Esempio n. 1
1
bool EventDispatcher::DispatchSDLEvent(const SDL_Event &event)
{
	switch (event.type) {
		case SDL_KEYDOWN:
			return Dispatch(KeyboardEvent(KeyboardEvent::KEY_DOWN, KeySym(event.key.keysym.sym, SDL_Keymod(event.key.keysym.mod))));

		case SDL_KEYUP:
			return Dispatch(KeyboardEvent(KeyboardEvent::KEY_UP, KeySym(event.key.keysym.sym, SDL_Keymod(event.key.keysym.mod))));

		case SDL_TEXTINPUT:
			Uint32 unicode;
			Text::utf8_decode_char(&unicode, event.text.text);
			return Dispatch(TextInputEvent(unicode));

		case SDL_MOUSEWHEEL:
			return Dispatch(MouseWheelEvent(event.wheel.y > 0 ? MouseWheelEvent::WHEEL_UP : MouseWheelEvent::WHEEL_DOWN, m_lastMousePosition));

		case SDL_MOUSEBUTTONDOWN:
			return Dispatch(MouseButtonEvent(MouseButtonEvent::BUTTON_DOWN, MouseButtonFromSDLButton(event.button.button), Point(event.button.x,event.button.y)));

		case SDL_MOUSEBUTTONUP:
			return Dispatch(MouseButtonEvent(MouseButtonEvent::BUTTON_UP, MouseButtonFromSDLButton(event.button.button), Point(event.button.x,event.button.y)));

		case SDL_MOUSEMOTION:
			return Dispatch(MouseMotionEvent(Point(event.motion.x,event.motion.y), Point(event.motion.xrel, event.motion.yrel)));
	}

	return false;
}
Esempio n. 2
1
bool EventDispatcher::DispatchSDLEvent(const SDL_Event &event)
{
	switch (event.type) {
		case SDL_KEYDOWN:
			return Dispatch(KeyboardEvent(KeyboardEvent::KEY_DOWN, KeySym(event.key.keysym.sym, SDL_Keymod(event.key.keysym.mod)), event.key.repeat));

		case SDL_KEYUP:
			return Dispatch(KeyboardEvent(KeyboardEvent::KEY_UP, KeySym(event.key.keysym.sym, SDL_Keymod(event.key.keysym.mod)), event.key.repeat));

		case SDL_TEXTINPUT:
			Uint32 unicode;
			Text::utf8_decode_char(&unicode, event.text.text);
			return Dispatch(TextInputEvent(unicode));

		case SDL_MOUSEWHEEL:
			return Dispatch(MouseWheelEvent(event.wheel.y > 0 ? MouseWheelEvent::WHEEL_UP : MouseWheelEvent::WHEEL_DOWN, m_lastMousePosition));

		case SDL_MOUSEBUTTONDOWN:
			return Dispatch(MouseButtonEvent(MouseButtonEvent::BUTTON_DOWN, MouseButtonFromSDLButton(event.button.button), Point(event.button.x,event.button.y)));

		case SDL_MOUSEBUTTONUP:
			return Dispatch(MouseButtonEvent(MouseButtonEvent::BUTTON_UP, MouseButtonFromSDLButton(event.button.button), Point(event.button.x,event.button.y)));

		case SDL_MOUSEMOTION:
			return Dispatch(MouseMotionEvent(Point(event.motion.x,event.motion.y), Point(event.motion.xrel, event.motion.yrel)));

		case SDL_JOYAXISMOTION:
			// SDL joystick axis value is documented to have the range -32768 to 32767
			// unfortunately this places the centre at -0.5, not at zero, which is clearly nuts...
			// so since that doesn't make any sense, we assume the range is *actually* -32767 to +32767,
			// and scale it accordingly, clamping the output so that if we *do* get -32768, it turns into -1
			return Dispatch(JoystickAxisMotionEvent(event.jaxis.which, Clamp(event.jaxis.value * (1.0f / 32767.0f), -1.0f, 1.0f), event.jaxis.axis));

		case SDL_JOYHATMOTION:
			return Dispatch(JoystickHatMotionEvent(event.jhat.which, JoystickHatMotionEvent::JoystickHatDirection(event.jhat.value), event.jhat.hat));

		case SDL_JOYBUTTONDOWN:
			return Dispatch(JoystickButtonEvent(event.jbutton.which, JoystickButtonEvent::BUTTON_DOWN, event.jbutton.button));

		case SDL_JOYBUTTONUP:
			return Dispatch(JoystickButtonEvent(event.jbutton.which, JoystickButtonEvent::BUTTON_UP, event.jbutton.button));
	}

	return false;
}