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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/vgui/IInputInternal.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/vgui/IInputInternal.h')
-rw-r--r--mp/src/public/vgui/IInputInternal.h172
1 files changed, 86 insertions, 86 deletions
diff --git a/mp/src/public/vgui/IInputInternal.h b/mp/src/public/vgui/IInputInternal.h
index 2b86bd3b..a72eaa8d 100644
--- a/mp/src/public/vgui/IInputInternal.h
+++ b/mp/src/public/vgui/IInputInternal.h
@@ -1,86 +1,86 @@
-//========= 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
+//========= 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