inputsystem: touch event handling
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0d2a493312
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@ -31,7 +31,6 @@ EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CInputSystem, IInputSystem,
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INPUTSYSTEM_INTERFACE_VERSION, g_InputSystem );
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#if defined( WIN32 ) && !defined( _X360 )
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typedef BOOL (WINAPI *RegisterRawInputDevices_t)
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(
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@ -70,6 +69,7 @@ CInputSystem::CInputSystem()
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m_JoysticksEnabled.ClearAllFlags();
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m_nJoystickCount = 0;
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m_bJoystickInitialized = false;
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m_bTouchInitialized = false;
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m_nPollCount = 0;
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m_PrimaryUserId = INVALID_USER_ID;
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m_uiMouseWheel = 0;
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@ -166,6 +166,10 @@ InitReturnVal_t CInputSystem::Init()
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ButtonCode_UpdateScanCodeLayout();
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joy_xcontroller_found.SetValue( 0 );
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if( !m_bConsoleTextMode )
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InitializeTouch();
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if ( IsPC() && !m_bConsoleTextMode )
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{
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InitializeJoysticks();
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@ -1526,6 +1530,16 @@ bool CInputSystem::GetRawMouseAccumulators( int& accumX, int& accumY )
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#endif
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}
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bool CInputSystem::GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY )
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{
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event = m_touchAccumEvent;
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fingerId = m_touchAccumFingerId;
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accumX = m_touchAccumX;
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accumY = m_touchAccumY;
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return m_bJoystickInitialized;
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}
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void CInputSystem::SetConsoleTextMode( bool bConsoleTextMode )
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{
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/* If someone calls this after init, shut it down. */
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@ -101,6 +101,8 @@ public:
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virtual void *GetHapticsInterfaceAddress() const { return NULL;}
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#endif
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bool GetRawMouseAccumulators( int& accumX, int& accumY );
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bool GetTouchAccumulators( InputEventType_t &event, int &fingerId, int& accumX, int& accumY );
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virtual void SetConsoleTextMode( bool bConsoleTextMode );
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// Windows proc
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@ -240,6 +242,13 @@ public:
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// Record button state and post the event
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void JoystickButtonEvent( ButtonCode_t button, int sample );
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// Init touch
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void InitializeTouch( void );
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// Shut down touch
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void ShutdownTouch( void );
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#if defined( WIN32 ) && !defined ( _X360 )
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// NVNT attaches window to novint devices
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@ -324,6 +333,11 @@ public:
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void JoystickButtonRelease( int joystickId, int button ); // same as above.
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void JoystickAxisMotion( int joystickId, int axis, int value );
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void FingerDown( int fingerId, int x, int y );
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void FingerUp( int fingerId, int x, int y );
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void FingerMotion( int fingerId, int x, int y );
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// Steam Controller
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void ReadSteamController( int iIndex );
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void PostKeyEvent( int iIndex, sKey_t sKey, int nSample );
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@ -390,6 +404,7 @@ public:
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CUtlFlags<unsigned short> m_JoysticksEnabled;
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int m_nJoystickCount;
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bool m_bJoystickInitialized;
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bool m_bTouchInitialized;
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bool m_bXController;
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JoystickInfo_t m_pJoystickInfo[ MAX_JOYSTICKS ];
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@ -444,6 +459,9 @@ public:
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bool m_bRawInputSupported;
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int m_mouseRawAccumX, m_mouseRawAccumY;
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InputEventType_t m_touchAccumEvent;
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int m_touchAccumFingerId, m_touchAccumX, m_touchAccumY;
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// For the 'SleepUntilInput' feature
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HANDLE m_hEvent;
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98
inputsystem/touch_sdl.cpp
Normal file
98
inputsystem/touch_sdl.cpp
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@ -0,0 +1,98 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Linux/Android touch implementation for inputsystem
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//
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//===========================================================================//
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/* For force feedback testing. */
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#include "inputsystem.h"
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#include "tier1/convar.h"
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#include "tier0/icommandline.h"
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#include "SDL.h"
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#include "SDL_touch.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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// Handle the events coming from the Touch SDL subsystem.
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//-----------------------------------------------------------------------------
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int TouchSDLWatcher( void *userInfo, SDL_Event *event )
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{
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CInputSystem *pInputSystem = (CInputSystem *)userInfo;
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SDL_Window *window = SDL_GetWindowFromID(event->tfinger.windowID);
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if( !window )
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return 0;
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int width, height;
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width = height = 0;
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SDL_GetWindowSize(window, &width, &height);
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switch ( event->type ) {
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case SDL_FINGERDOWN:
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pInputSystem->FingerDown( event->tfinger.fingerId, event->tfinger.x*width, event->tfinger.y*height );
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break;
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case SDL_FINGERUP:
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pInputSystem->FingerUp( event->tfinger.fingerId, event->tfinger.x*width, event->tfinger.y*height );
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break;
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case SDL_FINGERMOTION:
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pInputSystem->FingerMotion( event->tfinger.fingerId, event->tfinger.x*width, event->tfinger.y*height );
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break;
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}
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Initialize all joysticks
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//-----------------------------------------------------------------------------
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void CInputSystem::InitializeTouch( void )
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{
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if ( m_bTouchInitialized )
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ShutdownTouch();
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// abort startup if user requests no touch
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if ( CommandLine()->FindParm("-notouch") ) return;
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m_bJoystickInitialized = true;
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SDL_AddEventWatch(TouchSDLWatcher, this);
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}
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void CInputSystem::ShutdownTouch()
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{
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if ( !m_bTouchInitialized )
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return;
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SDL_DelEventWatch( TouchSDLWatcher, this );
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m_bTouchInitialized = false;
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}
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void CInputSystem::FingerDown(int fingerId, int x, int y)
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{
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m_touchAccumEvent = IE_FingerDown;
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m_touchAccumFingerId = fingerId;
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m_touchAccumX = x;
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m_touchAccumY = y;
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PostEvent(IE_FingerDown, m_nLastSampleTick, fingerId, x, y);
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}
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void CInputSystem::FingerUp(int fingerId, int x, int y)
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{
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m_touchAccumEvent = IE_FingerUp;
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m_touchAccumFingerId = fingerId;
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m_touchAccumX = x;
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m_touchAccumY = y;
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PostEvent(IE_FingerUp, m_nLastSampleTick, fingerId, x, y);
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}
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void CInputSystem::FingerMotion(int fingerId, int x, int y)
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{
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m_touchAccumEvent = IE_FingerMotion;
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m_touchAccumFingerId = fingerId;
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m_touchAccumX = x;
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m_touchAccumY = y;
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PostEvent(IE_FingerMotion, m_nLastSampleTick, fingerId, x, y);
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}
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@ -76,7 +76,10 @@ enum InputEventType_t
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IE_ButtonReleased, // m_nData contains a ButtonCode_t
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IE_ButtonDoubleClicked, // m_nData contains a ButtonCode_t
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IE_AnalogValueChanged, // m_nData contains an AnalogCode_t, m_nData2 contains the value
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IE_FingerDown,
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IE_FingerUp,
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IE_FingerMotion,
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IE_FirstSystemEvent = 100,
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IE_Quit = IE_FirstSystemEvent,
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IE_ControllerInserted, // m_nData contains the controller ID
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@ -423,7 +423,27 @@ bool InputHandleInputEvent( const InputEvent_t &event )
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}
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}
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break;
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case IE_FingerDown:
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{
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//g_pIInput->InternalCursorMoved( event.m_nData2, event.m_nData3 );
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g_pIInput->UpdateCursorPosInternal( event.m_nData2, event.m_nData3 );
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g_pIInput->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_PRESSED );
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g_pIInput->InternalMousePressed( MOUSE_LEFT );
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}
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return true;
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case IE_FingerUp:
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{
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g_pIInput->UpdateCursorPosInternal( event.m_nData2, event.m_nData3 );
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g_pIInput->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_RELEASED );
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g_pIInput->InternalMouseReleased( MOUSE_LEFT );
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}
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return true;
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case IE_FingerMotion:
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{
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//g_pIInput->UpdateCursorPosInternal( event.m_nData2, event.m_nData3 );
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g_pIInput->InternalCursorMoved( event.m_nData2, event.m_nData3 );
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}
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return true;
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case IE_ButtonDoubleClicked:
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{
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// NOTE: data2 is the virtual key code (data1 contains the scan-code one)
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