115 lines
4.3 KiB
C++
115 lines
4.3 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/wwui/wwuiinput.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/08/02 5:32p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __WWUIINPUT_H
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#define __WWUIINPUT_H
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#include "vector3.h"
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#include "refcount.h"
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#include "bittype.h"
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#include "win.h"
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#include "IMEManager.h"
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////////////////////////////////////////////////////////////////
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//
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// WWUIInputClass
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//
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// This class is used as an input communication mechanism
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// between WWUI and the outside application.
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//
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////////////////////////////////////////////////////////////////
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class WWUIInputClass :
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public RefCountClass,
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protected Observer<IME::UnicodeChar>,
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protected Observer<IME::IMEEvent>
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructor
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////////////////////////////////////////////////////////////////
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WWUIInputClass (void);
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virtual ~WWUIInputClass (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Mouse Input
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//
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// Note: X,Y are screen coordinates, while the Z component is the
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// mouse wheel position. The Set_Mouse_Position() call should
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// reset the mouse position in the calling application. Dialogs
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// use this to snap the mouse to the default control.
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//
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virtual const Vector3 & Get_Mouse_Pos (void) const = 0;
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virtual void Set_Mouse_Pos (const Vector3 &pos) = 0;
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//
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// Mouse button input
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//
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virtual bool Is_Button_Down (int vk_mouse_button_id) = 0;
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//
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// Menu enter/exit callback
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//
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// This is used so the controlling application can filter
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// input while in the menu system (if necessary).
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//
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virtual void Enter_Menu_Mode (void) {};
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virtual void Exit_Menu_Mode (void) {};
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bool ProcessMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, LRESULT& result);
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void InitIME(HWND hwnd);
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IME::IMEManager* GetIME(void) const;
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protected:
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void HandleNotification(IME::UnicodeChar& unicode);
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void HandleNotification(IME::IMEEvent&);
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private:
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IME::IMEManager* mIMEManager;
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};
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#endif //__WWUIINPUT_H
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