quakespasm/Quake/input.h
Sander van Dijk cebef615e5 input: Rework the text/non-text input mode handling.
Before, "gamekey" was the special case, now "textmode" is. We are now more precise about when we activate "textmode", e.g. we only do this when the console, messagemode, or a textfield in the menu are active. The trigger for doing this was this line on the "SDL_StartTextInput" page of the SDL2 wiki: "On some platforms using this function activates the screen keyboard.". Although we currenly support no such platform, it's good te be prepared, and what we do now is more correct anyway.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1066 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-23 19:10:02 +00:00

57 lines
1.6 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2010-2014 QuakeSpasm developers
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 02111-1307, USA.
*/
#ifndef _QUAKE_INPUT_H
#define _QUAKE_INPUT_H
// input.h -- external (non-keyboard) input devices
void IN_Init (void);
void IN_Shutdown (void);
void IN_Commands (void);
// oportunity for devices to stick commands on the script buffer
// mouse moved by dx and dy pixels
void IN_MouseMove(int dx, int dy);
void IN_SendKeyEvents (void);
// used as a callback for Sys_SendKeyEvents() by some drivers
void IN_UpdateInputMode (void);
// do stuff if input mode (text/non-text) changes matter to the keyboard driver
void IN_Move (usercmd_t *cmd);
// add additional movement on top of the keyboard move cmd
void IN_ClearStates (void);
// restores all button and position states to defaults
// called when the app becomes active
void IN_Activate ();
// called when the app becomes inactive
void IN_Deactivate (qboolean free_cursor);
#endif /* _QUAKE_INPUT_H */