/** * @file llgamecontrol_stub.h * @brief Stubbery for LLGameControl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #pragma once #include "llgamecontrol.h" #include "SDL2/SDL_events.h" LLGameControl::State g_state; // static bool LLGameControl::isInitialized() { return false; } // static void LLGameControl::init() { } // static void LLGameControl::terminate() { } // static bool LLGameControl::computeFinalStateAndCheckForChanges() { return false; } // static void LLGameControl::clearAllState() { } // static void LLGameControl::processEvents(bool app_has_focus) { } // static const LLGameControl::State& LLGameControl::getState() { return g_state; } // static void LLGameControl::setIncludeKeyboard(bool include) { } // static bool LLGameControl::getIncludeKeyboard() { return false; } // static LLGameControl::InputChannel LLGameControl::getChannelByActionName(const std::string& name) { return LLGameControl::InputChannel(); } // static void LLGameControl::addActionMapping(const std::string& name, LLGameControl::InputChannel channel) { } // static void LLGameControl::setActionFlags(U32 action_flags) { }