18 #include "precompiled.h"
46 #if SDL_VERSION_ATLEAST(2, 0, 0)
48 switch(ev->
ev.window.event)
50 case SDL_WINDOWEVENT_MINIMIZED:
53 case SDL_WINDOWEVENT_RESTORED:
56 case SDL_WINDOWEVENT_FOCUS_GAINED:
59 case SDL_WINDOWEVENT_FOCUS_LOST:
62 case SDL_WINDOWEVENT_ENTER:
65 case SDL_WINDOWEVENT_LEAVE:
CNetClient * g_NetClient
Global network client for the standard game.
virtual void Pause(bool pauseIt)=0
ISoundManager * g_SoundManager
bool g_mouse_active
Indicates whether the mouse is focused on the game window (mouse positions should usually be consider...
SDL_MouseMotionEvent motion
shared_ptr< IFrequencyFilter > PIFrequencyFilter
SDL_MouseButtonEvent button
#define UNREACHABLE
"unreachable code" helpers
InReaction GlobalsInputHandler(const SDL_Event_ *ev)
bool g_mouse_buttons[6]
g_mouse_buttons: Mouse buttons states, indexed by SDL_BUTTON_* constants.
PIFrequencyFilter g_frequencyFilter
std::map< int32_t, bool > g_keys
g_keys: Key states, indexed by SDLK* constants.