text: ////////////////////////////////////////////////////////////
  //
  // SFML - Simple and Fast Multimedia Library
  // Copyright (C) 2013 Jonathan De Wachter (dewachter.jonathan@gmail.com)
  //
  // This software is provided 'as-is', without any express or implied warranty.
  // In no event will the authors be held liable for any damages arising from the use of this software.
  //
  // Permission is granted to anyone to use this software for any purpose,
  // including commercial applications, and to alter it and redistribute it freely,
  // subject to the following restrictions:
  //
  // 1. The origin of this software must not be misrepresented;
  //    you must not claim that you wrote the original software.
  //    If you use this software in a product, an acknowledgment
  //    in the product documentation would be appreciated but is not required.
  //
  // 2. Altered source versions must be plainly marked as such,
  //    and must not be misrepresented as being the original software.
  //
  // 3. This notice may not be removed or altered from any source distribution.
  //
  ////////////////////////////////////////////////////////////
  
  #ifndef SFML_INPUTIMPLANDROID_HPP
  #define SFML_INPUTIMPLANDROID_HPP
  
  ////////////////////////////////////////////////////////////
  // Headers
  ////////////////////////////////////////////////////////////
  #include <SFML/Window/Keyboard.hpp>
  #include <SFML/Window/Mouse.hpp>
  
  
  namespace sf
  {
  namespace priv
  {
  ////////////////////////////////////////////////////////////
  /// \brief iOS implementation of inputs (keyboard + mouse)
  ///
  ////////////////////////////////////////////////////////////
  class InputImpl
  {
  public:
  
      ////////////////////////////////////////////////////////////
      /// \brief Check if a key is pressed
      ///
      /// \param key Key to check
      ///
      /// \return True if the key is pressed, false otherwise
      ///
      ////////////////////////////////////////////////////////////
      static bool isKeyPressed(Keyboard::Key key);
  
      ////////////////////////////////////////////////////////////
      /// \brief Show or hide the virtual keyboard
      ///
      /// \param visible True to show, false to hide
      ///
      ////////////////////////////////////////////////////////////
      static void setVirtualKeyboardVisible(bool visible);
  
      ////////////////////////////////////////////////////////////
      /// \brief Check if a mouse button is pressed
      ///
      /// \param button Button to check
      ///
      /// \return True if the button is pressed, false otherwise
      ///
      ////////////////////////////////////////////////////////////
      static bool isMouseButtonPressed(Mouse::Button button);
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the current position of the mouse in desktop coordinates
      ///
      /// This function returns the current position of the mouse
      /// cursor, in global (desktop) coordinates.
      ///
      /// \return Current position of the mouse
      ///
      ////////////////////////////////////////////////////////////
      static Vector2i getMousePosition();
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the current position of the mouse in window coordinates
      ///
      /// This function returns the current position of the mouse
      /// cursor, relative to the given window.
      /// If no window is used, it returns desktop coordinates.
      ///
      /// \param relativeTo Reference window
      ///
      /// \return Current position of the mouse
      ///
      ////////////////////////////////////////////////////////////
      static Vector2i getMousePosition(const WindowBase& relativeTo);
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the current position of the mouse in desktop coordinates
      ///
      /// This function sets the current position of the mouse
      /// cursor in global (desktop) coordinates.
      /// If no window is used, it sets the position in desktop coordinates.
      ///
      /// \param position New position of the mouse
      ///
      ////////////////////////////////////////////////////////////
      static void setMousePosition(const Vector2i& position);
  
      ////////////////////////////////////////////////////////////
      /// \brief Set the current position of the mouse in window coordinates
      ///
      /// This function sets the current position of the mouse
      /// cursor, relative to the given window.
      /// If no window is used, it sets the position in desktop coordinates.
      ///
      /// \param position New position of the mouse
      /// \param relativeTo Reference window
      ///
      ////////////////////////////////////////////////////////////
      static void setMousePosition(const Vector2i& position, const WindowBase& relativeTo);
  
      ////////////////////////////////////////////////////////////
      /// \brief Check if a touch event is currently down
      ///
      /// \param finger Finger index
      ///
      /// \return True if \a finger is currently touching the screen, false otherwise
      ///
      ////////////////////////////////////////////////////////////
      static bool isTouchDown(unsigned int finger);
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the current position of a touch in desktop coordinates
      ///
      /// This function returns the current touch position
      /// in global (desktop) coordinates.
      ///
      /// \param finger Finger index
      ///
      /// \return Current position of \a finger, or undefined if it's not down
      ///
      ////////////////////////////////////////////////////////////
      static Vector2i getTouchPosition(unsigned int finger);
  
      ////////////////////////////////////////////////////////////
      /// \brief Get the current position of a touch in window coordinates
      ///
      /// This function returns the current touch position
      /// in global (desktop) coordinates.
      ///
      /// \param finger Finger index
      /// \param relativeTo Reference window
      ///
      /// \return Current position of \a finger, or undefined if it's not down
      ///
      ////////////////////////////////////////////////////////////
      static Vector2i getTouchPosition(unsigned int finger, const WindowBase& relativeTo);
  };
  
  } // namespace priv
  
  } // namespace sf
  
  
  #endif // SFML_INPUTIMPLANDROID_HPP
  