58 lines
1.7 KiB
C
58 lines
1.7 KiB
C
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* SDL input redirector; dispatches to multiple handlers and allows
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* record/playback of events.
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*/
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#ifndef INCLUDED_INPUT
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#define INCLUDED_INPUT
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#include "lib/external_libraries/sdl_fwd.h"
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// input handler return values.
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enum InReaction
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{
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// (the handlers' return values are checked and these
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// 'strange' values might bring errors to light)
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// pass the event to the next handler in the chain
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IN_PASS = 4,
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// we've handled it; no other handlers will receive this event.
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IN_HANDLED = 2
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};
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typedef InReaction (*InHandler)(const SDL_Event_*);
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// register an input handler, which will receive all subsequent events first.
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// events are passed to other handlers if handler returns IN_PASS.
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extern void in_add_handler(InHandler handler);
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// send event to each handler (newest first) until one returns true
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extern void in_dispatch_event(const SDL_Event_* event);
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extern void in_dispatch_recorded_events();
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extern LibError in_record(const char* fn);
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extern LibError in_playback(const char* fn);
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extern void in_stop(void);
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#endif // #ifndef INCLUDED_INPUT
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