janwas
6af5888866
reinstate g_keys - realized that atlas mode cannot call SDL_GetKeyState main: use g_app_minimized etc. to use up less CPU time when app isn't active (makes debugging more bearable) This was SVN commit r3070.
32 lines
1.0 KiB
C
32 lines
1.0 KiB
C
#include "lib/input.h"
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#include "lib/sdl.h"
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// thin abstraction layer on top of SDL.
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// game code should use it instead of SDL_GetMouseState etc. because
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// Atlas does not completely emulate SDL (it can only send events).
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extern bool g_app_minimized;
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extern bool g_app_has_focus;
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extern int g_mouse_x, g_mouse_y;
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/**
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* g_keys: Key states, indexed by SDLK* constants. If an entry is true,
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* it represents a pressed key.
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* Updated by GlobalsInputHandler in response to key press/release events.
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*/
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extern bool g_keys[SDLK_LAST];
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/**
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* g_mouse_buttons: Mouse buttons states, indexed by SDL_BUTTON_* constants.
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* If an entry is true, it represents a pressed button.
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* Updated by GlobalsInputHandler in response to mouse button up/down events.
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*
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* Be aware that SDL_BUTTON_* constants start at 1. Therefore,
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* g_mouse_buttons[0] is unused. The order of entries is:
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* { unused, left, right, middle, wheel up, wheel down }
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*/
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extern bool g_mouse_buttons[6];
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extern InReaction GlobalsInputHandler(const SDL_Event* ev);
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