/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_APP_SDL_INPUT_MANAGER_HPP
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#define ANTKEEPER_APP_SDL_INPUT_MANAGER_HPP
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#include <engine/app/input-manager.hpp>
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#include <memory>
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namespace app {
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class sdl_window;
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/**
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* Input manager implementation using SDL2.
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*/
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class sdl_input_manager: public input_manager
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{
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public:
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/**
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* Constructs an SDL input manager.
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*/
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sdl_input_manager();
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/**
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* Destructs an SDL input manager.
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*/
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~sdl_input_manager() override;
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void update() override;
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void set_cursor_visible(bool visible) override;
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void set_relative_mouse_mode(bool enabled) override;
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private:
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input::keyboard m_keyboard;
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input::mouse m_mouse;
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std::unordered_map<int, std::unique_ptr<input::gamepad>> m_gamepad_map;
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};
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} // namespace app
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#endif // ANTKEEPER_APP_SDL_INPUT_MANAGER_HPP
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