mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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123 lines
4.3 KiB
C++
123 lines
4.3 KiB
C++
//-----------------------------------------------------------------------------
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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 _WINDOW_INPUTGENERATOR_H_
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#define _WINDOW_INPUTGENERATOR_H_
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#ifndef _PLATFORMINPUT_H_
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#include "platform/platformInput.h"
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#endif
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#ifndef _MPOINT2_H_
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#include "math/mPoint2.h"
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#endif
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class IProcessInput;
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class PlatformWindow;
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class WindowInputGenerator
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{
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bool mNotifyPosition;
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protected:
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PlatformWindow *mWindow;
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IProcessInput *mInputController;
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Point2I mLastCursorPos;
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bool mClampToWindow;
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bool mFocused; ///< We store this off to avoid polling the OS constantly
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/// This is the scale factor which relates mouse movement in pixels
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/// (one unit of mouse movement is a mickey) to units in the GUI.
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F32 mPixelsPerMickey;
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// Event Handlers
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void handleMouseButton(WindowId did, U32 modifier, U32 action, U16 button);
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void handleMouseWheel (WindowId did, U32 modifier, S32 wheelDeltaX, S32 wheelDeltaY);
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void handleMouseMove (WindowId did, U32 modifier, S32 x, S32 y, bool isRelative);
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void handleKeyboard (WindowId did, U32 modifier, U32 action, U16 key);
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void handleCharInput (WindowId did, U32 modifier, U16 key);
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void handleAppEvent (WindowId did, S32 event);
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void handleInputEvent (U32 deviceInst, F32 fValue, F32 fValue2, F32 fValue3, F32 fValue4, S32 iValue, U16 deviceType, U16 objType, U16 ascii, U16 objInst, U8 action, U8 modifier);
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void generateInputEvent( InputEventInfo &inputEvent );
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/// Accelerator key map
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struct AccKeyMap
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{
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void *hnd;
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String cmd;
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U32 keyCode;
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U32 modifier;
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};
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Vector <AccKeyMap> mAcceleratorMap;
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public:
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WindowInputGenerator( PlatformWindow *window );
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virtual ~WindowInputGenerator();
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void setInputController( IProcessInput *inputController ) { mInputController = inputController; };
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/// Returns true if the given keypress event should be send as a raw keyboard
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/// event even if it maps to a character input event.
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bool wantAsKeyboardEvent( U32 modifiers, U32 key );
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void addAcceleratorKey( void *hnd, const String &cmd, U32 keycode, U32 modifier)
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{
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AccKeyMap acc;
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acc.hnd = hnd;
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acc.cmd = cmd;
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acc.keyCode = keycode;
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acc.modifier = modifier;
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mAcceleratorMap.push_back(acc);
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}
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void removeAcceleratorKeys( void *hnd )
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{
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for( int i = 0; i < mAcceleratorMap.size(); )
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{
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if( mAcceleratorMap[i].hnd == hnd )
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{
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mAcceleratorMap.erase( i, 1 );
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continue;
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}
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++i;
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}
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}
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void removeAcceleratorKey( void *hnd, U32 keycode, U32 modifier )
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{
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for( int i = 0; i < mAcceleratorMap.size(); ++i )
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{
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if( mAcceleratorMap[i].hnd == hnd && mAcceleratorMap[i].keyCode == keycode && mAcceleratorMap[i].modifier == modifier )
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{
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mAcceleratorMap.erase( i, 1 );
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return;
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}
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}
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}
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};
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#endif // _WINDOW_INPUTGENERATOR_H_
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