0ad/source/ps/Globals.h
janwas ad55f9f1bc pending improvements and partial fixes to self-tests
fix: g_frequencyFilter is now in globals.cpp instead of in main (since
other modules access it and main.cpp isn't included in the self-test)
fix: globals.h now avoids dragging sdl.h into other projects
allocators: got rid of references to the old master header (must now
include the specific header, e.g. dynarray.h)

This was SVN commit r5534.
2008-01-03 22:07:18 +00:00

34 lines
1.1 KiB
C

#include "lib/input.h"
#include "lib/frequency_filter.h"
// thin abstraction layer on top of SDL.
// game code should use it instead of SDL_GetMouseState etc. because
// Atlas does not completely emulate SDL (it can only send events).
extern bool g_app_minimized;
extern bool g_app_has_focus;
extern int g_mouse_x, g_mouse_y;
/**
* g_keys: Key states, indexed by SDLK* constants. If an entry is true,
* it represents a pressed key.
* Updated by GlobalsInputHandler in response to key press/release events.
*/
extern bool g_keys[];
/**
* g_mouse_buttons: Mouse buttons states, indexed by SDL_BUTTON_* constants.
* If an entry is true, it represents a pressed button.
* Updated by GlobalsInputHandler in response to mouse button up/down events.
*
* Be aware that SDL_BUTTON_* constants start at 1. Therefore,
* g_mouse_buttons[0] is unused. The order of entries is:
* { unused, left, right, middle, wheel up, wheel down }
*/
extern bool g_mouse_buttons[6];
extern InReaction GlobalsInputHandler(const SDL_Event_* ev);
extern PIFrequencyFilter g_frequencyFilter;