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2020-08-04 13:13:01 -04:00

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef IINPUTINTERNAL_H
#define IINPUTINTERNAL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/IInput.h>
namespace vgui {
enum MouseCodeState_t {
BUTTON_RELEASED = 0,
BUTTON_PRESSED,
BUTTON_DOUBLECLICKED,
};
typedef int HInputContext;
#define DEFAULT_INPUT_CONTEXT ((vgui::HInputContext)~0)
class IInputInternal : public IInput {
public:
// processes input for a frame
virtual void RunFrame() = 0;
virtual void UpdateMouseFocus(int x, int y) = 0;
// called when a panel becomes invalid
virtual void PanelDeleted(VPANEL panel) = 0;
// inputs into vgui input handling
virtual bool InternalCursorMoved(
int x, int y) = 0; // expects input in surface space
virtual bool InternalMousePressed(MouseCode code) = 0;
virtual bool InternalMouseDoublePressed(MouseCode code) = 0;
virtual bool InternalMouseReleased(MouseCode code) = 0;
virtual bool InternalMouseWheeled(int delta) = 0;
virtual bool InternalKeyCodePressed(KeyCode code) = 0;
virtual void InternalKeyCodeTyped(KeyCode code) = 0;
virtual void InternalKeyTyped(wchar_t unichar) = 0;
virtual bool InternalKeyCodeReleased(KeyCode code) = 0;
// Creates/ destroys "input" contexts, which contains information
// about which controls have mouse + key focus, for example.
virtual HInputContext CreateInputContext() = 0;
virtual void DestroyInputContext(HInputContext context) = 0;
// Associates a particular panel with an input context
// Associating NULL is valid; it disconnects the panel from the context
virtual void AssociatePanelWithInputContext(HInputContext context,
VPANEL pRoot) = 0;
// Activates a particular input context, use DEFAULT_INPUT_CONTEXT
// to get the one normally used by VGUI
virtual void ActivateInputContext(HInputContext context) = 0;
// This method is called to post a cursor message to the current input
// context
virtual void PostCursorMessage() = 0;
// Cursor position; this is the current position read from the input queue.
// We need to set it because client code may read this during Mouse Pressed
// events, etc.
virtual void UpdateCursorPosInternal(int x, int y) = 0;
// Called to handle explicit calls to CursorSetPos after input processing is
// complete
virtual void HandleExplicitSetCursor() = 0;
// Updates the internal key/mouse state associated with the current input
// context without sending messages
virtual void SetKeyCodeState(KeyCode code, bool bPressed) = 0;
virtual void SetMouseCodeState(MouseCode code, MouseCodeState_t state) = 0;
virtual void UpdateButtonState(const InputEvent_t &event) = 0;
};
} // namespace vgui
#define VGUI_INPUTINTERNAL_INTERFACE_VERSION "VGUI_InputInternal001"
#endif // IINPUTINTERNAL_H