/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #ifndef ENGINE_CLIENT_INPUT_H #define ENGINE_CLIENT_INPUT_H #include #include #include class CInput : public IEngineInput { IEngineGraphics *m_pGraphics; int m_LastX; int m_LastY; int m_InputGrabbed; char *m_pClipboardText; int64_t m_LastRelease; int64_t m_ReleaseDelta; bool m_MouseFocus; int m_VideoRestartNeeded; void AddEvent(char *pText, int Key, int Flags); void Clear(); bool IsEventValid(CEvent *pEvent) const { return pEvent->m_InputCount == m_InputCounter; }; // quick access to input unsigned short m_aInputCount[g_MaxKeys]; // tw-KEY unsigned char m_aInputState[g_MaxKeys]; // SDL_SCANCODE int m_InputCounter; // IME support int m_NumTextInputInstances; char m_aEditingText[INPUT_TEXT_SIZE]; int m_EditingTextLen; int m_EditingCursor; bool KeyState(int Key) const; IEngineGraphics *Graphics() { return m_pGraphics; } public: CInput(); virtual void Init(); bool KeyIsPressed(int Key) const { return KeyState(Key); } bool KeyPress(int Key, bool CheckCounter) const { return CheckCounter ? (m_aInputCount[Key] == m_InputCounter) : m_aInputCount[Key]; } virtual void MouseRelative(float *x, float *y); virtual void MouseModeAbsolute(); virtual void MouseModeRelative(); virtual void NativeMousePos(int *x, int *y) const; virtual bool NativeMousePressed(int index); virtual int MouseDoubleClick(); virtual const char *GetClipboardText(); virtual void SetClipboardText(const char *Text); virtual int Update(); virtual void NextFrame(); virtual int VideoRestartNeeded(); virtual bool GetIMEState(); virtual void SetIMEState(bool Activate); int GetIMEEditingTextLength() const { return m_EditingTextLen; } virtual const char *GetIMEEditingText(); virtual int GetEditingCursor(); virtual void SetEditingPosition(float X, float Y); }; #endif