Esempio n. 1
0
BOOL mouse_click(unsigned short btn, unsigned short count) {
    if(btn < 1) {
        fprintf(stderr,
            "The first mouse button is #1, clicking '0' will not work\n");
        return FALSE;
    }
    if (!_check_init()) {
        return FALSE;
    }
    BOOL success = TRUE;
    unsigned short i;
    for (i = 0; i < count; i++) {
        success = mouse_down(btn);
        logit(LOG_LEVEL_VERBOSE, "Mouse button %d down ", btn);
        if (!success) {
            mouse_up(btn); //Just in case
            break;
        }
        usleep(MILLI_MULTIPLIER * defaults->mouse_down_delay);
        success = mouse_up(btn);
        logit(LOG_LEVEL_VERBOSE, "Mouse button %d up\n", btn);
        if (i < count - 1) {
            usleep(MILLI_MULTIPLIER * defaults->mouse_click_delay);
        }
    }
    return (success != 0);
}
Esempio n. 2
0
void button::handle_event(const SDL_Event& event)
{
	if (hidden() || !enabled())
		return;

	STATE start_state = state_;

	if (!mouse_locked())
	{
		switch(event.type) {
			case SDL_MOUSEBUTTONDOWN:
				mouse_down(event.button);
				break;
			case SDL_MOUSEBUTTONUP:
				mouse_up(event.button);
				break;
			case SDL_MOUSEMOTION:
				mouse_motion(event.motion);
				break;
			default:
				return;
		}
	}

	if (start_state != state_)
		set_dirty(true);
}
Esempio n. 3
0
void TEST_mouse_up() {
    char *routine = "TEST_mouse_up";
    printf(testing, routine);
    //It is necessary to include both down and up
    assert(mouse_down(1));
    assert(mouse_up(1));
    printf(done, routine);
}
Esempio n. 4
0
File: edit.c Progetto: jff/mathspad
static void edit_release(void *data, XButtonEvent *event)
{
    EDITINFO *einf = (EDITINFO *) data;

    if (event->window == einf->drawwin_id) {
	stop_motion_hints();
	mouse_up(event->x -edit_margin(data), event->y);
	change_check = MP_True;
    }
}
Esempio n. 5
0
int main()
{
	deltaTime = 0;
	sfg::SFGUI sfgui;

	// map sprite
	sf::Texture map_texture;
	sf::Sprite map_sprite;
	map_texture.loadFromFile("resources/map.png");
	map_sprite.setTexture(map_texture);

	// window
	window.create(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 32), "Runestone");
	view.setSize(sf::Vector2f(WINDOW_WIDTH, WINDOW_HEIGHT));
	view.setCenter(sf::Vector2f(0, 0));
	window.setView(view);

	// timer
	sf::Clock clock;

	// thor actions
	thor::Action quit(sf::Event::Closed);
	thor::Action left(sf::Keyboard::A, thor::Action::Hold);
	thor::Action right(sf::Keyboard::D, thor::Action::Hold);
	thor::Action up(sf::Keyboard::W, thor::Action::Hold);
	thor::Action down(sf::Keyboard::S, thor::Action::Hold);
	thor::Action mouse_down(sf::Mouse::Left, thor::Action::PressOnce);
	thor::Action mouse_up(sf::Mouse::Left, thor::Action::ReleaseOnce);

	// thor action map
	thor::ActionMap<std::string> action_map;
	action_map["quit"] = quit;
	action_map["left"] = left;
	action_map["right"] = right;
	action_map["up"] = up;
	action_map["down"] = down;
	action_map["mouse_down"] = mouse_down;
	action_map["mouse_up"] = mouse_up;
	thor::ActionMap<std::string>::CallbackSystem action_callbacks;
	action_callbacks.connect("quit", &OnQuit);
	action_callbacks.connect("left", &OnLeft);
	action_callbacks.connect("right", &OnRight);
	action_callbacks.connect("up", &OnUp);
	action_callbacks.connect("down", &OnDown);
	action_callbacks.connect("mouse_down", &OnMouseDown);
	action_callbacks.connect("mouse_up", &OnMouseUp);

	// thor particles
	sf::Texture particleTexture;
	particleTexture.loadFromFile("Media/particle.png");
	emitter.setEmissionRate(100.0f);
	emitter.setParticleLifetime(sf::seconds(1.0f));

	particle_system.setTexture(particleTexture);

	// sfgui
	auto sfgui_window = sfg::Window::Create();
	sfgui_window->SetTitle("Runestones: ");
	auto rune_one = sfg::Button::Create("Rune One");
	rune_one->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnRuneOne));
	rune_one->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnButtonClicked));
	auto rune_two = sfg::Button::Create("Rune Two");
	rune_two->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnRuneTwo));
	rune_two->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnButtonClicked));
	auto rune_three = sfg::Button::Create("Rune Three");
	rune_three->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnRuneThree));
	rune_three->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnButtonClicked));
	auto rune_four = sfg::Button::Create("Rune Four");
	rune_four->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnRuneFour));
	rune_four->GetSignal(sfg::Button::OnMouseLeftPress).Connect(std::bind(&OnButtonClicked));
	auto hbox = sfg::Box::Create(sfg::Box::Orientation::HORIZONTAL, 4.0f);
	hbox->Pack(rune_one);
	hbox->Pack(rune_two);
	hbox->Pack(rune_three);
	hbox->Pack(rune_four);
	sfgui_window->Add(hbox);
	sfgui_window->SetStyle(!sfg::Window::Style::RESIZE);
	sfgui_window->SetPosition(sf::Vector2f((WINDOW_WIDTH / 2.0f) -
		(sfgui_window->GetAllocation().width / 2.0f), WINDOW_HEIGHT - sfgui_window->GetAllocation().height));

	// tileset
	sf::Texture tileTexture;
	tileTexture.loadFromFile("resources/tiles.png");
	rf::TileMap tileMap(4, 8);
	tileMap.setTexture(tileTexture);
	int layout[4][8] = 
	{
		{-1, -1, -1, 1, 1, -1, -1, -1},
		{1,1,1,1,1,1,1,1},
		{-1,-1,1,1,1,1,-1,-1},
		{1,1,1,1,1,1,1,1}
	};

	for (size_t i = 0; i < 4; i++)
	{
		for (size_t j = 0; j < 8; j++)
		{
			tileMap.setTile(layout[i][j], i, j);
		}
	}

	while (window.isOpen())
	{
		deltaTime = clock.restart().asSeconds();
		action_map.clearEvents();

		sf::Event event;
		while (window.pollEvent(event))
		{
			sfgui_window->HandleEvent(event);
			action_map.pushEvent(event);
		}

		particle_system.update(sf::seconds(deltaTime));

		sfgui_window->Update(deltaTime);
		action_map.invokeCallbacks(action_callbacks, &window);
		window.setView(view);
		window.clear(sf::Color::Black);
		window.draw(map_sprite);
		window.draw(tileMap);
		window.draw(particle_system);
		sfgui.Display(window);
		window.display();
	}

	return 0;
}
Esempio n. 6
0
int run_game_loop(GameState * state) {
	int done = 0;
	int i = 0;

	/* Initialise gui */
	init_gui(SCREEN_WIDTH,SCREEN_HEIGHT);

	/* Load resources */
	init_sprite_cache();
	render_world_to_sprite(&state->world);
	update_hud(
		&state->hud, 
		&state->score,
		&state->mana,
		&state->money, 
		&state->world.castle->castle.health,
		&state->wave.wave_number,
		&state->play);

	/* Initialise game loop */
	init_game_loop(FPS);
	while (!done) {
		
			/* Get events */
			Event ev;
			wait_for_event(&ev);

			/* Event handlers */
			switch (ev.type) {
			case EVENT_TIMER:
				state->redraw = 1;
				if (!state->game_over) {
					if (*state->hud.play) {
						check_spells(state);
						check_enemy_wave(state);
						update_movement(state);
						do_tower_attacks(state);
					}
				}
				break;
			case EVENT_MOUSE_MOVE:
				mouse_move(&ev.mouseMoveEvent, state);
				break;
			case EVENT_MOUSE_DOWN:
				mouse_down(&ev.mouseDownEvent, state);
				break;
			case EVENT_MOUSE_UP:
				mouse_up(&ev.mouseUpEvent, state);
				break;
			case EVENT_DISPLAY_CLOSE:
				done = 1;
				break;
			} 

			/* Render only on timer event AND if all movement and logic was processed */
			if (state->redraw && all_events_processed()) { 
				render_game(state);
			}
	}
	/* Cleanup */
	cleanup_game_loop();
	cleanup_sprite_cache();
	return 0;
}