scummvm/sword2/driver/keyboard.cpp
Torbjörn Andersson f8ce610c2b Moved some stuff out of driver96.h. Eventually I'd like to get rid of most
Moved some stuff out of driver96.h. Eventually I'd like to get rid of this
file completely. Or at the very least most of it.

svn-id: r10589
2003-10-04 08:31:20 +00:00

78 lines
2.1 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "bs2/driver/driver96.h"
namespace Sword2 {
// Key buffer size
#define MAX_KEY_BUFFER 32
uint8 keyBacklog = 0; // The number of key presses waiting to be processed.
uint8 keyPointer = 0; // Index of the next key to read from the buffer.
_keyboardEvent keyBuffer[MAX_KEY_BUFFER]; // The keyboard buffer
void WriteKey(uint16 ascii, int keycode, int modifiers) {
if (keyBuffer && keyBacklog < MAX_KEY_BUFFER) {
_keyboardEvent *slot = &keyBuffer[(keyPointer + keyBacklog) % MAX_KEY_BUFFER];
slot->ascii = ascii;
slot->keycode = keycode;
slot->modifiers = modifiers;
keyBacklog++;
}
}
/**
* @return true if there is an unprocessed key waiting in the queue
*/
bool KeyWaiting(void) {
return keyBacklog != 0;
}
/**
* Sets the value of the keyboard event passed in to the current waiting key.
* @return RD_OK, or an error code to indicate there is no key waiting.
*/
int32 ReadKey(_keyboardEvent *ev) {
if (!keyBacklog)
return RDERR_NOKEYWAITING;
if (ev == NULL)
return RDERR_INVALIDPOINTER;
ev->ascii = keyBuffer[keyPointer].ascii;
ev->keycode = keyBuffer[keyPointer].keycode;
ev->modifiers = keyBuffer[keyPointer].modifiers;
keyPointer++;
if (keyPointer == MAX_KEY_BUFFER)
keyPointer = 0;
keyBacklog--;
return RD_OK;
}
} // End of namespace Sword2