windowInputGenerator.h 3.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _WINDOW_INPUTGENERATOR_H_
  23. #define _WINDOW_INPUTGENERATOR_H_
  24. #ifndef _PLATFORMINPUT_H_
  25. #include "platform/platformInput.h"
  26. #endif
  27. #ifndef _MPOINT2_H_
  28. #include "math/mPoint2.h"
  29. #endif
  30. class IProcessInput;
  31. class PlatformWindow;
  32. class WindowInputGenerator
  33. {
  34. bool mNotifyPosition;
  35. protected:
  36. PlatformWindow *mWindow;
  37. IProcessInput *mInputController;
  38. Point2I mLastCursorPos;
  39. bool mClampToWindow;
  40. bool mFocused; ///< We store this off to avoid polling the OS constantly
  41. /// This is the scale factor which relates mouse movement in pixels
  42. /// (one unit of mouse movement is a mickey) to units in the GUI.
  43. F32 mPixelsPerMickey;
  44. // Event Handlers
  45. void handleMouseButton(WindowId did, U32 modifier, U32 action, U16 button);
  46. void handleMouseWheel (WindowId did, U32 modifier, S32 wheelDeltaX, S32 wheelDeltaY);
  47. void handleMouseMove (WindowId did, U32 modifier, S32 x, S32 y, bool isRelative);
  48. void handleKeyboard (WindowId did, U32 modifier, U32 action, U16 key);
  49. void handleCharInput (WindowId did, U32 modifier, U16 key);
  50. void handleAppEvent (WindowId did, S32 event);
  51. 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);
  52. void generateInputEvent( InputEventInfo &inputEvent );
  53. public:
  54. WindowInputGenerator( PlatformWindow *window );
  55. virtual ~WindowInputGenerator();
  56. void setInputController( IProcessInput *inputController ) { mInputController = inputController; };
  57. /// Returns true if the given keypress event should be send as a raw keyboard
  58. /// event even if it maps to a character input event.
  59. bool wantAsKeyboardEvent( U32 modifiers, U32 key );
  60. };
  61. #endif // _WINDOW_INPUTGENERATOR_H_