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CnC_Renegade/Code/wwui/wwuiinput.h

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C++

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