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/*
* Copyright (C) 2016-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include "input/mouse/MouseTypes.h"
#include <string>
namespace KODI
{
namespace MOUSE
{
/*!
* \ingroup mouse
* \brief Interface for handling mouse events
*/
class IMouseInputHandler
{
public:
virtual ~IMouseInputHandler(void) = default;
/*!
* \brief The controller profile for this mouse input handler
*
* \return The ID of the add-on extending kodi.game.controller
*/
virtual std::string ControllerID(void) const = 0;
/*!
* \brief A relative pointer has moved
*
* \param relpointer The name of the relative pointer being moved
* \param dx The relative x coordinate of motion
* \param dy The relative y coordinate of motion
*
* The mouse uses a left-handed (graphics) cartesian coordinate system.
* Positive X is right, positive Y is down.
*
* \return True if the event was handled, otherwise false
*/
virtual bool OnMotion(const PointerName& relpointer, int dx, int dy) = 0;
/*!
* \brief A mouse button has been pressed
*
* \param button The name of the feature being pressed
*
* \return True if the event was handled, otherwise false
*/
virtual bool OnButtonPress(const ButtonName& button) = 0;
/*!
* \brief A mouse button has been released
*
* \param button The name of the feature being released
*/
virtual void OnButtonRelease(const ButtonName& button) = 0;
};
} // namespace MOUSE
} // namespace KODI
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