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input.h

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00001 #ifndef __INPUT_H
00002 #define __INPUT_H
00003 
00004 /* keyboard and joystick/gamepad input */
00005 
00006 #define PLAYER_KEY_LEFT         SDLK_LEFT
00007 #define PLAYER_KEY_RIGHT        SDLK_RIGHT
00008 #define PLAYER_KEY_UP           SDLK_UP
00009 #define PLAYER_KEY_DOWN         SDLK_DOWN
00010 #define PLAYER_KEY_FIRE_1       SDLK_LCTRL
00011 #define PLAYER_KEY_FIRE_2       SDLK_LALT
00012 #define PLAYER_BUTTON_FIRE_1    0       // joystick / gamepad
00013 #define PLAYER_BUTTON_FIRE_2    1       // joystick / gamepad
00014 
00015 #define KEY_EXIT                SDLK_ESCAPE
00016 #define KEY_FULLSCREEN          SDLK_f
00017 #define KEY_WINDOWED            SDLK_w
00018 
00019 #define KEY_1_QUICK_PASS        SDLK_LALT
00020 #define KEY_2_QUICK_PASS        SDLK_q
00021 
00022 #define INPUT_RIGHT     1
00023 #define INPUT_DOWN      2
00024 #define INPUT_LEFT      4
00025 #define INPUT_UP        8
00026 #define INPUT_FIRE     16
00027 #define INPUT_BOMB     32
00028 
00029 class Input
00030 {
00031 private:
00032   Uint8* keys;
00033   SDL_Joystick* joystick;
00034   bool pressed( int );
00035   int axis( int );
00036   int button( int );
00037 
00038 public:
00039   Input();
00040   ~Input();
00041   void RefreshState(); 
00042   int State();
00043   void WaitForKey();
00044   void DisplayInfoWithEffect( Effect *effect, Display *display,
00045         list<string> info );
00046 };
00047 
00048 #endif /* __INPUT_H */

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