Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IPAINTHTML_H
#define IPAINTHTML_H
class IPaintHTML
{
public:
enum EPaintTarget
{
ePaintBrowser,
ePaintPopup,
ePaintMAX
};
// returns the texture id used, pass in -1 to create a new texture
virtual int DrawSubTextureRGBA( EPaintTarget eTarget, int textureID, int x, int y, const unsigned char *pRGBA, int wide, int tall ) = 0;
virtual void DeleteTexture( EPaintTarget eTarget, int textureID ) = 0;
};
class IInputEventHTML
{
public:
enum EMouseButton
{
eButtonLeft,
eButtonMiddle,
eButtonRight
};
virtual bool ChromeHandleMouseClick( EMouseButton eButton, bool bUp, int nClickCount ) = 0;
virtual bool ChromeHandleMouseMove( int x, int y ) = 0;
virtual bool ChromeHandleMouseWheel( int delta ) = 0;
enum EKeyType
{
KeyDown,
KeyUp,
Char
};
enum EKeyModifier
{
AltDown = 1,
CrtlDown = 2,
ShiftDown = 4,
};
virtual bool ChromeHandleKeyEvent( EKeyType type, int key, int modifiers, bool bKeyUp ) = 0;
};
#endif // IPAINTHTML_H