void Gui::handleMouseInput() { while (!mInput->isMouseQueueEmpty()) { MouseInput mouseInput = mInput->dequeueMouseInput(); // Save the current mouse state. It will be needed if modal focus // changes or modal mouse input focus changes. mLastMouseX = mouseInput.getX(); mLastMouseY = mouseInput.getY(); switch (mouseInput.getType()) { case MouseInput::PRESSED: handleMousePressed(mouseInput); break; case MouseInput::RELEASED: handleMouseReleased(mouseInput); break; case MouseInput::MOVED: handleMouseMoved(mouseInput); break; case MouseInput::WHEEL_MOVED_DOWN: handleMouseWheelMovedDown(mouseInput); break; case MouseInput::WHEEL_MOVED_UP: handleMouseWheelMovedUp(mouseInput); break; default: throw GCN_EXCEPTION("Unknown mouse input type."); break; } } }
bool God::eventFilter(QObject *object, QEvent *event) { if(object == m_scene && event->type() == QEvent::MouseButtonPress) { handleMousePressed(static_cast<QMouseEvent *>(event)); return true; } else { QObject::eventFilter(object, event); } }