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[gdash.git] / src / sdl / sdlgameinputhandler.cpp
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1 /*
2 * Copyright (c) 2007-2013, Czirkos Zoltan http://code.google.com/p/gdash/
4 * Permission is hereby granted, free of charge, to any person obtaining
5 * a copy of this software and associated documentation files (the
6 * "Software"), to deal in the Software without restriction, including
7 * without limitation the rights to use, copy, modify, merge, publish,
8 * distribute, sublicense, and/or sell copies of the Software, and to
9 * permit persons to whom the Software is furnished to do so, subject to
10 * the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
18 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
19 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
20 * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
21 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 #include "config.h"
26 #include <SDL.h>
28 #include "sdl/sdlgameinputhandler.hpp"
29 #include "settings.hpp"
31 /* This should be in the same order as the enum, so that can be used
32 * as an index */
33 GameInputHandler::KeyAssignment SDLGameInputHandler::keys_array[] = {
34 { KeyUp, gd_sdl_key_up, &GameInputHandler::up_k },
35 { KeyDown, gd_sdl_key_down, &GameInputHandler::down_k },
36 { KeyLeft, gd_sdl_key_left, &GameInputHandler::left_k },
37 { KeyRight, gd_sdl_key_right, &GameInputHandler::right_k },
38 { KeyFire1, gd_sdl_key_fire_1, &GameInputHandler::fire1_k },
39 { KeyFire2, gd_sdl_key_fire_2, &GameInputHandler::fire2_k },
40 { KeySuicide, gd_sdl_key_suicide, &GameInputHandler::suicide },
41 { KeyFastForward, gd_sdl_key_fast_forward, &GameInputHandler::fast_forward },
42 { KeyStatusBar, gd_sdl_key_status_bar, &GameInputHandler::alternate_status },
43 { KeyRestartLevel, gd_sdl_key_restart_level, &GameInputHandler::restart_k },
47 char const *SDLGameInputHandler::get_key_name_from_keycode(int gfxlib_keycode) {
48 return SDL_GetKeyName(SDLKey(gfxlib_keycode));
52 GameInputHandler::KeyAssignment const &SDLGameInputHandler::get_key(Keys keyindex) const {
53 return keys_array[keyindex];