/* _______ __ __ __ ______ __ __ _______ __ __
* / _____/\ / /\ / /\ / /\ / ____/\ / /\ / /\ / ___ /\ / |\/ /\
* / /\____\// / // / // / // /\___\// /_// / // /\_/ / // , |/ / /
* / / /__ / / // / // / // / / / ___ / // ___ / // /| ' / /
* / /_// /\ / /_// / // / // /_/_ / / // / // /\_/ / // / | / /
* /______/ //______/ //_/ //_____/\ /_/ //_/ //_/ //_/ //_/ /|_/ /
* \______\/ \______\/ \_\/ \_____\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/
*
* Copyright (c) 2004, 2005, 2006, 2007 Olof Naessén and Per Larsson
* Copyright (C) 2007-2010 The Mana World Development Team
* Copyright (C) 2011-2013 The ManaPlus Developers
*
* Js_./
* Per Larsson a.k.a finalman _RqZ{a<^_aa
* Olof Naessén a.k.a jansem/yakslem _asww7!uY`> )\a//
* _Qhm`] _f "'c 1!5m
* Visit: http://guichan.darkbits.org )Qk
ws?a-?' ._/L #'
* binary forms, with or without )4d[#7r, . ' )d`)[
* modification, are permitted provided _Q-5'5W..j/?' -?!\)cam'
* that the following conditions are met: j<. a J@\
* this list of conditions and the j(]1u
#include
#include
#include
#include
class KeyInput;
class MouseInput;
namespace Key
{
enum
{
SPACE = ' ',
TAB = '\t',
ENTER = '\n',
// Negative values, to avoid conflicts with higher character codes.
LEFT_ALT = -1000,
RIGHT_ALT,
LEFT_SHIFT,
RIGHT_SHIFT,
LEFT_CONTROL,
RIGHT_CONTROL,
LEFT_META,
RIGHT_META,
LEFT_SUPER,
RIGHT_SUPER,
INSERT,
HOME,
PAGE_UP,
DELETE_,
END,
PAGE_DOWN,
ESCAPE,
CAPS_LOCK,
BACKSPACE,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
F13,
F14,
F15,
PRINT_SCREEN,
SCROLL_LOCK,
PAUSE,
NUM_LOCK,
ALT_GR,
LEFT,
RIGHT,
UP,
DOWN
};
} // namespace Key
/**
* SDL implementation of Input.
*/
class SDLInput final : public gcn::Input
{
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);
/**
* Polls all input. It exists for input driver compatibility. If you
* only use SDL and plan sticking with SDL you can safely ignore this
* function as it in the SDL case does nothing.
*/
void _pollInput() override
{ }
KeyInput dequeueKeyInput2() A_WARN_UNUSED;
gcn::KeyInput dequeueKeyInput() override A_WARN_UNUSED
{ return gcn::KeyInput(); }
// Inherited from Input
bool isKeyQueueEmpty() override A_WARN_UNUSED;
bool isMouseQueueEmpty() override A_WARN_UNUSED;
gcn::MouseInput dequeueMouseInput() override A_WARN_UNUSED;
MouseInput dequeueMouseInput2() A_WARN_UNUSED;
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 int 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 mKeyInputQueue;
std::queue mMouseInputQueue;
bool mMouseDown;
bool mMouseInWindow;
};
#endif // GUI_SDLINPUT_H