Beispiel #1
0
/**\brief Polls the event queue and sends the list of events to subsystems.
 */
list<InputEvent> Input::Update( bool &quitSignal ) {
	SDL_Event event;
	
	events.clear();

	while( SDL_PollEvent( &event ) ) {
		switch( event.type ) {
			case SDL_QUIT:
				quitSignal = true;
				break;
			case SDL_KEYDOWN:
			{
				bool quitSignalUpdate = _UpdateHandleKeyDown( &event );
				if( quitSignalUpdate ) quitSignal = quitSignalUpdate;
				break;
			}
			case SDL_KEYUP:
			{
				bool quitSignalUpdate = _UpdateHandleKeyUp( &event );
				if( quitSignalUpdate ) quitSignal = quitSignalUpdate;
				break;
			}
			case SDL_MOUSEMOTION:
			{
				_UpdateHandleMouseMotion( &event );
				break;
			}
			case SDL_MOUSEBUTTONUP:
			{
				_UpdateHandleMouseUp( &event );
				break;
			}
			case SDL_MOUSEBUTTONDOWN:
			{
				_UpdateHandleMouseDown( &event );
				break;
			}
			default:
				break;
		}
	}

	// Constantly emit InputEvent for held down Keys
	for(int k=0;k<SDLK_LAST;k++) {
		if(heldKeys[k])
			events.push_back( InputEvent( KEY, KEYPRESSED, k ) );
	}

	if((Timer::GetTicks() - lastMouseMove > OPTION(Uint32,"options/timing/mouse-fade")) ){
		Video::DisableMouse();
	}
	
	// this could be false - returning quitSignal doesn't imply quitting
	return events;
}
Beispiel #2
0
bool Input::Update( void ) {
	SDL_Event event;
	bool quitSignal = false;

	while( SDL_PollEvent( &event ) ) {
		switch( event.type ) {
			case SDL_QUIT:
				quitSignal = true;
				break;
			case SDL_KEYDOWN:
			{
				bool quitSignalUpdate = _UpdateHandleKeyDown( &event );
				if( quitSignalUpdate ) quitSignal = quitSignalUpdate;
				break;
			}
			case SDL_KEYUP:
			{
				bool quitSignalUpdate = _UpdateHandleKeyUp( &event );
				if( quitSignalUpdate ) quitSignal = quitSignalUpdate;
				break;
			}
			case SDL_MOUSEMOTION:
			{
				_UpdateHandleMouseMotion( &event );
				break;
			}
			case SDL_MOUSEBUTTONUP:
			{
				_UpdateHandleMouseUp( &event );				
				break;
			}
			case SDL_MOUSEBUTTONDOWN:
			{
				_UpdateHandleMouseDown( &event );				
				break;
			}
			default:
				break;
		}
	}
	
	// the list of sub-input systems that handle events
	UI::HandleInput( events ); // anything the UI doesn't care about will be left in the list for the next subsystem
	Console::Input( events );
	Handle( events ); // default handler. player motion is handled here

	events.clear();
	
	// this could be false - returning quitSignal doesn't imply quitting
	return quitSignal;
}