0ad/source/lib/input.h
2017-05-01 14:28:22 +00:00

72 lines
2.6 KiB
C

/* Copyright (C) 2017 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* SDL input redirector; dispatches to multiple handlers.
*/
#ifndef INCLUDED_INPUT
#define INCLUDED_INPUT
#include "lib/external_libraries/libsdl_fwd.h"
// input handler return values.
enum InReaction
{
// (the handlers' return values are checked and these
// 'strange' values might bring errors to light)
// pass the event to the next handler in the chain
IN_PASS = 4,
// we've handled it; no other handlers will receive this event.
IN_HANDLED = 2
};
typedef InReaction (*InHandler)(const SDL_Event_*);
// register an input handler, which will receive all subsequent events first.
// events are passed to other handlers if handler returns IN_PASS.
extern void in_add_handler(InHandler handler);
// remove all registered input handlers
extern void in_reset_handlers();
// send event to each handler (newest first) until one returns true
extern void in_dispatch_event(const SDL_Event_* event);
// push an event onto the back of a high-priority queue - the new event will
// be returned by in_poll_event before any standard SDL events
extern void in_push_priority_event(const SDL_Event_* event);
// reads events that were pushed by in_push_priority_event
// returns 1 if an event was read, 0 otherwise.
extern int in_poll_priority_event(SDL_Event_* event);
// reads events that were pushed by in_push_priority_event, or, if there are
// no high-priority events) reads from the SDL event queue with SDL_PollEvent.
// returns 1 if an event was read, 0 otherwise.
extern int in_poll_event(SDL_Event_* event);
#endif // #ifndef INCLUDED_INPUT