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Removes the old component code and moves the IProcessInput interface file into platform/input/ directory.
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16 changed files with 2 additions and 1977 deletions
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Engine/source/platform/input/IProcessInput.h
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Engine/source/platform/input/IProcessInput.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _I_PROCESSINPUT_H_
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#define _I_PROCESSINPUT_H_
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#include "platform/input/event.h"
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// CodeReview : Input can come from a number of places to end up in
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// torque, but in the torque world we don't want to expose this
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// information to the user. This interface bridges the gap between
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// other input devices working details and input as torque understands it.
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// Thoughts? [7/6/2007 justind]
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class IProcessInput
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{
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public:
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virtual bool processInputEvent( InputEventInfo &inputEvent ) = 0;
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};
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#endif
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