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author Aaron Giles <aaron@aarongiles.com>2008-07-12 20:18:25 +0000
committer Aaron Giles <aaron@aarongiles.com>2008-07-12 20:18:25 +0000
commitd8715ab4acf1ea315614372ca3410fbc598bc4cd (patch)
tree28590f0f16e19d71c9d726883ce9cb6e23dc7a85 /src/emu/input.h
parent465010dc114464564a5b7920dcb2f08338992b25 (diff)
Note: I have done some testing, but there are probably more bugs
lurking. If you run into anything odd, please let me know. Added new module uiinput.c which manages input for the user interface. The OSD is responsible for pushing mouse events and character events to this interface in order to support mouse movement and text-based input (currently only used for the select game menu). Added support for navigating through the menus using the mouse. [Nathan Woods, Aaron Giles] Redesigned the UI menus so that they can maintain a richer state. Now the menus can be generated once and reused, rather than requiring them to be regenerated on each frame. All menus also share a comment eventing system and navigation through them is managed centrally. Rewrote all the menus to use the new system, apart from the cheat menus, which are now disabled. Reorganized the video menu to make it easier to understand. [Aaron Giles]
Diffstat (limited to 'src/emu/input.h')
-rw-r--r--src/emu/input.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/emu/input.h b/src/emu/input.h
index 73bae31305c..ba96d2a3b62 100644
--- a/src/emu/input.h
+++ b/src/emu/input.h
@@ -609,6 +609,9 @@ INT32 input_code_pressed(input_code code);
/* same as above, but returns TRUE only on the first call after an off->on transition */
INT32 input_code_pressed_once(input_code code);
+/* translates an input_item_id to an input_code */
+input_code input_code_from_input_item_id(input_item_id itemid);
+
/* poll for any switch input, optionally resetting internal memory */
input_code input_code_poll_switches(int reset);