mirror of
https://github.com/alliedmodders/hl2sdk.git
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64 lines
2.0 KiB
C
64 lines
2.0 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IINPUTINTERNAL_H
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#define IINPUTINTERNAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/IInput.h>
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namespace vgui
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{
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typedef int HInputContext;
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#define DEFAULT_INPUT_CONTEXT ((vgui::HInputContext)~0)
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class IInputInternal : public IInput
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{
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public:
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// processes input for a frame
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virtual void RunFrame() = 0;
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virtual void UpdateMouseFocus(int x, int y) = 0;
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// called when a panel becomes invalid
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virtual void PanelDeleted(VPANEL panel) = 0;
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// inputs into vgui input handling
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virtual void InternalCursorMoved(int x,int y) = 0; //expects input in surface space
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virtual void InternalMousePressed(MouseCode code) = 0;
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virtual void InternalMouseDoublePressed(MouseCode code) = 0;
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virtual void InternalMouseReleased(MouseCode code) = 0;
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virtual void InternalMouseWheeled(int delta) = 0;
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virtual void InternalKeyCodePressed(KeyCode code) = 0;
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virtual void InternalKeyCodeTyped(KeyCode code) = 0;
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virtual void InternalKeyTyped(wchar_t unichar) = 0;
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virtual void InternalKeyCodeReleased(KeyCode code) = 0;
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// Creates/ destroys "input" contexts, which contains information
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// about which controls have mouse + key focus, for example.
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virtual HInputContext CreateInputContext() = 0;
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virtual void DestroyInputContext( HInputContext context ) = 0;
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// Associates a particular panel with an input context
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// Associating NULL is valid; it disconnects the panel from the context
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virtual void AssociatePanelWithInputContext( HInputContext context, VPANEL pRoot ) = 0;
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// Activates a particular input context, use DEFAULT_INPUT_CONTEXT
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// to get the one normally used by VGUI
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virtual void ActivateInputContext( HInputContext context ) = 0;
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};
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} // namespace vgui
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#define VGUI_INPUTINTERNAL_INTERFACE_VERSION "VGUI_InputInternal001"
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#endif // IINPUTINTERNAL_H
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