| 1 | /** |
| 2 | * Copyright (c) 2006-2023 LOVE Development Team |
| 3 | * |
| 4 | * This software is provided 'as-is', without any express or implied |
| 5 | * warranty. In no event will the authors be held liable for any damages |
| 6 | * arising from the use of this software. |
| 7 | * |
| 8 | * Permission is granted to anyone to use this software for any purpose, |
| 9 | * including commercial applications, and to alter it and redistribute it |
| 10 | * freely, subject to the following restrictions: |
| 11 | * |
| 12 | * 1. The origin of this software must not be misrepresented; you must not |
| 13 | * claim that you wrote the original software. If you use this software |
| 14 | * in a product, an acknowledgment in the product documentation would be |
| 15 | * appreciated but is not required. |
| 16 | * 2. Altered source versions must be plainly marked as such, and must not be |
| 17 | * misrepresented as being the original software. |
| 18 | * 3. This notice may not be removed or altered from any source distribution. |
| 19 | **/ |
| 20 | |
| 21 | #ifndef LOVE_EVENT_SDL_EVENT_H |
| 22 | #define LOVE_EVENT_SDL_EVENT_H |
| 23 | |
| 24 | // LOVE |
| 25 | #include "event/Event.h" |
| 26 | #include "audio/Source.h" |
| 27 | |
| 28 | // SDL |
| 29 | #include <SDL_events.h> |
| 30 | |
| 31 | // STL |
| 32 | #include <map> |
| 33 | |
| 34 | namespace love |
| 35 | { |
| 36 | namespace event |
| 37 | { |
| 38 | namespace sdl |
| 39 | { |
| 40 | |
| 41 | class Event : public love::event::Event |
| 42 | { |
| 43 | public: |
| 44 | |
| 45 | // Implements Module. |
| 46 | const char *getName() const; |
| 47 | |
| 48 | Event(); |
| 49 | virtual ~Event(); |
| 50 | |
| 51 | /** |
| 52 | * Pumps the event queue. This function gathers all the pending input information |
| 53 | * from devices and places it on the event queue. Normally not needed if you poll |
| 54 | * for events. |
| 55 | **/ |
| 56 | void pump(); |
| 57 | |
| 58 | /** |
| 59 | * Waits for the next event (indefinitely). Useful for creating games where |
| 60 | * the screen and game state only needs updating when the user interacts with |
| 61 | * the window. |
| 62 | **/ |
| 63 | Message *wait(); |
| 64 | |
| 65 | /** |
| 66 | * Clears the event queue. |
| 67 | */ |
| 68 | void clear(); |
| 69 | |
| 70 | private: |
| 71 | |
| 72 | void exceptionIfInRenderPass(const char *name); |
| 73 | |
| 74 | Message *convert(const SDL_Event &e); |
| 75 | Message *convertJoystickEvent(const SDL_Event &e) const; |
| 76 | Message *convertWindowEvent(const SDL_Event &e); |
| 77 | |
| 78 | static std::map<SDL_Keycode, love::keyboard::Keyboard::Key> createKeyMap(); |
| 79 | static std::map<SDL_Keycode, love::keyboard::Keyboard::Key> keys; |
| 80 | |
| 81 | }; // Event |
| 82 | |
| 83 | } // sdl |
| 84 | } // event |
| 85 | } // love |
| 86 | |
| 87 | #endif // LOVE_EVENT_SDL_EVENT_H |
| 88 | |