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authorAndrei Karas <akaras@inbox.ru>2014-07-28 20:06:11 +0300
committerAndrei Karas <akaras@inbox.ru>2014-07-28 20:06:11 +0300
commitbe9b998b2ee87c0238c2ed1b41c8c2bc723f4ce4 (patch)
tree30427f083bce1d1a67ab3ad17d33a87ee9b21565 /src/gui/sdlinput.h
parent861c503c608b41256bca47dedee15dc01e09527d (diff)
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Fix formatting in gui files.
Diffstat (limited to 'src/gui/sdlinput.h')
-rw-r--r--src/gui/sdlinput.h116
1 files changed, 57 insertions, 59 deletions
diff --git a/src/gui/sdlinput.h b/src/gui/sdlinput.h
index eddfe65a1..54965ab89 100644
--- a/src/gui/sdlinput.h
+++ b/src/gui/sdlinput.h
@@ -91,65 +91,63 @@
*/
class SDLInput final
{
-public:
- /**
- * Constructor.
- */
- SDLInput();
-
- A_DELETE_COPY(SDLInput)
-
- /**
- * Pushes an SDL event. It should be called at least once per frame to
- * update input with user input.
- *
- * @param event an event from SDL.
- */
- void pushInput(const SDL_Event &event);
-
- KeyInput dequeueKeyInput() A_WARN_UNUSED;
-
- // Inherited from SDLInput
-
- bool isKeyQueueEmpty() const A_WARN_UNUSED
- { return mKeyInputQueue.empty(); }
-
- bool isMouseQueueEmpty() const A_WARN_UNUSED
- { return mMouseInputQueue.empty(); }
-
- MouseInput dequeueMouseInput() A_WARN_UNUSED;
-
- void simulateMouseClick(const int x, const int y,
- const MouseButton::Type button);
-
-protected:
- /**
- * Converts a mouse button from SDL to a Guichan mouse button
- * representation.
- *
- * @param button an SDL mouse button.
- * @return a Guichan mouse button.
- */
- static MouseButton::Type convertMouseButton(const int button)
- A_WARN_UNUSED;
-
- /**
- * Converts an SDL event key to a key value.
- *
- * @param event an SDL event with a key to convert.
- * @return a key value.
- * @see Key
- */
- static int convertKeyCharacter(const SDL_Event &event) A_WARN_UNUSED;
-
- static void convertKeyEventToKey(const SDL_Event &event,
- KeyInput &keyInput);
-
- std::queue<KeyInput> mKeyInputQueue;
- std::queue<MouseInput> mMouseInputQueue;
-
- bool mMouseDown;
- bool mMouseInWindow;
+ public:
+ /**
+ * Constructor.
+ */
+ SDLInput();
+
+ A_DELETE_COPY(SDLInput)
+
+ /**
+ * Pushes an SDL event. It should be called at least once per frame to
+ * update input with user input.
+ *
+ * @param event an event from SDL.
+ */
+ void pushInput(const SDL_Event &event);
+
+ KeyInput dequeueKeyInput() A_WARN_UNUSED;
+
+ bool isKeyQueueEmpty() const A_WARN_UNUSED
+ { return mKeyInputQueue.empty(); }
+
+ bool isMouseQueueEmpty() const A_WARN_UNUSED
+ { return mMouseInputQueue.empty(); }
+
+ MouseInput dequeueMouseInput() A_WARN_UNUSED;
+
+ void simulateMouseClick(const int x, const int y,
+ const MouseButton::Type button);
+
+ protected:
+ /**
+ * Converts a mouse button from SDL to a Guichan mouse button
+ * representation.
+ *
+ * @param button an SDL mouse button.
+ * @return a Guichan mouse button.
+ */
+ static MouseButton::Type convertMouseButton(const int button)
+ A_WARN_UNUSED;
+
+ /**
+ * Converts an SDL event key to a key value.
+ *
+ * @param event an SDL event with a key to convert.
+ * @return a key value.
+ * @see Key
+ */
+ static int convertKeyCharacter(const SDL_Event &event) A_WARN_UNUSED;
+
+ static void convertKeyEventToKey(const SDL_Event &event,
+ KeyInput &keyInput);
+
+ std::queue<KeyInput> mKeyInputQueue;
+ std::queue<MouseInput> mMouseInputQueue;
+
+ bool mMouseDown;
+ bool mMouseInWindow;
};
#endif // GUI_SDLINPUT_H