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Reverse engineered as part of reverse engineering class 'CInput' which is for a future commit. Singleton pointer has been exposed to SDK through the pointer 'g_pInputStackSystem'.
240 lines
7.0 KiB
C++
240 lines
7.0 KiB
C++
//===== Copyright © 1996-2010, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "inputsystem.h"
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#include "inputstacksystem.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Allocates an input context, pushing it on top of the input stack,
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// thereby giving it top priority
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//-----------------------------------------------------------------------------
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InputContextHandle_t CInputStackSystem::PushInputContext()
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{
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InputContext_t *pContext = new InputContext_t;
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pContext->m_bEnabled = true;
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pContext->m_bCursorVisible = true;
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pContext->m_bMouseCaptureEnabled = false;
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pContext->m_hCursorIcon = g_pInputSystem->GetStandardCursor( INPUT_CURSOR_ARROW );
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m_ContextStack.Push( pContext );
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UpdateCursorState();
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return (InputContextHandle_t)pContext;
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}
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//-----------------------------------------------------------------------------
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// Pops the top input context off the input stack, and destroys it.
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//-----------------------------------------------------------------------------
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void CInputStackSystem::PopInputContext( InputContextHandle_t hContext )
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{
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if ( m_ContextStack.Count() == 0 )
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return;
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InputContext_t *pContext = NULL;
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m_ContextStack.Pop( pContext );
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delete pContext;
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UpdateCursorState();
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}
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//-----------------------------------------------------------------------------
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// Enables/disables an input context, allowing something lower on the
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// stack to have control of input. Disabling an input context which
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// owns mouse capture
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//-----------------------------------------------------------------------------
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void CInputStackSystem::EnableInputContext( InputContextHandle_t hContext, bool bEnable )
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{
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InputContext_t *pContext = ( InputContext_t* )hContext;
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if ( !pContext )
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return;
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if ( pContext->m_bEnabled == bEnable )
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return;
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// Disabling an input context will deactivate mouse capture, if it's active
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if ( !bEnable )
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{
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SetMouseCapture( hContext, false );
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}
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pContext->m_bEnabled = bEnable;
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// Updates the cursor state since the stack changed
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UpdateCursorState();
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}
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//-----------------------------------------------------------------------------
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// Allows a context to make the cursor visible;
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// the topmost enabled context wins
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//-----------------------------------------------------------------------------
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void CInputStackSystem::SetCursorVisible( InputContextHandle_t hContext, bool bVisible )
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{
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InputContext_t *pContext = ( InputContext_t* )hContext;
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if ( !pContext )
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return;
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if ( pContext->m_bCursorVisible == bVisible )
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return;
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pContext->m_bCursorVisible = bVisible;
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// Updates the cursor state since the stack changed
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UpdateCursorState();
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}
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//-----------------------------------------------------------------------------
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// Allows a context to set the cursor icon;
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// the topmost enabled context wins
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//-----------------------------------------------------------------------------
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void CInputStackSystem::SetCursorIcon( InputContextHandle_t hContext, InputCursorHandle_t hCursor )
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{
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InputContext_t *pContext = ( InputContext_t* )hContext;
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if ( !pContext )
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return;
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if ( pContext->m_hCursorIcon == hCursor )
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return;
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pContext->m_hCursorIcon = hCursor;
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// Updates the cursor state since the stack changed
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UpdateCursorState();
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}
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//-----------------------------------------------------------------------------
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// Allows a context to enable mouse capture. Disabling an input context
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// deactivates mouse capture. Capture will occur if it happens on the
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// topmost enabled context
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//-----------------------------------------------------------------------------
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void CInputStackSystem::SetMouseCapture( InputContextHandle_t hContext, bool bEnable )
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{
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InputContext_t *pContext = ( InputContext_t* )hContext;
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if ( !pContext )
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return;
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if ( pContext->m_bMouseCaptureEnabled == bEnable )
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return;
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pContext->m_bMouseCaptureEnabled = bEnable;
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// Updates the cursor state since the stack changed
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UpdateCursorState();
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}
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//-----------------------------------------------------------------------------
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// Allows a context to set the mouse position. It only has any effect if the
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// specified context is the topmost enabled context
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//-----------------------------------------------------------------------------
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void CInputStackSystem::SetCursorPosition( InputContextHandle_t hContext, int x, int y )
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{
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if ( IsTopmostEnabledContext( hContext ) )
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{
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g_pInputSystem->SetCursorPosition( x, y );
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}
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}
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//-----------------------------------------------------------------------------
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// This this context the topmost enabled context?
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//-----------------------------------------------------------------------------
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bool CInputStackSystem::IsTopmostEnabledContext( InputContextHandle_t hContext ) const
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{
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InputContext_t *pContext = ( InputContext_t* )hContext;
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if ( !pContext )
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return false;
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int nCount = m_ContextStack.Count();
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for ( int i = nCount; --i >= 0; )
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{
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InputContext_t *pStackContext = m_ContextStack[i];
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if ( !pStackContext->m_bEnabled )
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continue;
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return ( pStackContext == pContext );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Updates the cursor based on the current state of the input stack
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//-----------------------------------------------------------------------------
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void CInputStackSystem::UpdateCursorState()
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{
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int nCount = m_ContextStack.Count();
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for ( int i = nCount; --i >= 0; )
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{
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InputContext_t *pContext = m_ContextStack[i];
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if ( !pContext->m_bEnabled )
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continue;
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if ( !pContext->m_bCursorVisible )
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{
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g_pInputSystem->SetCursorIcon( INPUT_CURSOR_HANDLE_INVALID );
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}
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else
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{
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g_pInputSystem->SetCursorIcon( pContext->m_hCursorIcon );
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}
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if ( pContext->m_bMouseCaptureEnabled )
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{
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g_pInputSystem->EnableMouseCapture( g_pInputSystem->GetAttachedWindow() );
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}
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else
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{
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g_pInputSystem->DisableMouseCapture( );
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}
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Get dependencies
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//-----------------------------------------------------------------------------
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//static AppSystemInfo_t s_Dependencies[] =
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//{
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// { "inputsystem" DLL_EXT_STRING, INPUTSYSTEM_INTERFACE_VERSION },
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// { NULL, NULL }
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//};
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//
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//const AppSystemInfo_t* CInputStackSystem::GetDependencies()
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//{
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// return s_Dependencies;
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//}
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//-----------------------------------------------------------------------------
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// Shutdown
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//-----------------------------------------------------------------------------
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//void CInputStackSystem::Shutdown()
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//{
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// // Delete any leaked contexts
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// while( m_ContextStack.Count() )
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// {
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// InputContext_t *pContext = NULL;
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// m_ContextStack.Pop( pContext );
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// delete pContext;
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// }
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//
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// BaseClass::Shutdown();
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//}
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//-----------------------------------------------------------------------------
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// Singleton instance
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//-----------------------------------------------------------------------------
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CInputStackSystem* g_pInputStackSystem = nullptr;
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