// Event header file #ifndef _EVENT_H #define _EVENT_H #include "maths.h" #ifdef __cplusplus typedef enum event_type { EVENT_IDLE = 0, EVENT_QUIT, EVENT_JOYSTICK_BUTTON_DOWN, EVENT_JOYSTICK_BUTTON_UP, EVENT_JOYSTICK_MOVED, EVENT_MOUSE_BUTTON_DOWN, EVENT_MOUSE_BUTTON_UP, EVENT_MOUSE_DOUBLE_CLICKED, EVENT_MOUSE_MOVED, EVENT_KEY_COMMAND, EVENT_KEY_RELEASE, EVENT_WINDOW_CREATED, EVENT_WINDOW_ACTIVATED, EVENT_WINDOW_DEACTIVATED, EVENT_WINDOW_DRAW, EVENT_WINDOW_CLOSE, EVENT_WINDOW_CLOSED, EVENT_NEWMENU_DRAW, // draw after the newmenu stuff is drawn (e.g. savegame previews) EVENT_NEWMENU_CHANGED, // an item had its value/text changed EVENT_NEWMENU_SELECTED, // user chose something - pressed enter/clicked on it EVENT_UI_DIALOG_DRAW, // draw after the dialog stuff is drawn (e.g. spinning robots) EVENT_UI_GADGET_PRESSED, // user 'pressed' a gadget EVENT_UI_LISTBOX_MOVED, EVENT_UI_LISTBOX_SELECTED, EVENT_UI_USERBOX_DRAGGED } event_type; // A vanilla event. Cast to the correct type of event according to 'type'. struct d_event { event_type type; }; int event_init(); // Sends input events to event handlers void event_poll(); void event_flush(); // Set and call the default event handler void set_default_handler(int (*handler)(d_event *event)); int call_default_handler(d_event *event); // Send an event to the front window as first priority, then to the windows behind if it's not modal (editor), then the default handler void event_send(d_event *event); // Sends input, idle and draw events to event handlers void event_process(); void event_toggle_focus(int activate_focus); // See how long we were idle for void event_reset_idle_seconds(); fix event_get_idle_seconds(); #endif #endif