( !pContext->_mouseCapture && pContext->_mouseFocus != newMouseFocus ) )
{
pContext->_oldMouseFocus = pContext->_mouseOver;
pContext->_mouseOver = newMouseFocus;
//tell the old panel with the mouseFocus that the cursor exited
if ( pContext->_oldMouseFocus != NULL )
{
// only notify of entry if the mouse is not captured or we're the captured panel
if ( !pContext->_mouseCapture || pContext->_oldMouseFocus == pContext->_mouseCapture )
{
CursorExitEvent::Post( pContext->_oldMouseFocus );
}
}
//tell the new panel with the mouseFocus that the cursor entered
if ( pContext->_mouseOver != NULL )
{
// only notify of entry if the mouse is not captured or we're the captured panel
if ( !pContext->_mouseCapture || pContext->_mouseOver == pContext->_mouseCapture )
{
CursorEnterEvent::Post( pContext->_mouseOver );
}
}
// set where the mouse is currently over
// mouse capture overrides destination
pContext->_mouseFocus = pContext->_mouseCapture ? pContext->_mouseCapture : pContext->_mouseOver;
}
}
//-----------------------------------------------------------------------------
// Purpose: Calculates which panel the cursor is currently over and sets it up
// as the current mouse focus.
//-----------------------------------------------------------------------------
void CInputGameUI::UpdateMouseFocus( int x, int y )
{
//InputContext_t *pContext = GetInputContext( m_hContext );
CHitArea *pFocus = NULL;
//if ( g_pSurface->IsCursorVisible() && g_pSurface->IsWithin(x, y) )
{
if (!pFocus)
{
// find the panel that has the focus
pFocus = g_pGameUISystemMgrImpl->GetMouseFocus( x, y );
}
}
SetMouseFocus( pFocus );
}
//-----------------------------------------------------------------------------
// Passes in a keycode which allows hitting other mouse buttons w/o cancelling capture mode
//-----------------------------------------------------------------------------
void CInputGameUI::SetMouseCaptureEx( CHitArea *panel, ButtonCode_t captureStartMouseCode )
{
// This sets m_MouseCaptureStartCode to -1, so we set the real value afterward
SetMouseCapture( panel );
InputContext_t *pContext = GetInputContext( m_hContext );
Assert( pContext );
pContext->m_MouseCaptureStartCode = captureStartMouseCode;
}
//-----------------------------------------------------------------------------
// Passes in a keycode which allows hitting other mouse buttons w/o canceling capture mode
// Purpose: Sets or releases the mouse capture
// Input : panel - pointer to the panel to get mouse capture
// a NULL panel means that you want to clear the mouseCapture
//-----------------------------------------------------------------------------
void CInputGameUI::SetMouseCapture( CHitArea *panel )
{
InputContext_t *pContext = GetInputContext( m_hContext );
Assert( pContext );
pContext->m_MouseCaptureStartCode = (ButtonCode_t)-1;
pContext->_mouseCapture = panel;
}
CHitArea *CInputGameUI::GetMouseCapture()
{
InputContext_t *pContext = GetInputContext( m_hContext );
return (CHitArea *)pContext->_mouseCapture;
}
void SetKeyFocus( CHitArea *pFocus ); // note this will not post any messages.
//-----------------------------------------------------------------------------
// Purpose: Used to set keyfocus to mousefocus when they are linked together.
//
// This will not post any messages. If it did anims would get played twice,
// once for mouse focus gained/lost, once for key focus gained/lost
//-----------------------------------------------------------------------------
void CInputGameUI::SetKeyFocus( CHitArea *pFocus)
{
GetInputContext( m_hContext )->_keyFocus = pFocus;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHitArea *CInputGameUI::GetKeyFocus()
{
return (CHitArea *)( GetInputContext( m_hContext )->_keyFocus );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHitArea *CInputGameUI::GetCalculatedKeyFocus()
{
return (CHitArea *) CalculateNewKeyFocus();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHitArea * CInputGameUI::GetMouseOver()
{
return (CHitArea *)( GetInputContext( m_hContext )->_mouseOver );
}
CHitArea * CInputGameUI::GetMouseFocus()
{
return (CHitArea *)( GetInputContext( m_hContext )->_mouseFocus );
}
bool CInputGameUI::WasMousePressed( ButtonCode_t code )
{
return GetInputContext( m_hContext )->_mousePressed[ code - MOUSE_FIRST ];
}
bool CInputGameUI::WasMouseDoublePressed( ButtonCode_t code )
{
return GetInputContext( m_hContext )->_mouseDoublePressed[ code - MOUSE_FIRST ];
}
bool CInputGameUI::IsMouseDown( ButtonCode_t code )
{
return GetInputContext( m_hContext )->_mouseDown[ code - MOUSE_FIRST ];
}
bool CInputGameUI::WasMouseReleased( ButtonCode_t code )
{
return GetInputContext( m_hContext )->_mouseReleased[ code - MOUSE_FIRST ];
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CInputGameUI::WasKeyPressed( ButtonCode_t code )
{
return GetInputContext( m_hContext )->_keyPressed[ code - KEY_FIRST ];
}
bool CInputGameUI::IsKeyDown( ButtonCode_t code )
{
return GetInputContext( m_hContext )->_keyDown[ code - KEY_FIRST ];
}
bool CInputGameUI::WasKeyTyped( ButtonCode_t code )
{
return GetInputContext( m_hContext )->_keyTyped[ code - KEY_FIRST ];
}
bool CInputGameUI::WasKeyReleased( ButtonCode_t code )
{
// changed from: only return true if the key was released and the passed in panel matches the keyFocus
return GetInputContext( m_hContext )->_keyReleased[ code - KEY_FIRST ];
}
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
void CInputGameUI::UpdateCursorPosInternal( const int &x, const int &y )
{
// Windows sends a CursorMoved message even when you haven't actually
// moved the cursor, this means we are going into this fxn just by clicking
// in the window. We only want to execute this code if we have actually moved
// the cursor while dragging. So this code has been added to check
// if we have actually moved from our previous position.
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->m_nCursorX == x && pContext->m_nCursorY == y )
return;
pContext->m_nCursorX = x;
pContext->m_nCursorY = y;
// Rescale this accounting the window size being different from the viewport size.
int windowWidth, windowHeight;
g_pGameUISystemMgrImpl->GetWindowSize( windowWidth, windowHeight );
int viewportWidth, viewportHeight;
g_pGameUISystemMgrImpl->GetViewportSize( viewportWidth, viewportHeight );
if ( windowHeight != 0 && viewportHeight != 0 )
{
if ( windowWidth != viewportWidth || windowHeight != viewportHeight )
{
pContext->m_nCursorX = x * viewportWidth/windowWidth;
pContext->m_nCursorY = y * viewportHeight/windowHeight;
}
}
// Cursor has moved, so make sure the mouseFocus is current
UpdateMouseFocus( pContext->m_nCursorX, pContext->m_nCursorY );
}
//-----------------------------------------------------------------------------
// This is called by panels to teleport the cursor
//-----------------------------------------------------------------------------
void CInputGameUI::SetCursorPos( int x, int y )
{
InputContext_t *pContext = GetInputContext( m_hContext );
pContext->m_nExternallySetCursorX = x;
pContext->m_nExternallySetCursorY = y;
pContext->m_bSetCursorExplicitly = true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CInputGameUI::GetCursorPos(int &x, int &y)
{
GetCursorPosition( x, y );
}
//-----------------------------------------------------------------------------
// Here for backward compat
//-----------------------------------------------------------------------------
void CInputGameUI::GetCursorPosition( int &x, int &y )
{
InputContext_t *pContext = GetInputContext( m_hContext );
x = pContext->m_nCursorX;
y = pContext->m_nCursorY;
}
//-----------------------------------------------------------------------------
// Purpose: Converts a key code into a full key name
//-----------------------------------------------------------------------------
void CInputGameUI::GetKeyCodeText(ButtonCode_t code, char *buf, int buflen)
{
if (!buf)
return;
// copy text into buf up to buflen in length
// skip 2 in _keyTrans because the first two are for GetKeyCodeChar
for (int i = 0; i < buflen; i++)
{
char ch = _keyTrans[code][i+2];
buf[i] = ch;
if (ch == 0)
break;
}
}
//-----------------------------------------------------------------------------
// Low-level cursor getting/setting functions
//-----------------------------------------------------------------------------
void CInputGameUI::SurfaceSetCursorPos( int x, int y )
{
g_pInputStackSystem->SetCursorPosition( g_pGameUISystemMgrImpl->GetInputContext(), x, y );
//if ( g_pSurface->HasCursorPosFunctions() ) // does the surface export cursor functions for us to use?
{
// g_pSurface->SurfaceSetCursorPos(x,y);
}
//else
{
// translate into coordinates relative to surface
//int px, py. pw, pt;
//g_pSurface->GetAbsoluteWindowBounds(px, py, pw, pt);
//x += px;
//y += py;
// set windows cursor pos
//::SetCursorPos(x, y);
}
}
void CInputGameUI::SurfaceGetCursorPos( int &x, int &y )
{
#ifndef _GAMECONSOLE // X360TBD
//if ( g_pSurface->HasCursorPosFunctions() ) // does the surface export cursor functions for us to use?
{
// g_pSurface->SurfaceGetCursorPos( x,y );
}
//else
{
// g_pInputSystem->GetCursorPosition( &x, &y );
// get mouse position in windows
POINT pnt;
::GetCursorPos(&pnt);
x = pnt.x;
y = pnt.y;
// translate into coordinates relative to surface
//int px, py, pw, pt;
//g_pSurface->GetAbsoluteWindowBounds(px, py, pw, pt);
//x -= px;
//y -= py;
}
#else
x = 0;
y = 0;
#endif
}
void CInputGameUI::SetCursorOveride( vgui::HCursor cursor )
{
_cursorOverride = cursor;
}
vgui::HCursor CInputGameUI::GetCursorOveride()
{
return _cursorOverride;
}
//-----------------------------------------------------------------------------
// Called when we've detected cursor has moved via a windows message
//-----------------------------------------------------------------------------
bool CInputGameUI::InternalCursorMoved( int x, int y )
{
InternalCursorMoveEvent::Post( x, y );
return true;
}
//-----------------------------------------------------------------------------
// Makes sure the windows cursor is in the right place after processing input
//-----------------------------------------------------------------------------
void CInputGameUI::HandleExplicitSetCursor( )
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->m_bSetCursorExplicitly )
{
pContext->m_nCursorX = pContext->m_nExternallySetCursorX;
pContext->m_nCursorY = pContext->m_nExternallySetCursorY;
pContext->m_bSetCursorExplicitly = false;
// NOTE: This forces a cursor moved message to be posted next time
pContext->m_nLastPostedCursorX = pContext->m_nLastPostedCursorY = -9999;
SurfaceSetCursorPos( pContext->m_nCursorX, pContext->m_nCursorY );
UpdateMouseFocus( pContext->m_nCursorX, pContext->m_nCursorY );
}
}
//-----------------------------------------------------------------------------
// Called when we've detected cursor has moved via a windows message
//-----------------------------------------------------------------------------
void CInputGameUI::PostCursorMessage( )
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->m_bSetCursorExplicitly )
{
// NOTE m_bSetCursorExplicitly will be reset to false in HandleExplicitSetCursor
pContext->m_nCursorX = pContext->m_nExternallySetCursorX;
pContext->m_nCursorY = pContext->m_nExternallySetCursorY;
}
if ( pContext->m_nLastPostedCursorX == pContext->m_nCursorX && pContext->m_nLastPostedCursorY == pContext->m_nCursorY )
return;
pContext->m_nLastPostedCursorX = pContext->m_nCursorX;
pContext->m_nLastPostedCursorY = pContext->m_nCursorY;
if ( pContext->_mouseCapture )
{
// the panel with mouse capture gets all messages
CursorMoveEvent::Post( pContext->_mouseCapture, pContext->m_nCursorX, pContext->m_nCursorY );
}
else if ( pContext->_mouseFocus != NULL)
{
// mouse focus is current from UpdateMouse focus
// so the appmodal check has already been made.
CursorMoveEvent::Post( pContext->_mouseFocus, pContext->m_nCursorX, pContext->m_nCursorY );
}
}
bool CInputGameUI::InternalMousePressed( ButtonCode_t code )
{
// True means we've processed the message and other code shouldn't see this message
bool bFilter = false;
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->_mouseCapture )
{
// The faked mouse wheel button messages are specifically ignored by vgui
if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP )
return true;
bool captureLost = code == pContext->m_MouseCaptureStartCode || pContext->m_MouseCaptureStartCode == (ButtonCode_t)-1;
// the panel with mouse capture gets all messages
MouseDownEvent::Post( pContext->_mouseCapture, code );
if ( captureLost )
{
// this has to happen after MousePressed so the panel doesn't Think it got a mouse press after it lost capture
SetMouseCapture(NULL);
}
bFilter = true;
}
else if ( pContext->_mouseFocus != NULL )
{
// The faked mouse wheel button messages are specifically ignored by vgui
if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP )
return true;
// tell the panel with the mouseFocus that the mouse was presssed
//g_pIVgui->PostMessage((VPANEL)pContext->_mouseFocus, new KeyValues("MousePressed", "code", code), NULL);
// g_pIVgui->DPrintf2("MousePressed: (%s, %s)\n", _mouseFocus->GetName(), _mouseFocus->GetClassName());
MouseDownEvent::Post( pContext->_mouseFocus, code );
if ( code == MOUSE_LEFT )
{
pContext->_mouseLeftTrap = pContext->_mouseFocus;
}
else if ( code == MOUSE_MIDDLE )
{
pContext->_mouseMiddleTrap = pContext->_mouseFocus;
}
else if ( code == MOUSE_RIGHT )
{
pContext->_mouseRightTrap = pContext->_mouseFocus;
}
bFilter = true;
}
return bFilter;
}
bool CInputGameUI::InternalMouseDoublePressed( ButtonCode_t code )
{
// True means we've processed the message and other code shouldn't see this message
bool bFilter = false;
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->_mouseCapture )
{
// The faked mouse wheel button messages are specifically ignored by vgui
if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP )
return true;
// the panel with mouse capture gets all messages
MouseDoubleClickEvent::Post( pContext->_mouseCapture, code );
bFilter = true;
}
else if ( pContext->_mouseFocus != NULL )
{
// The faked mouse wheel button messages are specifically ignored by vgui
if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP )
return true;
// tell the panel with the mouseFocus that the mouse was double presssed
MouseDoubleClickEvent::Post( pContext->_mouseFocus, code );
bFilter = true;
}
return bFilter;
}
bool CInputGameUI::InternalMouseReleased( ButtonCode_t code )
{
// True means we've processed the message and other code shouldn't see this message
bool bFilter = false;
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->_mouseCapture )
{
// The faked mouse wheel button messages are specifically ignored by vgui
if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP )
return true;
// the panel with mouse capture gets all messages
MouseUpEvent::Post( pContext->_mouseCapture, pContext->_mouseCapture, code );
bFilter = true;
}
else if ( pContext->_mouseLeftTrap )
{
MouseUpEvent::Post( pContext->_mouseLeftTrap, pContext->_mouseLeftTrap, code );
pContext->_mouseLeftTrap = NULL;
bFilter = true;
}
else if ( pContext->_mouseMiddleTrap )
{
MouseUpEvent::Post( pContext->_mouseMiddleTrap, pContext->_mouseLeftTrap, code );
pContext->_mouseMiddleTrap = NULL;
bFilter = true;
}
else if ( pContext->_mouseRightTrap )
{
MouseUpEvent::Post( pContext->_mouseRightTrap, pContext->_mouseLeftTrap, code );
pContext->_mouseRightTrap = NULL;
bFilter = true;
}
/* If the mouse was not trapped by a down, don't propagate this message.
else if ( pContext->_mouseFocus != NULL )
{
// The faked mouse wheel button messages are specifically ignored by vgui
if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP )
return true;
MouseUpEvent::Post( pContext->_mouseFocus, code );
bFilter = true;
}
*/
return bFilter;
}
bool CInputGameUI::InternalMouseWheeled(int delta)
{
// True means we've processed the message and other code shouldn't see this message
bool bFilter = false;
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext->_mouseFocus != NULL )
{
// the mouseWheel works with the mouseFocus, not the keyFocus
MouseWheelEvent::Post( pContext->_mouseFocus, delta );
bFilter = true;
}
return bFilter;
}
//-----------------------------------------------------------------------------
// Updates the internal key/mouse state associated with the current input context without sending messages
//-----------------------------------------------------------------------------
void CInputGameUI::SetMouseCodeState( ButtonCode_t code, GameUIMouseCodeState_t state )
{
if ( !IsMouseCode( code ) )
return;
InputContext_t *pContext = GetInputContext( m_hContext );
switch( state )
{
case BUTTON_RELEASED:
pContext->_mouseReleased[ code - MOUSE_FIRST ] = 1;
break;
case BUTTON_PRESSED:
pContext->_mousePressed[ code - MOUSE_FIRST ] = 1;
break;
case BUTTON_DOUBLECLICKED:
pContext->_mouseDoublePressed[ code - MOUSE_FIRST ] = 1;
break;
}
pContext->_mouseDown[ code - MOUSE_FIRST ] = ( state != BUTTON_RELEASED );
}
void CInputGameUI::SetKeyCodeState( ButtonCode_t code, bool bPressed )
{
if ( !IsKeyCode( code )
#ifdef _GAMECONSOLE
&& !IsJoystickCode( code )
#endif
)
return;
InputContext_t *pContext = GetInputContext( m_hContext );
if ( bPressed )
{
//set key state
pContext->_keyPressed[ code - KEY_FIRST ] = 1;
}
else
{
// set key state
pContext->_keyReleased[ code - KEY_FIRST ] = 1;
}
pContext->_keyDown[ code - KEY_FIRST ] = bPressed;
}
void CInputGameUI::UpdateButtonState( const InputEvent_t &event )
{
switch( event.m_nType )
{
case IE_ButtonPressed:
case IE_ButtonReleased:
case IE_ButtonDoubleClicked:
{
// NOTE: data2 is the virtual key code (data1 contains the scan-code one)
ButtonCode_t code = (ButtonCode_t)event.m_nData2;
// FIXME: Workaround hack
if ( IsKeyCode( code ) || IsJoystickCode( code ) )
{
SetKeyCodeState( code, ( event.m_nType != IE_ButtonReleased ) );
break;
}
if ( IsMouseCode( code ) )
{
GameUIMouseCodeState_t state;
state = ( event.m_nType == IE_ButtonReleased ) ? BUTTON_RELEASED : BUTTON_PRESSED;
if ( event.m_nType == IE_ButtonDoubleClicked )
{
state = BUTTON_DOUBLECLICKED;
}
SetMouseCodeState( code, state );
break;
}
}
break;
}
}
bool CInputGameUI::InternalKeyCodePressed( ButtonCode_t code )
{
InputContext_t *pContext = GetInputContext( m_hContext );
// mask out bogus keys
if ( !IsKeyCode( code ) && !IsJoystickCode( code ) )
return false;
bool bFilter = false;
if( pContext->_keyFocus!= NULL )
{
#ifdef _GAMECONSOLE
//g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL );
#else
//tell the current focused panel that a key was typed
KeyDownEvent::Post( pContext->_keyFocus, code );
pContext->_bKeyTrap = true;
#endif
bFilter = true;
}
if ( bFilter )
{
// Only notice the key down for repeating if we actually used the key
pContext->m_keyRepeater.KeyDown( code );
}
return bFilter;
}
void CInputGameUI::InternalKeyCodeTyped( ButtonCode_t code )
{
InputContext_t *pContext = GetInputContext( m_hContext );
// mask out bogus keys
if ( !IsKeyCode( code ) && !IsJoystickCode( code ) )
return;
// set key state
pContext->_keyTyped[ code - KEY_FIRST ] = 1;
if( pContext->_keyFocus!= NULL )
{
#ifdef _GAMECONSOLE
//g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL );
#else
//tell the current focused panel that a key was typed
KeyCodeTypedEvent::Post( pContext->_keyFocus, code );
g_pGameUISystemMgrImpl->OnKeyCodeTyped( code ); // FIXME, make work like mouse clicked.
#endif
}
}
void CInputGameUI::InternalKeyTyped( wchar_t unichar )
{
InputContext_t *pContext = GetInputContext( m_hContext );
// set key state
if( unichar <= KEY_LAST )
{
pContext->_keyTyped[unichar]=1;
}
if( pContext->_keyFocus!= NULL )
{
#ifdef _GAMECONSOLE
//g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL );
#else
//tell the current focused panel that a key was typed
KeyTypedEvent::Post( pContext->_keyFocus, unichar );
g_pGameUISystemMgrImpl->OnKeyTyped( unichar ); // FIXME, make work like mouse clicked.
#endif
}
}
bool CInputGameUI::InternalKeyCodeReleased( ButtonCode_t code )
{
InputContext_t *pContext = GetInputContext( m_hContext );
// mask out bogus keys
if ( !IsKeyCode( code ) && !IsJoystickCode( code ) )
return false;
pContext->m_keyRepeater.KeyUp( code );
if ( ( pContext->_keyFocus!= NULL ) && pContext->_bKeyTrap )
{
#ifdef _GAMECONSOLE
//g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL );
#else
//tell the current focused panel that a key was released
KeyUpEvent::Post( pContext->_keyFocus, code );
pContext->_bKeyTrap = false;
#endif
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: posts a message to the key focus if it's valid
//-----------------------------------------------------------------------------
bool CInputGameUI::PostKeyMessage(KeyValues *message)
{
InputContext_t *pContext = GetInputContext( m_hContext );
if( pContext->_keyFocus!= NULL )
{
#ifdef _GAMECONSOLE
//g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL );
#else
//tell the current focused panel that a key was released
//g_pIVgui->PostMessage((VPANEL)pContext->_keyFocus, message, NULL );
#endif
return true;
}
message->deleteThis();
return false;
}
enum LANGFLAG
{
ENGLISH,
TRADITIONAL_CHINESE,
JAPANESE,
KOREAN,
SIMPLIFIED_CHINESE,
UNKNOWN,
NUM_IMES_SUPPORTED
} LangFlag;
struct LanguageIds
{
// char const *idname;
unsigned short id;
int languageflag;
wchar_t const *shortcode;
wchar_t const *displayname;
bool invertcomposition;
};
LanguageIds g_LanguageIds[] =
{
{ 0x0000, UNKNOWN, L"", L"Neutral" },
{ 0x007f, UNKNOWN, L"", L"Invariant" },
{ 0x0400, UNKNOWN, L"", L"User Default Language" },
{ 0x0800, UNKNOWN, L"", L"System Default Language" },
{ 0x0436, UNKNOWN, L"AF", L"Afrikaans" },
{ 0x041c, UNKNOWN, L"SQ", L"Albanian" },
{ 0x0401, UNKNOWN, L"AR", L"Arabic (Saudi Arabia)" },
{ 0x0801, UNKNOWN, L"AR", L"Arabic (Iraq)" },
{ 0x0c01, UNKNOWN, L"AR", L"Arabic (Egypt)" },
{ 0x1001, UNKNOWN, L"AR", L"Arabic (Libya)" },
{ 0x1401, UNKNOWN, L"AR", L"Arabic (Algeria)" },
{ 0x1801, UNKNOWN, L"AR", L"Arabic (Morocco)" },
{ 0x1c01, UNKNOWN, L"AR", L"Arabic (Tunisia)" },
{ 0x2001, UNKNOWN, L"AR", L"Arabic (Oman)" },
{ 0x2401, UNKNOWN, L"AR", L"Arabic (Yemen)" },
{ 0x2801, UNKNOWN, L"AR", L"Arabic (Syria)" },
{ 0x2c01, UNKNOWN, L"AR", L"Arabic (Jordan)" },
{ 0x3001, UNKNOWN, L"AR", L"Arabic (Lebanon)" },
{ 0x3401, UNKNOWN, L"AR", L"Arabic (Kuwait)" },
{ 0x3801, UNKNOWN, L"AR", L"Arabic (U.A.E.)" },
{ 0x3c01, UNKNOWN, L"AR", L"Arabic (Bahrain)" },
{ 0x4001, UNKNOWN, L"AR", L"Arabic (Qatar)" },
{ 0x042b, UNKNOWN, L"HY", L"Armenian" },
{ 0x042c, UNKNOWN, L"AZ", L"Azeri (Latin)" },
{ 0x082c, UNKNOWN, L"AZ", L"Azeri (Cyrillic)" },
{ 0x042d, UNKNOWN, L"ES", L"Basque" },
{ 0x0423, UNKNOWN, L"BE", L"Belarusian" },
{ 0x0445, UNKNOWN, L"", L"Bengali (India)" },
{ 0x141a, UNKNOWN, L"", L"Bosnian (Bosnia and Herzegovina)" },
{ 0x0402, UNKNOWN, L"BG", L"Bulgarian" },
{ 0x0455, UNKNOWN, L"", L"Burmese" },
{ 0x0403, UNKNOWN, L"CA", L"Catalan" },
{ 0x0404, TRADITIONAL_CHINESE, L"CHT", L"#IME_0404", true },
{ 0x0804, SIMPLIFIED_CHINESE, L"CHS", L"#IME_0804", true },
{ 0x0c04, UNKNOWN, L"CH", L"Chinese (Hong Kong SAR, PRC)" },
{ 0x1004, UNKNOWN, L"CH", L"Chinese (Singapore)" },
{ 0x1404, UNKNOWN, L"CH", L"Chinese (Macao SAR)" },
{ 0x041a, UNKNOWN, L"HR", L"Croatian" },
{ 0x101a, UNKNOWN, L"HR", L"Croatian (Bosnia and Herzegovina)" },
{ 0x0405, UNKNOWN, L"CZ", L"Czech" },
{ 0x0406, UNKNOWN, L"DK", L"Danish" },
{ 0x0465, UNKNOWN, L"MV", L"Divehi" },
{ 0x0413, UNKNOWN, L"NL", L"Dutch (Netherlands)" },
{ 0x0813, UNKNOWN, L"BE", L"Dutch (Belgium)" },
{ 0x0409, ENGLISH, L"EN", L"#IME_0409" },
{ 0x0809, ENGLISH, L"EN", L"English (United Kingdom)" },
{ 0x0c09, ENGLISH, L"EN", L"English (Australian)" },
{ 0x1009, ENGLISH, L"EN", L"English (Canadian)" },
{ 0x1409, ENGLISH, L"EN", L"English (New Zealand)" },
{ 0x1809, ENGLISH, L"EN", L"English (Ireland)" },
{ 0x1c09, ENGLISH, L"EN", L"English (South Africa)" },
{ 0x2009, ENGLISH, L"EN", L"English (Jamaica)" },
{ 0x2409, ENGLISH, L"EN", L"English (Caribbean)" },
{ 0x2809, ENGLISH, L"EN", L"English (Belize)" },
{ 0x2c09, ENGLISH, L"EN", L"English (Trinidad)" },
{ 0x3009, ENGLISH, L"EN", L"English (Zimbabwe)" },
{ 0x3409, ENGLISH, L"EN", L"English (Philippines)" },
{ 0x0425, UNKNOWN, L"ET", L"Estonian" },
{ 0x0438, UNKNOWN, L"FO", L"Faeroese" },
{ 0x0429, UNKNOWN, L"FA", L"Farsi" },
{ 0x040b, UNKNOWN, L"FI", L"Finnish" },
{ 0x040c, UNKNOWN, L"FR", L"#IME_040c" },
{ 0x080c, UNKNOWN, L"FR", L"French (Belgian)" },
{ 0x0c0c, UNKNOWN, L"FR", L"French (Canadian)" },
{ 0x100c, UNKNOWN, L"FR", L"French (Switzerland)" },
{ 0x140c, UNKNOWN, L"FR", L"French (Luxembourg)" },
{ 0x180c, UNKNOWN, L"FR", L"French (Monaco)" },
{ 0x0456, UNKNOWN, L"GL", L"Galician" },
{ 0x0437, UNKNOWN, L"KA", L"Georgian" },
{ 0x0407, UNKNOWN, L"DE", L"#IME_0407" },
{ 0x0807, UNKNOWN, L"DE", L"German (Switzerland)" },
{ 0x0c07, UNKNOWN, L"DE", L"German (Austria)" },
{ 0x1007, UNKNOWN, L"DE", L"German (Luxembourg)" },
{ 0x1407, UNKNOWN, L"DE", L"German (Liechtenstein)" },
{ 0x0408, UNKNOWN, L"GR", L"Greek" },
{ 0x0447, UNKNOWN, L"IN", L"Gujarati" },
{ 0x040d, UNKNOWN, L"HE", L"Hebrew" },
{ 0x0439, UNKNOWN, L"HI", L"Hindi" },
{ 0x040e, UNKNOWN, L"HU", L"Hungarian" },
{ 0x040f, UNKNOWN, L"IS", L"Icelandic" },
{ 0x0421, UNKNOWN, L"ID", L"Indonesian" },
{ 0x0434, UNKNOWN, L"", L"isiXhosa/Xhosa (South Africa)" },
{ 0x0435, UNKNOWN, L"", L"isiZulu/Zulu (South Africa)" },
{ 0x0410, UNKNOWN, L"IT", L"#IME_0410" },
{ 0x0810, UNKNOWN, L"IT", L"Italian (Switzerland)" },
{ 0x0411, JAPANESE, L"JP", L"#IME_0411" },
{ 0x044b, UNKNOWN, L"IN", L"Kannada" },
{ 0x0457, UNKNOWN, L"IN", L"Konkani" },
{ 0x0412, KOREAN, L"KR", L"#IME_0412" },
{ 0x0812, UNKNOWN, L"KR", L"Korean (Johab)" },
{ 0x0440, UNKNOWN, L"KZ", L"Kyrgyz." },
{ 0x0426, UNKNOWN, L"LV", L"Latvian" },
{ 0x0427, UNKNOWN, L"LT", L"Lithuanian" },
{ 0x0827, UNKNOWN, L"LT", L"Lithuanian (Classic)" },
{ 0x042f, UNKNOWN, L"MK", L"FYRO Macedonian" },
{ 0x043e, UNKNOWN, L"MY", L"Malay (Malaysian)" },
{ 0x083e, UNKNOWN, L"MY", L"Malay (Brunei Darussalam)" },
{ 0x044c, UNKNOWN, L"IN", L"Malayalam (India)" },
{ 0x0481, UNKNOWN, L"", L"Maori (New Zealand)" },
{ 0x043a, UNKNOWN, L"", L"Maltese (Malta)" },
{ 0x044e, UNKNOWN, L"IN", L"Marathi" },
{ 0x0450, UNKNOWN, L"MN", L"Mongolian" },
{ 0x0414, UNKNOWN, L"NO", L"Norwegian (Bokmal)" },
{ 0x0814, UNKNOWN, L"NO", L"Norwegian (Nynorsk)" },
{ 0x0415, UNKNOWN, L"PL", L"Polish" },
{ 0x0416, UNKNOWN, L"PT", L"Portuguese (Brazil)" },
{ 0x0816, UNKNOWN, L"PT", L"Portuguese (Portugal)" },
{ 0x0446, UNKNOWN, L"IN", L"Punjabi" },
{ 0x046b, UNKNOWN, L"", L"Quechua (Bolivia)" },
{ 0x086b, UNKNOWN, L"", L"Quechua (Ecuador)" },
{ 0x0c6b, UNKNOWN, L"", L"Quechua (Peru)" },
{ 0x0418, UNKNOWN, L"RO", L"Romanian" },
{ 0x0419, UNKNOWN, L"RU", L"#IME_0419" },
{ 0x044f, UNKNOWN, L"IN", L"Sanskrit" },
{ 0x043b, UNKNOWN, L"", L"Sami, Northern (Norway)" },
{ 0x083b, UNKNOWN, L"", L"Sami, Northern (Sweden)" },
{ 0x0c3b, UNKNOWN, L"", L"Sami, Northern (Finland)" },
{ 0x103b, UNKNOWN, L"", L"Sami, Lule (Norway)" },
{ 0x143b, UNKNOWN, L"", L"Sami, Lule (Sweden)" },
{ 0x183b, UNKNOWN, L"", L"Sami, Southern (Norway)" },
{ 0x1c3b, UNKNOWN, L"", L"Sami, Southern (Sweden)" },
{ 0x203b, UNKNOWN, L"", L"Sami, Skolt (Finland)" },
{ 0x243b, UNKNOWN, L"", L"Sami, Inari (Finland)" },
{ 0x0c1a, UNKNOWN, L"SR", L"Serbian (Cyrillic)" },
{ 0x1c1a, UNKNOWN, L"SR", L"Serbian (Cyrillic, Bosnia, and Herzegovina)" },
{ 0x081a, UNKNOWN, L"SR", L"Serbian (Latin)" },
{ 0x181a, UNKNOWN, L"SR", L"Serbian (Latin, Bosnia, and Herzegovina)" },
{ 0x046c, UNKNOWN, L"", L"Sesotho sa Leboa/Northern Sotho (South Africa)" },
{ 0x0432, UNKNOWN, L"", L"Setswana/Tswana (South Africa)" },
{ 0x041b, UNKNOWN, L"SK", L"Slovak" },
{ 0x0424, UNKNOWN, L"SI", L"Slovenian" },
{ 0x040a, UNKNOWN, L"ES", L"#IME_040a" },
{ 0x080a, UNKNOWN, L"ES", L"Spanish (Mexican)" },
{ 0x0c0a, UNKNOWN, L"ES", L"Spanish (Spain, Modern Sort)" },
{ 0x100a, UNKNOWN, L"ES", L"Spanish (Guatemala)" },
{ 0x140a, UNKNOWN, L"ES", L"Spanish (Costa Rica)" },
{ 0x180a, UNKNOWN, L"ES", L"Spanish (Panama)" },
{ 0x1c0a, UNKNOWN, L"ES", L"Spanish (Dominican Republic)" },
{ 0x200a, UNKNOWN, L"ES", L"Spanish (Venezuela)" },
{ 0x240a, UNKNOWN, L"ES", L"Spanish (Colombia)" },
{ 0x280a, UNKNOWN, L"ES", L"Spanish (Peru)" },
{ 0x2c0a, UNKNOWN, L"ES", L"Spanish (Argentina)" },
{ 0x300a, UNKNOWN, L"ES", L"Spanish (Ecuador)" },
{ 0x340a, UNKNOWN, L"ES", L"Spanish (Chile)" },
{ 0x380a, UNKNOWN, L"ES", L"Spanish (Uruguay)" },
{ 0x3c0a, UNKNOWN, L"ES", L"Spanish (Paraguay)" },
{ 0x400a, UNKNOWN, L"ES", L"Spanish (Bolivia)" },
{ 0x440a, UNKNOWN, L"ES", L"Spanish (El Salvador)" },
{ 0x480a, UNKNOWN, L"ES", L"Spanish (Honduras)" },
{ 0x4c0a, UNKNOWN, L"ES", L"Spanish (Nicaragua)" },
{ 0x500a, UNKNOWN, L"ES", L"Spanish (Puerto Rico)" },
{ 0x0430, UNKNOWN, L"", L"Sutu" },
{ 0x0441, UNKNOWN, L"KE", L"Swahili (Kenya)" },
{ 0x041d, UNKNOWN, L"SV", L"Swedish" },
{ 0x081d, UNKNOWN, L"SV", L"Swedish (Finland)" },
{ 0x045a, UNKNOWN, L"SY", L"Syriac" },
{ 0x0449, UNKNOWN, L"IN", L"Tamil" },
{ 0x0444, UNKNOWN, L"RU", L"Tatar (Tatarstan)" },
{ 0x044a, UNKNOWN, L"IN", L"Telugu" },
{ 0x041e, UNKNOWN, L"TH", L"#IME_041e" },
{ 0x041f, UNKNOWN, L"TR", L"Turkish" },
{ 0x0422, UNKNOWN, L"UA", L"Ukrainian" },
{ 0x0420, UNKNOWN, L"PK", L"Urdu (Pakistan)" },
{ 0x0820, UNKNOWN, L"IN", L"Urdu (India)" },
{ 0x0443, UNKNOWN, L"UZ", L"Uzbek (Latin)" },
{ 0x0843, UNKNOWN, L"UZ", L"Uzbek (Cyrillic)" },
{ 0x042a, UNKNOWN, L"VN", L"Vietnamese" },
{ 0x0452, UNKNOWN, L"", L"Welsh (United Kingdom)" },
};
static LanguageIds *GetLanguageInfo( unsigned short id )
{
for ( int j = 0; j < sizeof( g_LanguageIds ) / sizeof( g_LanguageIds[ 0 ] ); ++j )
{
if ( g_LanguageIds[ j ].id == id )
{
return &g_LanguageIds[ j ];
break;
}
}
return NULL;
}
/////////////////////////////////////////////////////////////////////////////
// CIMEDlg message handlers
static bool IsIDInList( unsigned short id, int count, HKL *list )
{
for ( int i = 0; i < count; ++i )
{
if ( LOWORD( list[ i ] ) == id )
{
return true;
}
}
return false;
}
static const wchar_t *GetLanguageName( unsigned short id )
{
wchar_t const *name = L"???";
for ( int j = 0; j < sizeof( g_LanguageIds ) / sizeof( g_LanguageIds[ 0 ] ); ++j )
{
if ( g_LanguageIds[ j ].id == id )
{
name = g_LanguageIds[ j ].displayname;
break;
}
}
return name;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *hwnd -
//-----------------------------------------------------------------------------
void CInputGameUI::SetIMEWindow( void *hwnd )
{
#ifndef _GAMECONSOLE
_imeWnd = hwnd;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void *CInputGameUI::GetIMEWindow()
{
#ifndef _GAMECONSOLE
return _imeWnd;
#else
return NULL;
#endif
}
static void SpewIMEInfo( int langid )
{
LanguageIds *info = GetLanguageInfo( langid );
if ( info )
{
wchar_t const *name = info->shortcode ? info->shortcode : L"???";
wchar_t outstr[ 512 ];
_snwprintf( outstr, sizeof( outstr ) / sizeof( wchar_t ), L"IME language changed to: %s", name );
OutputDebugStringW( outstr );
OutputDebugStringW( L"\n" );
}
}
// Change keyboard layout type
void CInputGameUI::OnChangeIME( bool forward )
{
#ifndef _GAMECONSOLE
HKL currentKb = GetKeyboardLayout( 0 );
UINT numKBs = GetKeyboardLayoutList( 0, NULL );
if ( numKBs > 0 )
{
HKL *list = new HKL[ numKBs ];
GetKeyboardLayoutList( numKBs, list );
int oldKb = 0;
CUtlVector< HKL > selections;
for ( unsigned int i = 0; i < numKBs; ++i )
{
BOOL first = !IsIDInList( LOWORD( list[ i ] ), i, list );
if ( !first )
continue;
selections.AddToTail( list[ i ] );
if ( list[ i ] == currentKb )
{
oldKb = selections.Count() - 1;
}
}
oldKb += forward ? 1 : -1;
if ( oldKb < 0 )
{
oldKb = max( 0, selections.Count() - 1 );
}
else if ( oldKb >= selections.Count() )
{
oldKb = 0;
}
ActivateKeyboardLayout( selections[ oldKb ], 0 );
int langid = LOWORD( selections[ oldKb ] );
SpewIMEInfo( langid );
delete[] list;
}
#endif
}
int CInputGameUI::GetCurrentIMEHandle()
{
#ifndef _GAMECONSOLE
HKL hkl = (HKL)GetKeyboardLayout( 0 );
return (int)hkl;
#else
return 0;
#endif
}
int CInputGameUI::GetEnglishIMEHandle()
{
#ifndef _GAMECONSOLE
HKL hkl = (HKL)0x04090409;
return (int)hkl;
#else
return 0;
#endif
}
void CInputGameUI::OnChangeIMEByHandle( int handleValue )
{
#ifndef _GAMECONSOLE
HKL hkl = (HKL)handleValue;
ActivateKeyboardLayout( hkl, 0 );
int langid = LOWORD( hkl);
SpewIMEInfo( langid );
#endif
}
// Returns the Language Bar label (Chinese, Korean, Japanese, Russion, Thai, etc.)
void CInputGameUI::GetIMELanguageName( wchar_t *buf, int unicodeBufferSizeInBytes )
{
#ifndef _GAMECONSOLE
wchar_t const *name = GetLanguageName( LOWORD( GetKeyboardLayout( 0 ) ) );
wcsncpy( buf, name, unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 );
buf[ unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 ] = L'\0';
#else
buf[0] = L'\0';
#endif
}
// Returns the short code for the language (EN, CH, KO, JP, RU, TH, etc. ).
void CInputGameUI::GetIMELanguageShortCode( wchar_t *buf, int unicodeBufferSizeInBytes )
{
#ifndef _GAMECONSOLE
LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) );
if ( !info )
{
buf[ 0 ] = L'\0';
}
else
{
wcsncpy( buf, info->shortcode, unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 );
buf[ unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 ] = L'\0';
}
#else
buf[0] = L'\0';
#endif
}
// Call with NULL dest to get item count
int CInputGameUI::GetIMELanguageList( LanguageItem *dest, int destcount )
{
#ifndef _GAMECONSOLE
int iret = 0;
UINT numKBs = GetKeyboardLayoutList( 0, NULL );
if ( numKBs > 0 )
{
HKL *list = new HKL[ numKBs ];
GetKeyboardLayoutList( numKBs, list );
CUtlVector< HKL > selections;
for ( unsigned int i = 0; i < numKBs; ++i )
{
BOOL first = !IsIDInList( LOWORD( list[ i ] ), i, list );
if ( !first )
continue;
selections.AddToTail( list[ i ] );
}
iret = selections.Count();
if ( dest )
{
for ( int i = 0; i < min(iret,destcount); ++i )
{
HKL hkl = selections[ i ];
LanguageItem *p = &dest[ i ];
LanguageIds *info = GetLanguageInfo( LOWORD( hkl ) );
memset( p, 0, sizeof( IInput::LanguageItem ) );
wcsncpy( p->shortname, info->shortcode, sizeof( p->shortname ) / sizeof( wchar_t ) );
p->shortname[ sizeof( p->shortname ) / sizeof( wchar_t ) - 1 ] = L'\0';
wcsncpy( p->menuname, info->displayname, sizeof( p->menuname ) / sizeof( wchar_t ) );
p->menuname[ sizeof( p->menuname ) / sizeof( wchar_t ) - 1 ] = L'\0';
p->handleValue = (int)hkl;
p->active = ( hkl == GetKeyboardLayout( 0 ) ) ? true : false;
}
}
delete[] list;
}
return iret;
#else
return 0;
#endif
}
/*
// Flag for effective options in conversion mode
BOOL fConvMode[NUM_IMES_SUPPORTED][13] =
{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // EN
{1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0}, // Trad CH
{1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, // Japanese
{1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0}, // Kor
{1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0}, // Simp CH
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // UNK(same as EN)
}
// Flag for effective options in sentence mode
BOOL fSentMode[NUM_IMES_SUPPORTED][6] =
{
{0, 0, 0, 0, 0, 0}, // EN
{0, 1, 0, 0, 0, 0}, // Trad CH
{1, 1, 1, 1, 1, 1}, // Japanese
{0, 0, 0, 0, 0, 0}, // Kor
{0, 0, 0, 0, 0, 0} // Simp CH
{0, 0, 0, 0, 0, 0}, // UNK(same as EN)
};
// Conversion mode message
DWORD dwConvModeMsg[13] = {
IME_CMODE_ALPHANUMERIC, IME_CMODE_NATIVE, IME_CMODE_KATAKANA,
IME_CMODE_LANGUAGE, IME_CMODE_FULLSHAPE, IME_CMODE_ROMAN,
IME_CMODE_CHARCODE, IME_CMODE_HANJACONVERT, IME_CMODE_SOFTKBD,
IME_CMODE_NOCONVERSION, IME_CMODE_EUDC, IME_CMODE_SYMBOL,
IME_CMODE_FIXED};
// Sentence mode message
DWORD dwSentModeMsg[6] = {
IME_SMODE_NONE, IME_SMODE_PLAURALCLAUSE, IME_SMODE_SINGLECONVERT,
IME_SMODE_AUTOMATIC, IME_SMODE_PHRASEPREDICT, IME_SMODE_CONVERSATION };
// ENGLISH,
// TRADITIONAL_CHINESE,
// JAPANESE,
// KOREAN,
// SIMPLIFIED_CHINESE,
// UNKNOWN,
*/
#ifndef _GAMECONSOLE
struct IMESettingsTransform
{
IMESettingsTransform( unsigned int cmr, unsigned int cma, unsigned int smr, unsigned int sma ) :
cmode_remove( cmr ),
cmode_add( cma ),
smode_remove( smr ),
smode_add( sma )
{
}
void Apply( HWND hwnd )
{
HIMC hImc = ImmGetContext( hwnd );
if ( hImc )
{
DWORD dwConvMode, dwSentMode;
ImmGetConversionStatus( hImc, &dwConvMode, &dwSentMode );
dwConvMode &= ~cmode_remove;
dwSentMode &= ~smode_remove;
ImmSetConversionStatus( hImc, dwConvMode, dwSentMode );
dwConvMode |= cmode_add;
dwSentMode |= smode_add;
ImmSetConversionStatus( hImc, dwConvMode, dwSentMode );
ImmReleaseContext( hwnd, hImc );
}
}
bool ConvMatches( DWORD convFlags )
{
// To match, the active flags have to have none of the remove flags and have to have all of the "add" flags
if ( convFlags & cmode_remove )
return false;
if ( ( convFlags & cmode_add ) == cmode_add )
{
return true;
}
return false;
}
bool SentMatches( DWORD sentFlags )
{
// To match, the active flags have to have none of the remove flags and have to have all of the "add" flags
if ( sentFlags & smode_remove )
return false;
if ( ( sentFlags & smode_add ) == smode_add )
{
return true;
}
return false;
}
unsigned int cmode_remove;
unsigned int cmode_add;
unsigned int smode_remove;
unsigned int smode_add;
};
static IMESettingsTransform g_ConversionMode_CHT_ToChinese(
IME_CMODE_ALPHANUMERIC,
IME_CMODE_NATIVE | IME_CMODE_LANGUAGE,
0,
0 );
static IMESettingsTransform g_ConversionMode_CHT_ToEnglish(
IME_CMODE_NATIVE | IME_CMODE_LANGUAGE,
IME_CMODE_ALPHANUMERIC,
0,
0 );
static IMESettingsTransform g_ConversionMode_CHS_ToChinese(
IME_CMODE_ALPHANUMERIC,
IME_CMODE_NATIVE | IME_CMODE_LANGUAGE,
0,
0 );
static IMESettingsTransform g_ConversionMode_CHS_ToEnglish(
IME_CMODE_NATIVE | IME_CMODE_LANGUAGE,
IME_CMODE_ALPHANUMERIC,
0,
0 );
static IMESettingsTransform g_ConversionMode_KO_ToKorean(
IME_CMODE_ALPHANUMERIC,
IME_CMODE_NATIVE | IME_CMODE_LANGUAGE,
0,
0 );
static IMESettingsTransform g_ConversionMode_KO_ToEnglish(
IME_CMODE_NATIVE | IME_CMODE_LANGUAGE,
IME_CMODE_ALPHANUMERIC,
0,
0 );
static IMESettingsTransform g_ConversionMode_JP_Hiragana(
IME_CMODE_ALPHANUMERIC | IME_CMODE_KATAKANA,
IME_CMODE_NATIVE | IME_CMODE_FULLSHAPE,
0,
0 );
static IMESettingsTransform g_ConversionMode_JP_DirectInput(
IME_CMODE_NATIVE | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ) | IME_CMODE_FULLSHAPE | IME_CMODE_ROMAN,
IME_CMODE_ALPHANUMERIC,
0,
0 );
static IMESettingsTransform g_ConversionMode_JP_FullwidthKatakana(
IME_CMODE_ALPHANUMERIC,
IME_CMODE_NATIVE | IME_CMODE_FULLSHAPE | IME_CMODE_ROMAN | IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE,
0,
0 );
static IMESettingsTransform g_ConversionMode_JP_HalfwidthKatakana(
IME_CMODE_ALPHANUMERIC | IME_CMODE_FULLSHAPE,
IME_CMODE_NATIVE | IME_CMODE_ROMAN | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ),
0,
0 );
static IMESettingsTransform g_ConversionMode_JP_FullwidthAlphanumeric(
IME_CMODE_NATIVE | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ),
IME_CMODE_ALPHANUMERIC | IME_CMODE_FULLSHAPE | IME_CMODE_ROMAN,
0,
0 );
static IMESettingsTransform g_ConversionMode_JP_HalfwidthAlphanumeric(
IME_CMODE_NATIVE | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ) | IME_CMODE_FULLSHAPE,
IME_CMODE_ALPHANUMERIC | IME_CMODE_ROMAN,
0,
0 );
#endif // _GAMECONSOLE
int CInputGameUI::GetIMEConversionModes( ConversionModeItem *dest, int destcount )
{
#ifndef _GAMECONSOLE
if ( dest )
{
memset( dest, 0, destcount * sizeof( ConversionModeItem ) );
}
DWORD dwConvMode = 0, dwSentMode = 0;
HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() );
if ( hImc )
{
ImmGetConversionStatus( hImc, &dwConvMode, &dwSentMode );
ImmReleaseContext( ( HWND )GetIMEWindow(), hImc );
}
LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) );
switch ( info->languageflag )
{
default:
return 0;
case TRADITIONAL_CHINESE:
// This is either native or alphanumeric
if ( dest )
{
ConversionModeItem *item;
int i = 0;
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_Chinese", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_CHT_ToChinese;
item->active = g_ConversionMode_CHT_ToChinese.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_CHT_ToEnglish;
item->active = g_ConversionMode_CHT_ToEnglish.ConvMatches( dwConvMode );
}
return 2;
case JAPANESE:
// There are 6 Japanese modes
if ( dest )
{
ConversionModeItem *item;
int i = 0;
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_Hiragana", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_JP_Hiragana;
item->active = g_ConversionMode_JP_Hiragana.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_FullWidthKatakana", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_JP_FullwidthKatakana;
item->active = g_ConversionMode_JP_FullwidthKatakana.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_FullWidthAlphanumeric", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_JP_FullwidthAlphanumeric;
item->active = g_ConversionMode_JP_FullwidthAlphanumeric.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_HalfWidthKatakana", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_JP_HalfwidthKatakana;
item->active = g_ConversionMode_JP_HalfwidthKatakana.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_HalfWidthAlphanumeric", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_JP_HalfwidthAlphanumeric;
item->active = g_ConversionMode_JP_HalfwidthAlphanumeric.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_JP_DirectInput;
item->active = g_ConversionMode_JP_DirectInput.ConvMatches( dwConvMode );
}
return 6;
case KOREAN:
// This is either native or alphanumeric
if ( dest )
{
ConversionModeItem *item;
int i = 0;
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_Korean", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_KO_ToKorean;
item->active = g_ConversionMode_KO_ToKorean.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_KO_ToEnglish;
item->active = g_ConversionMode_KO_ToEnglish.ConvMatches( dwConvMode );
}
return 2;
case SIMPLIFIED_CHINESE:
// This is either native or alphanumeric
if ( dest )
{
ConversionModeItem *item;
int i = 0;
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_Chinese", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_CHS_ToChinese;
item->active = g_ConversionMode_CHS_ToChinese.ConvMatches( dwConvMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_ConversionMode_CHS_ToChinese;
item->active = g_ConversionMode_CHS_ToChinese.ConvMatches( dwConvMode );
}
return 2;
}
#endif
return 0;
}
#ifndef _GAMECONSOLE
static IMESettingsTransform g_SentenceMode_JP_None(
0,
0,
IME_SMODE_PLAURALCLAUSE | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_PHRASEPREDICT | IME_SMODE_CONVERSATION,
IME_SMODE_NONE );
static IMESettingsTransform g_SentenceMode_JP_General(
0,
0,
IME_SMODE_NONE | IME_SMODE_PLAURALCLAUSE | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_CONVERSATION,
IME_SMODE_PHRASEPREDICT
);
static IMESettingsTransform g_SentenceMode_JP_BiasNames(
0,
0,
IME_SMODE_NONE | IME_SMODE_PHRASEPREDICT | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_CONVERSATION,
IME_SMODE_PLAURALCLAUSE
);
static IMESettingsTransform g_SentenceMode_JP_BiasSpeech(
0,
0,
IME_SMODE_NONE | IME_SMODE_PHRASEPREDICT | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_PLAURALCLAUSE,
IME_SMODE_CONVERSATION
);
#endif // _GAMECONSOLE
int CInputGameUI::GetIMESentenceModes( SentenceModeItem *dest, int destcount )
{
#ifndef _GAMECONSOLE
if ( dest )
{
memset( dest, 0, destcount * sizeof( SentenceModeItem ) );
}
DWORD dwConvMode = 0, dwSentMode = 0;
HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() );
if ( hImc )
{
ImmGetConversionStatus( hImc, &dwConvMode, &dwSentMode );
ImmReleaseContext( ( HWND )GetIMEWindow(), hImc );
}
LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) );
switch ( info->languageflag )
{
default:
return 0;
// case TRADITIONAL_CHINESE:
// break;
case JAPANESE:
// There are 4 Japanese sentence modes
if ( dest )
{
SentenceModeItem *item;
int i = 0;
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_General", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_SentenceMode_JP_General;
item->active = g_SentenceMode_JP_General.SentMatches( dwSentMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_BiasNames", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_SentenceMode_JP_BiasNames;
item->active = g_SentenceMode_JP_BiasNames.SentMatches( dwSentMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_BiasSpeech", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_SentenceMode_JP_BiasSpeech;
item->active = g_SentenceMode_JP_BiasSpeech.SentMatches( dwSentMode );
item = &dest[ i++ ];
wcsncpy( item->menuname, L"#IME_NoConversion", sizeof( item->menuname ) / sizeof( wchar_t ) );
item->handleValue = (int)&g_SentenceMode_JP_None;
item->active = g_SentenceMode_JP_None.SentMatches( dwSentMode );
}
return 4;
}
#endif
return 0;
}
void CInputGameUI::OnChangeIMEConversionModeByHandle( int handleValue )
{
#ifndef _GAMECONSOLE
if ( handleValue == 0 )
return;
IMESettingsTransform *txform = ( IMESettingsTransform * )handleValue;
txform->Apply( (HWND)GetIMEWindow() );
#endif
}
void CInputGameUI::OnChangeIMESentenceModeByHandle( int handleValue )
{
}
void CInputGameUI::OnInputLanguageChanged()
{
}
void CInputGameUI::OnIMEStartComposition()
{
}
void DescribeIMEFlag( char const *string, bool value )
{
if ( value )
{
Msg( " %s\n", string );
}
}
#define IMEDesc( x ) DescribeIMEFlag( #x, flags & x );
void CInputGameUI::OnIMEComposition( int flags )
{
#ifndef _GAMECONSOLE
/*
Msg( "OnIMEComposition\n" );
IMEDesc( VGUI_GCS_COMPREADSTR );
IMEDesc( VGUI_GCS_COMPREADATTR );
IMEDesc( VGUI_GCS_COMPREADCLAUSE );
IMEDesc( VGUI_GCS_COMPSTR );
IMEDesc( VGUI_GCS_COMPATTR );
IMEDesc( VGUI_GCS_COMPCLAUSE );
IMEDesc( VGUI_GCS_CURSORPOS );
IMEDesc( VGUI_GCS_DELTASTART );
IMEDesc( VGUI_GCS_RESULTREADSTR );
IMEDesc( VGUI_GCS_RESULTREADCLAUSE );
IMEDesc( VGUI_GCS_RESULTSTR );
IMEDesc( VGUI_GCS_RESULTCLAUSE );
IMEDesc( VGUI_CS_INSERTCHAR );
IMEDesc( VGUI_CS_NOMOVECARET );
*/
HIMC hIMC = ImmGetContext( ( HWND )GetIMEWindow() );
if ( hIMC )
{
if ( flags & VGUI_GCS_RESULTSTR )
{
wchar_t tempstr[ 32 ];
int len = ImmGetCompositionStringW( hIMC, GCS_RESULTSTR, (LPVOID)tempstr, sizeof( tempstr ) );
if ( len > 0 )
{
if ((len % 2) != 0)
len++;
int numchars = len / sizeof( wchar_t );
for ( int i = 0; i < numchars; ++i )
{
InternalKeyTyped( tempstr[ i ] );
}
}
}
if ( flags & VGUI_GCS_COMPSTR )
{
wchar_t tempstr[ 256 ];
int len = ImmGetCompositionStringW( hIMC, GCS_COMPSTR, (LPVOID)tempstr, sizeof( tempstr ) );
if ( len > 0 )
{
if ((len % 2) != 0)
len++;
int numchars = len / sizeof( wchar_t );
tempstr[ numchars ] = L'\0';
InternalSetCompositionString( tempstr );
}
}
ImmReleaseContext( ( HWND )GetIMEWindow(), hIMC );
}
#endif
}
void CInputGameUI::OnIMEEndComposition()
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext )
{
// tell the current focused panel that a key was typed
PostKeyMessage( new KeyValues( "DoCompositionString", "string", L"" ) );
}
}
void CInputGameUI::DestroyCandidateList()
{
#ifndef _GAMECONSOLE
if ( _imeCandidates )
{
delete[] (char *)_imeCandidates;
_imeCandidates = 0;
}
#endif
}
void CInputGameUI::OnIMEShowCandidates()
{
#ifndef _GAMECONSOLE
DestroyCandidateList();
CreateNewCandidateList();
InternalShowCandidateWindow();
#endif
}
void CInputGameUI::OnIMECloseCandidates()
{
#ifndef _GAMECONSOLE
InternalHideCandidateWindow();
DestroyCandidateList();
#endif
}
void CInputGameUI::OnIMEChangeCandidates()
{
#ifndef _GAMECONSOLE
DestroyCandidateList();
CreateNewCandidateList();
InternalUpdateCandidateWindow();
#endif
}
void CInputGameUI::CreateNewCandidateList()
{
#ifndef _GAMECONSOLE
Assert( !_imeCandidates );
HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() );
if ( hImc )
{
DWORD numCandidates = 0;
DWORD bytes = ImmGetCandidateListCountW( hImc, &numCandidates );
if ( numCandidates > 0 )
{
DWORD buflen = bytes + 1;
char *buf = new char[ buflen ];
Q_memset( buf, 0, buflen );
CANDIDATELIST *list = ( CANDIDATELIST *)buf;
DWORD copyBytes = ImmGetCandidateListW( hImc, 0, list, buflen );
if ( copyBytes > 0 )
{
_imeCandidates = list;
}
else
{
delete[] buf;
}
}
ImmReleaseContext( ( HWND )GetIMEWindow(), hImc );
}
#endif
}
int CInputGameUI::GetCandidateListCount()
{
#ifndef _GAMECONSOLE
if ( !_imeCandidates )
return 0;
return (int)_imeCandidates->dwCount;
#else
return 0;
#endif
}
void CInputGameUI::GetCandidate( int num, wchar_t *dest, int destSizeBytes )
{
dest[ 0 ] = L'\0';
#ifndef _GAMECONSOLE
if ( num < 0 || num >= (int)_imeCandidates->dwCount )
{
return;
}
DWORD offset = *( DWORD *)( (char *)( _imeCandidates->dwOffset + num ) );
wchar_t *s = ( wchar_t *)( (char *)_imeCandidates + offset );
wcsncpy( dest, s, destSizeBytes / sizeof( wchar_t ) - 1 );
dest[ destSizeBytes / sizeof( wchar_t ) - 1 ] = L'\0';
#endif
}
int CInputGameUI::GetCandidateListSelectedItem()
{
#ifndef _GAMECONSOLE
if ( !_imeCandidates )
return 0;
return (int)_imeCandidates->dwSelection;
#else
return 0;
#endif
}
int CInputGameUI::GetCandidateListPageSize()
{
#ifndef _GAMECONSOLE
if ( !_imeCandidates )
return 0;
return (int)_imeCandidates->dwPageSize;
#else
return 0;
#endif
}
int CInputGameUI::GetCandidateListPageStart()
{
#ifndef _GAMECONSOLE
if ( !_imeCandidates )
return 0;
return (int)_imeCandidates->dwPageStart;
#else
return 0;
#endif
}
void CInputGameUI::SetCandidateListPageStart( int start )
{
#ifndef _GAMECONSOLE
HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() );
if ( hImc )
{
ImmNotifyIME( hImc, NI_SETCANDIDATE_PAGESTART, 0, start );
ImmReleaseContext( ( HWND )GetIMEWindow(), hImc );
}
#endif
}
void CInputGameUI::OnIMERecomputeModes()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CInputGameUI::CandidateListStartsAtOne()
{
#ifndef _GAMECONSOLE
DWORD prop = ImmGetProperty( GetKeyboardLayout( 0 ), IGP_PROPERTY );
if ( prop & IME_PROP_CANDLIST_START_FROM_1 )
{
return true;
}
#endif
return false;
}
void CInputGameUI::SetCandidateWindowPos( int x, int y )
{
#ifndef _GAMECONSOLE
POINT point;
CANDIDATEFORM Candidate;
point.x = x;
point.y = y;
HIMC hIMC = ImmGetContext( ( HWND )GetIMEWindow() );
if ( hIMC )
{
// Set candidate window position near caret position
Candidate.dwIndex = 0;
Candidate.dwStyle = CFS_FORCE_POSITION;
Candidate.ptCurrentPos.x = point.x;
Candidate.ptCurrentPos.y = point.y;
ImmSetCandidateWindow( hIMC, &Candidate );
ImmReleaseContext( ( HWND )GetIMEWindow(),hIMC );
}
#endif
}
void CInputGameUI::InternalSetCompositionString( const wchar_t *compstr )
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext )
{
// tell the current focused panel that a key was typed
PostKeyMessage( new KeyValues( "DoCompositionString", "string", compstr ) );
}
}
void CInputGameUI::InternalShowCandidateWindow()
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext )
{
PostKeyMessage( new KeyValues( "DoShowIMECandidates" ) );
}
}
void CInputGameUI::InternalHideCandidateWindow()
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext )
{
PostKeyMessage( new KeyValues( "DoHideIMECandidates" ) );
}
}
void CInputGameUI::InternalUpdateCandidateWindow()
{
InputContext_t *pContext = GetInputContext( m_hContext );
if ( pContext )
{
PostKeyMessage( new KeyValues( "DoUpdateIMECandidates" ) );
}
}
bool CInputGameUI::GetShouldInvertCompositionString()
{
#ifndef _GAMECONSOLE
LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) );
if ( !info )
return false;
// Only Chinese (simplified and traditional)
return info->invertcomposition;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Handles an input event, returns true if the event should be filtered
// from the rest of the game
//-----------------------------------------------------------------------------
bool InputGameUIHandleInputEvent( const InputEvent_t &event )
{
switch( event.m_nType )
{
case IE_ButtonPressed:
{
// NOTE: data2 is the virtual key code (data1 contains the scan-code one)
ButtonCode_t code = (ButtonCode_t)event.m_nData2;
if ( IsKeyCode( code ) || IsJoystickCode( code ) )
{
return g_pInputGameUI->InternalKeyCodePressed( code );
}
if ( IsJoystickCode( code ) )
{
return g_pInputGameUI->InternalKeyCodePressed( code );
}
if ( IsMouseCode( code ) )
{
return g_pInputGameUI->InternalMousePressed( code );
}
}
break;
case IE_ButtonReleased:
{
// NOTE: data2 is the virtual key code (data1 contains the scan-code one)
ButtonCode_t code = (ButtonCode_t)event.m_nData2;
if ( IsKeyCode( code ) || IsJoystickCode( code ) )
{
return g_pInputGameUI->InternalKeyCodeReleased( code );
}
if ( IsJoystickCode( code ) )
{
return g_pInputGameUI->InternalKeyCodeReleased( code );
}
if ( IsMouseCode( code ) )
{
return g_pInputGameUI->InternalMouseReleased( code );
}
}
break;
case IE_ButtonDoubleClicked:
{
// NOTE: data2 is the virtual key code (data1 contains the scan-code one)
ButtonCode_t code = (ButtonCode_t)event.m_nData2;
if ( IsMouseCode( code ) )
{
return g_pInputGameUI->InternalMouseDoublePressed( code );
}
}
break;
case IE_AnalogValueChanged:
{
if ( event.m_nData == MOUSE_WHEEL )
return g_pInputGameUI->InternalMouseWheeled( event.m_nData3 );
if ( event.m_nData == MOUSE_XY )
return g_pInputGameUI->InternalCursorMoved( event.m_nData2, event.m_nData3 );
}
break;
case IE_KeyCodeTyped:
{
ButtonCode_t code = (ButtonCode_t)event.m_nData;
g_pInputGameUI->InternalKeyCodeTyped( code );
}
return true;
case IE_KeyTyped:
{
ButtonCode_t code = (ButtonCode_t)event.m_nData;
g_pInputGameUI->InternalKeyTyped( code );
}
return true;
case IE_Quit:
return true;
case IE_Close:
return true;
case IE_SetCursor:
//ActivateCurrentCursor();
return true;
case IE_WindowSizeChanged:
{
g_pInputGameUI->SetWindowSize( event.m_nData, event.m_nData2 );
}
case IE_IMESetWindow:
g_pInputGameUI->SetIMEWindow( (void *)event.m_nData );
return true;
case IE_LocateMouseClick:
g_pInputGameUI->InternalCursorMoved( event.m_nData, event.m_nData2 );
return true;
case IE_InputLanguageChanged:
g_pInputGameUI->OnInputLanguageChanged();
return true;
case IE_IMEStartComposition:
g_pInputGameUI->OnIMEStartComposition();
return true;
case IE_IMEComposition:
g_pInputGameUI->OnIMEComposition( event.m_nData );
return true;
case IE_IMEEndComposition:
g_pInputGameUI->OnIMEEndComposition();
return true;
case IE_IMEShowCandidates:
g_pInputGameUI->OnIMEShowCandidates();
return true;
case IE_IMEChangeCandidates:
g_pInputGameUI->OnIMEChangeCandidates();
return true;
case IE_IMECloseCandidates:
g_pInputGameUI->OnIMECloseCandidates();
return true;
case IE_IMERecomputeModes:
g_pInputGameUI->OnIMERecomputeModes();
return true;
}
return false;
}
void CInputGameUI::OnCursorEnter( CHitArea* const & pTarget )
{
Assert( pTarget );
pTarget->OnCursorEnter();
}
void CInputGameUI::OnCursorExit( CHitArea * const & pTarget )
{
Assert( pTarget );
pTarget->OnCursorExit();
}
void CInputGameUI::OnCursorMove( CHitArea * const & pTarget, const int &x, const int &y )
{
Assert( pTarget );
pTarget->OnCursorMove( x, y );
}
void CInputGameUI::OnMouseDown( CHitArea * const & pTarget, const ButtonCode_t &code )
{
Assert( pTarget );
pTarget->OnMouseDown( code );
}
// Traps get nulled out when the up event is recieved so it is passed in here.
void CInputGameUI::OnMouseUp( CHitArea * const & pTarget, CHitArea * const & pTrap, const ButtonCode_t &code )
{
Assert( pTarget );
InputContext_t *pContext = GetInputContext( m_hContext );
// Scripts are only run if the current mouse focus is the same as the trap.
// If they aren't the same, then the user moved the mouse off the target area.
if ( code == MOUSE_LEFT )
{
pTarget->OnMouseUp( code, ( pTrap == pContext->_mouseFocus ) );
}
else if ( code == MOUSE_MIDDLE )
{
pTarget->OnMouseUp( code, ( pTrap == pContext->_mouseFocus ) );
}
else if ( code == MOUSE_RIGHT )
{
pTarget->OnMouseUp( code, ( pTrap == pContext->_mouseFocus ) );
}
}
void CInputGameUI::OnMouseDoubleClick( CHitArea * const & pTarget, const ButtonCode_t &code )
{
Assert( pTarget );
pTarget->OnMouseDoubleClick( code );
}
void CInputGameUI::OnMouseWheel( CHitArea * const & pTarget, const int &delta )
{
Assert( pTarget );
pTarget->OnMouseWheel( delta );
}
void CInputGameUI::OnKeyDown( CHitArea * const & pTarget, const ButtonCode_t &code )
{
Assert( pTarget );
pTarget->OnKeyDown( code );
}
void CInputGameUI::OnKeyUp( CHitArea * const & pTarget, const ButtonCode_t &code )
{
Assert( pTarget );
pTarget->OnKeyUp( code );
}
void CInputGameUI::OnKeyCodeTyped( CHitArea * const & pTarget, const ButtonCode_t &code )
{
Assert( pTarget );
pTarget->OnKeyCodeTyped( code );
}
void CInputGameUI::OnKeyTyped( CHitArea * const & pTarget, const wchar_t &unichar )
{
Assert( pTarget );
pTarget->OnKeyTyped( unichar );
}
void CInputGameUI::OnLoseKeyFocus( CHitArea * const & pTarget )
{
Assert( pTarget );
pTarget->OnLoseKeyFocus();
}
void CInputGameUI::OnGainKeyFocus( CHitArea * const & pTarget )
{
Assert( pTarget );
pTarget->OnGainKeyFocus();
}