1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768 |
- /* GCSx
- ** EVENT.H
- **
- ** Our custom event queue to allow preempting SDL's event queue
- */
- /*****************************************************************************
- ** Copyright (C) 2003-2006 Janson
- **
- ** 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 2 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, write to the Free Software
- ** Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111, USA.
- *****************************************************************************/
- #ifndef __GCSx_EVENT_H_
- #define __GCSx_EVENT_H_
- // Add event to queue; will occur before any SDL events
- void insertEvent(const SDL_Event* customEvent);
- // Add event to beginning of queue; intended for SDL_CLOSE events
- void preemptEvent(const SDL_Event* customEvent);
- /* SDL_OBJECTCHANGE events no longer use the queue
- **
- // Search for matching event to combine, add to beginning of queue if not found
- // Intended for SDL_OBJECTCHANGE events
- void combinatoryEvent(const SDL_Event* customEvent);
- **
- */
- // Returns true if any events are waiting in OUR queue only
- int eventsWaiting();
- // Returns the next event from our queue or SDL's queue
- // Returns 1 if event was found, 0 if none waiting
- int grabEvent(SDL_Event* store);
- // Removes all events from our queue that reference the
- // given window
- void cleanEvents(const void* window);
- // Clears internal event queues, freeing SDL_OBJECTCHANGE objects
- // Basically CLOSE, FOCUS, and OBJCHANGE
- // Call when you reset the desktop/quit (memory cleanup)
- // Use desktop->initEventCleanup() to clear user-initiated events
- void clearEvents();
- // Push an unused event (or a copy of mouse events) to game queue
- // or retrieve the next game queue event
- // Used only in desktop overlay mode- otherwise game just
- // calls grabEvent
- void storeEventGame(const SDL_Event* event);
- int grabEventGame(SDL_Event* store);
- #endif
|