// Between input.c (gamepad, merging, scripts) and the keyboard and mouse of the window system's back end (input_win.c // with Win32, input_sdl.c with SDL). Any thread. #pragma once #include // ---- what the back end provides int ikb_foreground(void); // the game window is in front: keys count int ikb_down(int key); // key id (input_map.h KEY_*) held, mouse buttons included int ikb_escape(void); // Esc held (no key id: it belongs to the menu) // The pointer in the client area, 0..1 from its top left; 0 when the window is not in front or the pointer is outside int ikb_pointer(float *nx, float *ny); void ikb_pointer_set(float nx, float ny); // moves the pointer there (the window in front only) int ikb_captured(void); // the cursor is captured for the mouse camera void ikb_mouse_take(int32_t *dx, int32_t *dy); // raw mouse motion since the last call, in counts uint32_t ikb_mouse_travel(void); // raw counts the mouse moved in total (|dx| + |dy|), captured or not int32_t ikb_wheel_take(void); // whole wheel notches turned while captured since the last call (+ away // from the player); a high-resolution wheel's part of a notch is kept void ikb_cursor_update(void); // what input_cursor_allowed says may have changed void ikb_menu_closed(void); // the menu closed: a capture that Esc gave up comes back // ---- what input.c provides the back end int input_cursor_allowed(void); // no text entry or menu open, the mouse camera on, input not disabled