/** * Copyright (c) 2006-2014 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 "event/Event.h" #include "common/runtime.h" #include "common/EnumMap.h" // SDL #include // STL #include namespace love { namespace event { namespace sdl { class Event : public love::event::Event { public: // Implements Module. const char *getName() const; Event(); virtual ~Event(); /** * 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(); /** * 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. **/ Message *wait(); /** * Clears the event queue. */ void clear(); private: Message *convert(const SDL_Event &e) const; Message *convertJoystickEvent(const SDL_Event &e) const; Message *convertWindowEvent(const SDL_Event &e) const; static std::map createKeyMap(); static std::map keys; static EnumMap::Entry buttonEntries[]; static EnumMap buttons; }; // Event } // sdl } // event } // love #endif // LOVE_EVENT_SDL_EVENT_H