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112 lines
4.1 KiB
112 lines
4.1 KiB
//===== Copyright © 1996-2005, 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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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Handle gamepad joystick movement.
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//=============================================================================
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virtual bool InternalJoystickMoved(int axis, int value) = 0;
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//=============================================================================
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// HPE_END
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//=============================================================================
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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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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Handle gamepad joystick movement.
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//=============================================================================
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virtual void UpdateJoystickXPosInternal( int pos ) = 0;
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virtual void UpdateJoystickYPosInternal( int pos ) = 0;
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virtual int GetJoystickXPos( ) = 0;
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virtual int GetJoystickYPos( ) = 0;
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//=============================================================================
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// HPE_END
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//=============================================================================
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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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// Resets 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 ResetInputContext( HInputContext context ) = 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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