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

76 lines
3.2 KiB

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