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/**
* @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)
{
}
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