Torque3D/Engine/source/gui/utility/guiMouseEventCtrl.h
DavidWyand-GG 539efcb1e1 Input event changes
- New InputEventManager class.  It will be used by 3rd party input
devices to generate Torque 3D input events.
- Expanded the input event signal to include three new floats and a new
integer.
- Expanded the number of joystick buttons to 48.
- The input virtual map is now extendable rather than hard coded.
- The input devices types are now extendable rather than hard coded.
- New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types.
- New SI_VALUE input action type.
- ActionMap has been updated to work with these changes.
- Removed unnecessary references to platform/event.h
2013-01-22 18:17:41 -05:00

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//-----------------------------------------------------------------------------
// 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 _GUIMOUSEEVENTCTRL_H_
#define _GUIMOUSEEVENTCTRL_H_
#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
class GuiMouseEventCtrl : public GuiControl
{
private:
typedef GuiControl Parent;
void sendMouseEvent(const char * name, const GuiEvent &);
// field info
bool mLockMouse;
public:
GuiMouseEventCtrl();
DECLARE_CALLBACK( void, onMouseDown, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onMouseUp, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onMouseMove, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onMouseDragged, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onMouseEnter, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onMouseLeave, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onRightMouseDown, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onRightMouseUp, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
DECLARE_CALLBACK( void, onRightMouseDragged, ( U8 modifier, Point2I mousePoint,U8 mouseClickCount ));
// GuiControl
void onMouseDown(const GuiEvent & event);
void onMouseUp(const GuiEvent & event);
void onMouseMove(const GuiEvent & event);
void onMouseDragged(const GuiEvent & event);
void onMouseEnter(const GuiEvent & event);
void onMouseLeave(const GuiEvent & event);
void onRightMouseDown(const GuiEvent & event);
void onRightMouseUp(const GuiEvent & event);
void onRightMouseDragged(const GuiEvent & event);
static void initPersistFields();
DECLARE_CONOBJECT( GuiMouseEventCtrl );
DECLARE_CATEGORY( "Gui Other Script" );
DECLARE_DESCRIPTION( "A control that relays all mouse events to script." );
};
#endif