Torque3D/Engine/source/windowManager/windowInputGenerator.h
2012-09-19 11:15:01 -04:00

77 lines
3.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _WINDOW_INPUTGENERATOR_H_
#define _WINDOW_INPUTGENERATOR_H_
#ifndef _PLATFORMINPUT_H_
#include "platform/platformInput.h"
#endif
#ifndef _MPOINT2_H_
#include "math/mPoint2.h"
#endif
class IProcessInput;
class PlatformWindow;
class WindowInputGenerator
{
bool mNotifyPosition;
protected:
PlatformWindow *mWindow;
IProcessInput *mInputController;
Point2I mLastCursorPos;
bool mClampToWindow;
bool mFocused; ///< We store this off to avoid polling the OS constantly
/// This is the scale factor which relates mouse movement in pixels
/// (one unit of mouse movement is a mickey) to units in the GUI.
F32 mPixelsPerMickey;
// Event Handlers
void handleMouseButton(WindowId did, U32 modifier, U32 action, U16 button);
void handleMouseWheel (WindowId did, U32 modifier, S32 wheelDeltaX, S32 wheelDeltaY);
void handleMouseMove (WindowId did, U32 modifier, S32 x, S32 y, bool isRelative);
void handleKeyboard (WindowId did, U32 modifier, U32 action, U16 key);
void handleCharInput (WindowId did, U32 modifier, U16 key);
void handleAppEvent (WindowId did, S32 event);
void handleInputEvent (U32 deviceInst,F32 fValue, U16 deviceType, U16 objType, U16 ascii, U16 objInst, U8 action, U8 modifier);
void generateInputEvent( InputEventInfo &inputEvent );
public:
WindowInputGenerator( PlatformWindow *window );
virtual ~WindowInputGenerator();
void setInputController( IProcessInput *inputController ) { mInputController = inputController; };
/// Returns true if the given keypress event should be send as a raw keyboard
/// event even if it maps to a character input event.
bool wantAsKeyboardEvent( U32 modifiers, U32 key );
};
#endif // _WINDOW_INPUTGENERATOR_H_