Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef VGUI_IINPUT_H
#define VGUI_IINPUT_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "tier1/interface.h"
#include "vgui/MouseCode.h"
#include "vgui/KeyCode.h"
namespace vgui
{
class Cursor;
typedef unsigned long HCursor;
#define VGUI_GCS_COMPREADSTR 0x0001
#define VGUI_GCS_COMPREADATTR 0x0002
#define VGUI_GCS_COMPREADCLAUSE 0x0004
#define VGUI_GCS_COMPSTR 0x0008
#define VGUI_GCS_COMPATTR 0x0010
#define VGUI_GCS_COMPCLAUSE 0x0020
#define VGUI_GCS_CURSORPOS 0x0080
#define VGUI_GCS_DELTASTART 0x0100
#define VGUI_GCS_RESULTREADSTR 0x0200
#define VGUI_GCS_RESULTREADCLAUSE 0x0400
#define VGUI_GCS_RESULTSTR 0x0800
#define VGUI_GCS_RESULTCLAUSE 0x1000
// style bit flags for WM_IME_COMPOSITION
#define VGUI_CS_INSERTCHAR 0x2000
#define VGUI_CS_NOMOVECARET 0x4000
#define MESSAGE_CURSOR_POS -1
#define MESSAGE_CURRENT_KEYFOCUS -2
class IInput : public IBaseInterface
{
public:
virtual void SetMouseFocus(VPANEL newMouseFocus) = 0;
virtual void SetMouseCapture(VPANEL panel) = 0;
// returns the string name of a scan code
virtual void GetKeyCodeText(KeyCode code, OUT_Z_BYTECAP(buflen) char *buf, int buflen) = 0;
// focus
virtual VPANEL GetFocus() = 0;
virtual VPANEL GetCalculatedFocus() = 0;// to handle cases where the focus changes inside a frame.
virtual VPANEL GetMouseOver() = 0; // returns the panel the mouse is currently over, ignoring mouse capture
// mouse state
virtual void SetCursorPos(int x, int y) = 0;
virtual void GetCursorPos(int &x, int &y) = 0;
virtual bool WasMousePressed(MouseCode code) = 0;
virtual bool WasMouseDoublePressed(MouseCode code) = 0;
virtual bool IsMouseDown(MouseCode code) = 0;
// cursor override
virtual void SetCursorOveride(HCursor cursor) = 0;
virtual HCursor GetCursorOveride() = 0;
// key state
virtual bool WasMouseReleased(MouseCode code) = 0;
virtual bool WasKeyPressed(KeyCode code) = 0;
virtual bool IsKeyDown(KeyCode code) = 0;
virtual bool WasKeyTyped(KeyCode code) = 0;
virtual bool WasKeyReleased(KeyCode code) = 0;
virtual VPANEL GetAppModalSurface() = 0;
// set the modal dialog panel.
// all events will go only to this panel and its children.
virtual void SetAppModalSurface(VPANEL panel) = 0;
// release the modal dialog panel
// do this when your modal dialog finishes.
virtual void ReleaseAppModalSurface() = 0;
virtual void GetCursorPosition( int &x, int &y ) = 0;
virtual void SetIMEWindow( void *hwnd ) = 0;
virtual void *GetIMEWindow() = 0;
virtual void OnChangeIME( bool forward ) = 0;
virtual int GetCurrentIMEHandle() = 0;
virtual int GetEnglishIMEHandle() = 0;
// Returns the Language Bar label (Chinese, Korean, Japanese, Russion, Thai, etc.)
virtual void GetIMELanguageName( OUT_Z_BYTECAP(unicodeBufferSizeInBytes) wchar_t *buf, int unicodeBufferSizeInBytes ) = 0;
// Returns the short code for the language (EN, CH, KO, JP, RU, TH, etc. ).
virtual void GetIMELanguageShortCode( OUT_Z_BYTECAP(unicodeBufferSizeInBytes) wchar_t *buf, int unicodeBufferSizeInBytes ) = 0;
struct LanguageItem
{
wchar_t shortname[ 4 ];
wchar_t menuname[ 128 ];
int handleValue;
bool active; // true if this is the active language
};
struct ConversionModeItem
{
wchar_t menuname[ 128 ];
int handleValue;
bool active; // true if this is the active conversion mode
};
struct SentenceModeItem
{
wchar_t menuname[ 128 ];
int handleValue;
bool active; // true if this is the active sentence mode
};
// Call with NULL dest to get item count
virtual int GetIMELanguageList( LanguageItem *dest, int destcount ) = 0;
virtual int GetIMEConversionModes( ConversionModeItem *dest, int destcount ) = 0;
virtual int GetIMESentenceModes( SentenceModeItem *dest, int destcount ) = 0;
virtual void OnChangeIMEByHandle( int handleValue ) = 0;
virtual void OnChangeIMEConversionModeByHandle( int handleValue ) = 0;
virtual void OnChangeIMESentenceModeByHandle( int handleValue ) = 0;
virtual void OnInputLanguageChanged() = 0;
virtual void OnIMEStartComposition() = 0;
virtual void OnIMEComposition( int flags ) = 0;
virtual void OnIMEEndComposition() = 0;
virtual void OnIMEShowCandidates() = 0;
virtual void OnIMEChangeCandidates() = 0;
virtual void OnIMECloseCandidates() = 0;
virtual void OnIMERecomputeModes() = 0;
virtual int GetCandidateListCount() = 0;
virtual void GetCandidate( int num, OUT_Z_BYTECAP(destSizeBytes) wchar_t *dest, int destSizeBytes ) = 0;
virtual int GetCandidateListSelectedItem() = 0;
virtual int GetCandidateListPageSize() = 0;
virtual int GetCandidateListPageStart() = 0;
//NOTE: We render our own candidate lists most of the time...
virtual void SetCandidateWindowPos( int x, int y ) = 0;
virtual bool GetShouldInvertCompositionString() = 0;
virtual bool CandidateListStartsAtOne() = 0;
virtual void SetCandidateListPageStart( int start ) = 0;
// Passes in a keycode which allows hitting other mouse buttons w/o cancelling capture mode
virtual void SetMouseCaptureEx(VPANEL panel, MouseCode captureStartMouseCode ) = 0;
// Because OnKeyCodeTyped uses CallParentFunction and is therefore message based, there's no way
// to know if handler actually swallowed the specified keycode. To get around this, I set a global before calling the
// kb focus OnKeyCodeTyped function and if we ever get to a Panel::OnKeyCodeTypes we know that nobody handled the message
// and in that case we can post a message to any "unhandled keycode" listeners
// This will generate an MESSAGE_FUNC_INT( "KeyCodeUnhandled" "code" code ) message to each such listener
virtual void RegisterKeyCodeUnhandledListener( VPANEL panel ) = 0;
virtual void UnregisterKeyCodeUnhandledListener( VPANEL panel ) = 0;
// Posts unhandled message to all interested panels
virtual void OnKeyCodeUnhandled( int keyCode ) = 0;
// Assumes subTree is a child panel of the root panel for the vgui contect
// if restrictMessagesToSubTree is true, then mouse and kb messages are only routed to the subTree and it's children and mouse/kb focus
// can only be on one of the subTree children, if a mouse click occurs outside of the subtree, and "UnhandledMouseClick" message is sent to unhandledMouseClickListener panel
// if it's set
// if restrictMessagesToSubTree is false, then mouse and kb messages are routed as normal except that they are not routed down into the subtree
// however, if a mouse click occurs outside of the subtree, and "UnhandleMouseClick" message is sent to unhandledMouseClickListener panel
// if it's set
virtual void SetModalSubTree( VPANEL subTree, VPANEL unhandledMouseClickListener, bool restrictMessagesToSubTree = true ) = 0;
virtual void ReleaseModalSubTree() = 0;
virtual VPANEL GetModalSubTree() = 0;
// These toggle whether the modal subtree is exclusively receiving messages or conversely whether it's being excluded from receiving messages
// Sends a "ModalSubTree", state message
virtual void SetModalSubTreeReceiveMessages( bool state ) = 0;
virtual bool ShouldModalSubTreeReceiveMessages() const = 0;
virtual VPANEL GetMouseCapture() = 0;
};
#define VGUI_INPUT_INTERFACE_VERSION "VGUI_Input005"
} // namespace vgui
#endif // VGUI_IINPUT_H