/*
 * Copyright © 2009-2020 Frictional Games
 *
 * This file is part of Amnesia: The Dark Descent.
 *
 * Amnesia: The Dark Descent is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.

 * Amnesia: The Dark Descent is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Amnesia: The Dark Descent.  If not, see <https://www.gnu.org/licenses/>.
 */

#ifndef HPL_MOUSE_H
#define HPL_MOUSE_H

#include "input/InputTypes.h"
#include "input/InputDevice.h"
#include "math/MathTypes.h"

namespace hpl {

	class iMouse : public iInputDevice
	{
	public:
		iMouse(tString asName);
		virtual ~iMouse(){}

		/**
		 * Check if a mouse button is down
		 * \param eMouseButton the button to check
		 * \return
		 */
		virtual bool ButtonIsDown(eMouseButton)=0;
		/**
		 * Get the absolute pos of the mouse.
		 * \return
		 */
		virtual cVector2l GetAbsPosition()=0;
		/**
		 * Get the relative movement.
		 * \return
		 */
		virtual cVector2l GetRelPosition()=0;
		/**
		 * \param eMouseButton The button to change to string.
		 * \return The name of the button as a string.
		 */
		virtual tString ButtonToString(eMouseButton);
		/**
		 * \param tString Name of the button
		 * \return enum of the button.
		 */
		virtual eMouseButton StringToButton(const tString&);
	};

};

#endif // HPL_MOUSE_H
