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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Methods related to input
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef INPUT_H
#define INPUT_H
#ifdef _WIN32
#pragma once
#endif
struct InputEvent_t;
//-----------------------------------------------------------------------------
// Initializes the input system
//-----------------------------------------------------------------------------
void InitInput();
//-----------------------------------------------------------------------------
// Hooks input listening up to a window
//-----------------------------------------------------------------------------
void InputAttachToWindow(void *hwnd);
void InputDetachFromWindow(void *hwnd);
// If input isn't hooked, this forwards messages to vgui.
void InputHandleWindowMessage( void *hwnd, unsigned int uMsg, unsigned int wParam, long lParam );
//-----------------------------------------------------------------------------
// Handles an input event, returns true if the event should be filtered
// from the rest of the game
//-----------------------------------------------------------------------------
bool InputHandleInputEvent( const InputEvent_t &event );
//-----------------------------------------------------------------------------
// Enables/disables input (enabled by default)
//-----------------------------------------------------------------------------
void EnableInput( bool bEnable );
#endif // INPUT_H
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