/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 3 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, see . * */ #ifndef ICB_DINPUTH #define ICB_DINPUTH #include "common/keyboard.h" namespace ICB { extern bool8 keyboard_buf_scancodes[Common::KEYCODE_LAST]; extern bool8 repeats_scancodes[Common::KEYCODE_LAST]; void Init_direct_input(); void setKeyState(Common::KeyCode key, bool pressed); bool8 Read_DI_keys(uint32 key); bool8 Read_DI_once_keys(uint32 key); bool8 DI_key_waiting(); uint32 Get_DI_key_press(); void Clear_DI_key_buffer(); void SetDefaultKeys(); const char *GetKeyName(uint32 key); } // End of namespace ICB #endif