/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Globals.h" #include "network/NetClient.h" #include "ps/GameSetup/Config.h" #include "soundmanager/ISoundManager.h" bool g_app_minimized = false; bool g_app_has_focus = true; std::unordered_map g_scancodes; int g_mouse_x = 50, g_mouse_y = 50; bool g_mouse_active = true; // g_mouse_buttons[0] is unused. The order of entries is as in KeyName.h for MOUSE_* bool g_mouse_buttons[MOUSE_LAST - MOUSE_BASE] = {0}; PIFrequencyFilter g_frequencyFilter; // updates the state of the above; never swallows messages. InReaction GlobalsInputHandler(const SDL_Event_* ev) { size_t c; switch(ev->ev.type) { case SDL_WINDOWEVENT: switch(ev->ev.window.event) { case SDL_WINDOWEVENT_MINIMIZED: g_app_minimized = true; break; case SDL_WINDOWEVENT_EXPOSED: case SDL_WINDOWEVENT_RESTORED: g_app_minimized = false; break; case SDL_WINDOWEVENT_FOCUS_GAINED: g_app_has_focus = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: g_app_has_focus = false; break; case SDL_WINDOWEVENT_ENTER: g_mouse_active = true; break; case SDL_WINDOWEVENT_LEAVE: g_mouse_active = false; break; } return IN_PASS; case SDL_MOUSEMOTION: g_mouse_x = ev->ev.motion.x; g_mouse_y = ev->ev.motion.y; return IN_PASS; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: c = ev->ev.button.button; if(c < ARRAY_SIZE(g_mouse_buttons)) g_mouse_buttons[c] = (ev->ev.type == SDL_MOUSEBUTTONDOWN); else { // don't complain: just ignore people with too many mouse buttons //debug_warn(L"invalid mouse button"); } return IN_PASS; case SDL_KEYDOWN: case SDL_KEYUP: g_scancodes[ev->ev.key.keysym.scancode] = (ev->ev.type == SDL_KEYDOWN); return IN_PASS; default: return IN_PASS; } UNREACHABLE; }