forked from 0ad/0ad
janwas
ad55f9f1bc
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.
34 lines
1.1 KiB
C
34 lines
1.1 KiB
C
#include "lib/input.h"
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#include "lib/frequency_filter.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[];
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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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extern PIFrequencyFilter g_frequencyFilter;
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