/** * Copyright (c) 2006-2009 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #ifndef LOVE_EVENT_SDL_EVENT_H #define LOVE_EVENT_SDL_EVENT_H // LOVE #include #include // SDL #include namespace love { namespace event { namespace sdl { class Event : public event::Event { public: // Implements Module. const char * getName() const; /** * Pumps the event queue. This function gathers all the pending input information * from devices and places it on the event queue. Normally not needed if you poll * for events. **/ void pump(); /** * Returns an iterator function for iterating over pending events. **/ int poll(lua_State * L); /** * Waits for the next event (indefinitely). Useful for creating games where * the screen and game state only needs updating when the user interacts with * the window. **/ int wait(lua_State * L); /** * Push a quit event. Calling this does not mean the application * will exit immediately, it just means an quit event will be issued. * How to respond to the quit event is up the application. **/ void quit(); /** * Pushes an event into the queue. **/ int push(lua_State * L); /** * The iterator function. **/ static int poll_i(lua_State * L); private: static int pushEvent(lua_State * L, SDL_Event & e); static int getEvent(lua_State * L, SDL_Event & e); }; // System } // sdl } // event } // love #endif // LOVE_EVENT_SDL_EVENT_H