//----------------------------------------------------------------------------- // 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 _GUIINPUTCTRL_H_ #define _GUIINPUTCTRL_H_ #ifndef _GUIMOUSEEVENTCTRL_H_ #include "gui/utility/guiMouseEventCtrl.h" #endif /// A control that locks the mouse and reports all keyboard input events /// to script. This is useful for implementing custom keyboard handling code. class GuiInputCtrl : public GuiMouseEventCtrl { protected: bool mSendAxisEvents; bool mSendBreakEvents; bool mSendModifierEvents; bool mIgnoreMouseEvents; public: typedef GuiMouseEventCtrl Parent; GuiInputCtrl(); // GuiControl. virtual bool onWake(); virtual void onSleep(); virtual bool onInputEvent( const InputEventInfo &event ); static void initPersistFields(); DECLARE_CONOBJECT(GuiInputCtrl); DECLARE_CATEGORY( "Gui Other Script" ); DECLARE_DESCRIPTION( "A control that locks the mouse and reports all input events to script." ); DECLARE_CALLBACK( void, onInputEvent, ( const char* device, const char* action, bool state )); DECLARE_CALLBACK(void, onAxisEvent, (const char* device, const char* action, F32 axisValue)); }; #endif // _GUI_INPUTCTRL_H