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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Methods related to input
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef INPUT_H
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#define INPUT_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct InputEvent_t;
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//-----------------------------------------------------------------------------
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// Initializes the input system
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//-----------------------------------------------------------------------------
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void InitInput();
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//-----------------------------------------------------------------------------
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// Hooks input listening up to a window
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//-----------------------------------------------------------------------------
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void InputAttachToWindow(void *hwnd);
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void InputDetachFromWindow(void *hwnd);
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// If input isn't hooked, this forwards messages to vgui.
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void InputHandleWindowMessage( void *hwnd, unsigned int uMsg, unsigned int wParam, long lParam );
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//-----------------------------------------------------------------------------
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// Handles an input event, returns true if the event should be filtered
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// from the rest of the game
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//-----------------------------------------------------------------------------
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bool InputHandleInputEvent( const InputEvent_t &event );
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//-----------------------------------------------------------------------------
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// Enables/disables input (enabled by default)
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//-----------------------------------------------------------------------------
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void EnableInput( bool bEnable );
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#endif // INPUT_H
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