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Globals.h
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1 /* Copyright (C) 2017 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
4  * 0 A.D. is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 2 of the License, or
7  * (at your option) any later version.
8  *
9  * 0 A.D. is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 #ifndef INCLUDED_PS_GLOBALS
19 #define INCLUDED_PS_GLOBALS
20 
21 #include "lib/input.h"
22 #include "lib/frequency_filter.h"
23 #include "ps/KeyName.h"
24 
25 #include <unordered_map>
26 
27 // thin abstraction layer on top of SDL.
28 // game code should use it instead of SDL_GetMouseState etc. because
29 // Atlas does not completely emulate SDL (it can only send events).
30 
31 extern bool g_app_minimized;
32 extern bool g_app_has_focus;
33 
34 extern int g_mouse_x, g_mouse_y;
35 
36 /**
37  * Indicates whether the mouse is focused on the game window (mouse positions
38  * should usually be considered inaccurate if this is false)
39  */
40 extern bool g_mouse_active;
41 
42 /**
43  * g_scancodes: Key states, indexed by SDL_Scancode constants. If an entry is true,
44  * it represents a pressed key.
45  * Updated by GlobalsInputHandler in response to key press/release events.
46  */
47 extern std::unordered_map<int32_t, bool> g_scancodes;
48 
49 /**
50  * g_mouse_buttons: Mouse buttons states, indexed by SDL_BUTTON_* constants.
51  * If an entry is true, it represents a pressed button.
52  * Updated by GlobalsInputHandler in response to mouse button up/down events.
53  *
54  * Be aware that SDL_BUTTON_* constants start at 1. Therefore,
55  * g_mouse_buttons[0] is unused. The order of entries is as in KeyName.h for MOUSE_*
56  */
58 
59 extern InReaction GlobalsInputHandler(const SDL_Event_* ev);
60 
62 
63 #endif // INCLUDED_PS_GLOBALS
Definition: KeyName.h:54
std::unordered_map< int32_t, bool > g_scancodes
g_scancodes: Key states, indexed by SDL_Scancode constants.
Definition: Globals.cpp:28
bool g_app_minimized
Definition: Globals.cpp:25
Definition: libsdl.h:52
bool g_mouse_buttons[MOUSE_LAST - MOUSE_BASE]
g_mouse_buttons: Mouse buttons states, indexed by SDL_BUTTON_* constants.
Definition: Globals.cpp:34
bool g_app_has_focus
Definition: Globals.cpp:26
std::shared_ptr< IFrequencyFilter > PIFrequencyFilter
Definition: frequency_filter.h:40
InReaction GlobalsInputHandler(const SDL_Event_ *ev)
Definition: Globals.cpp:39
InReaction
Definition: input.h:34
PIFrequencyFilter g_frequencyFilter
Definition: Globals.cpp:36
Definition: KeyName.h:45
int g_mouse_x
Definition: Globals.cpp:30
bool g_mouse_active
Indicates whether the mouse is focused on the game window (mouse positions should usually be consider...
Definition: Globals.cpp:31
int g_mouse_y
Definition: Globals.cpp:30