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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_KEYBOARD_SDL_H
#define HPL_KEYBOARD_SDL_H
#include "hpl1/engine/input/Keyboard.h"
#include "hpl1/engine/system/SystemTypes.h"
#include "common/bitarray.h"
#include "common/queue.h"
namespace Common {
struct Event;
}
namespace hpl {
#define MAX_KEY_PRESSES (20)
class cLowLevelInputSDL;
class cKeyboardSDL : public iKeyboard {
public:
cKeyboardSDL(cLowLevelInputSDL *apLowLevelInputSDL);
void Update();
// Keyboard specific
bool KeyIsDown(eKey aKey);
cKeyPress GetKey();
bool KeyIsPressed();
eKeyModifier GetModifier();
tString KeyToString(eKey);
eKey StringToKey(tString);
private:
void processEvent(const Common::Event &ev);
eKey AsciiToKey(int alChar);
eKeyModifier _modifiers;
Common::BitArray _downKeys;
Common::Queue<cKeyPress> _pressedKeys;
cLowLevelInputSDL *_lowLevelSystem;
};
} // namespace hpl
#endif // HPL_KEYBOARD_SDL_H
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