/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 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, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_KEYBOARD_SDL_H #define HPL_KEYBOARD_SDL_H #include "hpl1/engine/input/Keyboard.h" #include "hpl1/engine/system/SystemTypes.h" #include "common/bitarray.h" #include "common/queue.h" namespace Common { struct Event; } namespace hpl { #define MAX_KEY_PRESSES (20) class cLowLevelInputSDL; class cKeyboardSDL : public iKeyboard { public: cKeyboardSDL(cLowLevelInputSDL *apLowLevelInputSDL); void Update(); // Keyboard specific bool KeyIsDown(eKey aKey); cKeyPress GetKey(); bool KeyIsPressed(); eKeyModifier GetModifier(); tString KeyToString(eKey); eKey StringToKey(tString); private: void processEvent(const Common::Event &ev); eKey AsciiToKey(int alChar); eKeyModifier _modifiers; Common::BitArray _downKeys; Common::Queue _pressedKeys; cLowLevelInputSDL *_lowLevelSystem; }; } // namespace hpl #endif // HPL_KEYBOARD_SDL_H