Access to IInputInternal for VGUI

  • Idea
  • Updated 6 years ago
  • Implemented
In order to make 3D vgui with input, we need access to the methods of IInputInternal. This could be done with a module, but then everything would be useless to anyone without the module.

As well as the following two methods on IClientMode.

  • ActivateInGameVGuiContext

  • DeactivateInGameVGuiContext

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Chad

  • 35 Posts
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  • frustrated

Posted 6 years ago

  • 2
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Garry Newman

  • 94 Posts
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Any specifics, or do you just want everything?
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Chad

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  • virtual bool InternalCursorMoved(int x,int y) = 0;

  • virtual bool InternalMousePressed(MouseCode code) = 0;

  • virtual bool InternalMouseDoublePressed(MouseCode code) = 0;

  • virtual bool InternalMouseReleased(MouseCode code) = 0;

  • virtual bool InternalMouseWheeled(int delta) = 0;

  • virtual bool InternalKeyCodePressed(KeyCode code) = 0;

  • virtual void InternalKeyCodeTyped(KeyCode code) = 0;

  • virtual void InternalKeyTyped(wchar_t unichar) = 0;

  • virtual bool InternalKeyCodeReleased(KeyCode code) = 0;

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Garry Newman

  • 94 Posts
  • 175 Reply Likes
Added gui.InternalCursorMoved
Added gui.InternalMousePressed
Added gui.InternalMouseDoublePressed
Added gui.InternalMouseReleased
Added gui.InternalMouseWheeled
Added gui.InternalKeyCodePressed
Added gui.InternalKeyCodeTyped
Added gui.InternalKeyCodeReleased
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Chad

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Any possibility of these from IClientMode as well?


  • virtual void ActivateInGameVGuiContext( vgui::Panel *pPanel ) = 0;

  • virtual void DeactivateInGameVGuiContext() = 0;