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love / src / modules / event / sdl / Event.h

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/**
* Copyright (c) 2006-2011 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 <SDL.h>

namespace love
{
namespace event
{
namespace sdl
{
	class Event : public love::event::Event
	{
	public:
		
		// Implements Module.
		const char * getName() const;

		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();

		/**
		* Checks if there are messages in the queue. 
		* 
		* @param message The next message in the queue, if the return value is true.
		* @return True if there a message was found, false otherwise.
		**/
		bool poll(Message & message);

		/**
		* 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.
		**/
		bool wait(Message & message);

		/**
		* Push a message onto the event queue.
		* 
		* @param message The message to push onto the queue.
		* @return True on success, false if the queue was full. 
		**/
		bool push(Message & message);

		/**
		 * Clears the event queue.
		 */
		void clear();

	private:

		bool convert(SDL_Event & e, Message & m);
		bool convert(Message & m, SDL_Event & e);

		static EnumMap<love::keyboard::Keyboard::Key, SDLKey, love::keyboard::Keyboard::KEY_MAX_ENUM>::Entry keyEntries[];
		static EnumMap<love::keyboard::Keyboard::Key, SDLKey, love::keyboard::Keyboard::KEY_MAX_ENUM> keys;
		static EnumMap<love::mouse::Mouse::Button, Uint8, love::mouse::Mouse::BUTTON_MAX_ENUM>::Entry buttonEntries[];
		static EnumMap<love::mouse::Mouse::Button, Uint8, love::mouse::Mouse::BUTTON_MAX_ENUM> buttons;

	}; // System

} // sdl
} // event
} // love

#endif // LOVE_EVENT_SDL_EVENT_H