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76 lines
3.2 KiB
76 lines
3.2 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: This is input priority system, allowing various clients to
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// cause input messages / cursor control to be routed to them as opposed to
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// other clients.
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//
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//===========================================================================//
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#ifndef IINPUTCLIENTSTACK_H
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#define IINPUTCLIENTSTACK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "appframework/iappsystem.h"
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#include "inputsystem/iinputsystem.h"
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///-----------------------------------------------------------------------------
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/// A handle to an input context. These are arranged in a priority-based
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/// stack; the top context on the stack which is also enabled wins.
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///-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE( InputContextHandle_t );
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#define INPUT_CONTEXT_HANDLE_INVALID ( (InputContextHandle_t)0 )
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///-----------------------------------------------------------------------------
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/// Purpose: This is input priority system, allowing various clients to
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/// cause input messages / cursor control to be routed to them as opposed to
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/// other clients.
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///
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/// NOTE: For Source1, it would be a huge change to move all input (like
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/// the code in engine/keys.cpp for example) to go through this interface.
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/// Therefore, I'm going to stick with only dealing with cursor control,
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/// which is necessary for Jen's new gameUI system to interoperate with VGui.
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///-----------------------------------------------------------------------------
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abstract_class IInputStackSystem : public IAppSystem
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{
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public:
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/// Allocates an input context, pushing it on top of the input stack,
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/// thereby giving it top priority
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virtual InputContextHandle_t PushInputContext() = 0;
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/// Pops the top input context off the input stack, and destroys it.
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virtual void PopInputContext( ) = 0;
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/// Enables/disables an input context, allowing something lower on the
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/// stack to have control of input. Disabling an input context which
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/// owns mouse capture
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virtual void EnableInputContext( InputContextHandle_t hContext, bool bEnable ) = 0;
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/// Allows a context to make the cursor visible;
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/// the topmost enabled context wins
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virtual void SetCursorVisible( InputContextHandle_t hContext, bool bVisible ) = 0;
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/// Allows a context to set the cursor icon;
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/// the topmost enabled context wins
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virtual void SetCursorIcon( InputContextHandle_t hContext, InputCursorHandle_t hCursor ) = 0;
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/// Allows a context to enable mouse capture. Disabling an input context
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/// deactivates mouse capture. Capture will occur if it happens on the
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/// topmost enabled context
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virtual void SetMouseCapture( InputContextHandle_t hContext, bool bEnable ) = 0;
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/// Allows a context to set the mouse position. It only has any effect if the
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/// specified context is the topmost enabled context
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virtual void SetCursorPosition( InputContextHandle_t hContext, int x, int y ) = 0;
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/// Returns true if the specified context is the topmost enabled context
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virtual bool IsTopmostEnabledContext( InputContextHandle_t hContext ) const = 0;
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};
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DECLARE_TIER2_INTERFACE( IInputStackSystem, g_pInputStackSystem );
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#endif // IINPUTCLIENTSTACK_H
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