示例#1
0
static void MainControllerInit()
{
	// add additional input handlers only needed by this controller:

	// must be registered after gui_handler. Should mayhap even be last.
	in_add_handler(MainInputHandler);
}
示例#2
0
static void InitInput()
{
#if !SDL_VERSION_ATLEAST(2, 0, 0)
	SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
#endif

	g_Joystick.Initialise();

	// register input handlers
	// This stack is constructed so the first added, will be the last
	//  one called. This is important, because each of the handlers
	//  has the potential to block events to go further down
	//  in the chain. I.e. the last one in the list added, is the
	//  only handler that can block all messages before they are
	//  processed.
	in_add_handler(game_view_handler);

	in_add_handler(CProfileViewer::InputThunk);

	in_add_handler(conInputHandler);

	in_add_handler(HotkeyInputHandler);

	// gui_handler needs to be registered after (i.e. called before!) the
	// hotkey handler so that input boxes can be typed in without
	// setting off hotkeys.
	in_add_handler(gui_handler);

	in_add_handler(touch_input_handler);

	// must be registered after (called before) the GUI which relies on these globals
	in_add_handler(GlobalsInputHandler);
}