/* _______ __ __ __ ______ __ __ _______ __ __ * / _____/\ / /\ / /\ / /\ / ____/\ / /\ / /\ / ___ /\ / |\/ /\ * / /\____\// / // / // / // /\___\// /_// / // /\_/ / // , |/ / / * / / /__ / / // / // / // / / / ___ / // ___ / // /| ' / / * / /_// /\ / /_// / // / // /_/_ / / // / // /\_/ / // / | / / * /______/ //______/ //_/ //_____/\ /_/ //_/ //_/ //_/ //_/ /|_/ / * \______\/ \______\/ \_\/ \_____\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/ * * 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