void Application::mouse_event(int key, int event, unsigned char mods) { switch(event) { case EVENT_PRESS: switch(key) { case MOUSE_LEFT: mouse_pressed(LEFT); break; case MOUSE_RIGHT: mouse_pressed(RIGHT); break; case MOUSE_MIDDLE: mouse_pressed(MIDDLE); break; } break; case EVENT_RELEASE: switch(key) { case MOUSE_LEFT: mouse_released(LEFT); break; case MOUSE_RIGHT: mouse_released(RIGHT); break; case MOUSE_MIDDLE: mouse_released(MIDDLE); break; } break; } }
void mouseevent::mouseReleaseEvent(QMouseEvent *ev) { mousePressed = false; qDebug() << "RELEASED" << !mousePressed; emit mouse_released(); }
void CarApp::run_event_loop() { logger->log(DEBUG, "CarApp::run_event_loop", "start"); TouchData *pData; int prev_x, prev_y; touchScreen->start(); while(quit == FALSE) { pData = touchScreen->dequeue(); if (pData == NULL) { usleep(20000); // yield CPU for 20ms continue; } if (pData->state == 1) { if (pData->x < button_width) mouse_pressed(pData->x, pData->y); else currentModule->mouse_pressed(pData->x, pData->y); prev_x = pData->x; prev_y = pData->y; } else { if (prev_x < button_width) mouse_released(prev_x, prev_y); else currentModule->mouse_released(prev_x, prev_y); } free(pData); } logger->log(DEBUG, "CarApp::run_event_loop", "end"); }
int dispatcher::execute( void ) { xcb_flush( _connection ); _exit_code = 0; bool done = false; while ( !done ) { auto event = core::wrap_cptr( xcb_wait_for_event( _connection ) ); if ( !event ) break; switch ( event->response_type & ~0x80 ) { case XCB_EXPOSE: { auto *ev = reinterpret_cast<xcb_expose_event_t*>( event.get() ); if ( ev->count == 0 ) _windows[ev->window]->exposed(); xcb_flush( _connection ); break; } case XCB_CONFIGURE_NOTIFY: { auto *ev = reinterpret_cast<xcb_configure_notify_event_t*>( event.get() ); auto w = _windows[ev->window]; if ( w->check_last_position( ev->x, ev->y ) ) w->moved( ev->x, ev->y ); if ( w->check_last_size( ev->width, ev->height ) ) w->resize_canvas( ev->width, ev->height ); break; } case XCB_DESTROY_NOTIFY: { auto *ev = reinterpret_cast<xcb_destroy_notify_event_t*>( event.get() ); auto w = _windows[ev->window]; w->closed(); break; } case XCB_MAP_NOTIFY: { auto *ev = reinterpret_cast<xcb_map_notify_event_t*>( event.get() ); auto w = _windows[ev->window]; w->shown(); w->restored(); break; } case XCB_UNMAP_NOTIFY: { auto *ev = reinterpret_cast<xcb_unmap_notify_event_t*>( event.get() ); auto w = _windows[ev->window]; w->hidden(); w->minimized(); break; } case XCB_ENTER_NOTIFY: { auto *ev = reinterpret_cast<xcb_enter_notify_event_t*>( event.get() ); auto w = _windows[ev->event]; w->entered(); break; } case XCB_LEAVE_NOTIFY: { auto *ev = reinterpret_cast<xcb_leave_notify_event_t*>( event.get() ); auto w = _windows[ev->event]; w->exited(); break; } case XCB_KEY_PRESS: { auto *ev = reinterpret_cast<xcb_key_press_event_t*>( event.get() ); auto w = _windows[ev->event]; platform::scancode sc = _keyboard->get_scancode( ev->detail ); w->key_pressed( _keyboard, sc ); break; } case XCB_KEY_RELEASE: { auto *ev = reinterpret_cast<xcb_key_press_event_t*>( event.get() ); auto w = _windows[ev->event]; platform::scancode sc = _keyboard->get_scancode( ev->detail ); w->key_released( _keyboard, sc ); break; } case XCB_MAPPING_NOTIFY: { auto *ev = reinterpret_cast<xcb_mapping_notify_event_t*>( event.get() ); if ( ev->request == XCB_MAPPING_MODIFIER || ev->request == XCB_MAPPING_KEYBOARD ) _keyboard->update_mapping(); break; } case XCB_BUTTON_PRESS: { auto *ev = reinterpret_cast<xcb_button_press_event_t*>( event.get() ); auto w = _windows[ev->event]; switch ( ev->detail ) { case 1: case 2: case 3: w->mouse_pressed( _mouse, { double(ev->event_x), double(ev->event_y) }, ev->detail ); break; case 4: // Mouse wheel up case 5: // Mouse wheel down break; } break; } case XCB_BUTTON_RELEASE: { auto *ev = reinterpret_cast<xcb_button_press_event_t*>( event.get() ); auto w = _windows[ev->event]; switch ( ev->detail ) { case 1: case 2: case 3: w->mouse_released( _mouse, { double(ev->event_x), double(ev->event_y) }, ev->detail ); break; case 4: // Mouse wheel up case 5: // Mouse wheel down break; } break; } case XCB_MOTION_NOTIFY: { auto *ev = reinterpret_cast<xcb_motion_notify_event_t*>( event.get() ); auto w = _windows[ev->event]; w->mouse_moved( _mouse, { double(ev->event_x), double(ev->event_y) } ); break; } case XCB_VISIBILITY_NOTIFY: case XCB_REPARENT_NOTIFY: break; case XCB_CLIENT_MESSAGE: { auto *ev = reinterpret_cast<xcb_client_message_event_t*>( event.get() ); if ( ev->data.data32[0] == _atom_delete_window ) { auto w = _windows[ev->window]; w->hide(); _windows.erase( w->id() ); done = _windows.empty(); } break; } default: std::cout << "Unknown event: " << uint32_t( event->response_type & ~0x80 ) << ' ' << uint32_t( event->response_type ) << std::endl; } } return _exit_code; }
void tick_game(struct GameMemory *memory, struct Input *input, uint32 screen_width, uint32 screen_height, float dt) { struct GameState *game_state = (struct GameState *)memory->game_memory; struct RenderBuffer *render_buffer = (struct RenderBuffer *)memory->render_memory; clear_render_buffer(render_buffer); for (uint32 i = 0; i < game_state->visibility_graph.vertex_count; ++i) { vec2 vertex = game_state->visibility_graph.vertices[i]; draw_world_quad_buffered(render_buffer, vertex, vec2_scalar(0.1f), vec4_zero(), vec3_new(0, 1, 1)); } for (uint32 i = 0; i < game_state->visibility_graph.edge_count; ++i) { uint32 *edge = &game_state->visibility_graph.edges[i][0]; vec2 p0 = game_state->visibility_graph.vertices[edge[0]]; vec2 p1 = game_state->visibility_graph.vertices[edge[1]]; draw_world_line_buffered(render_buffer, p0, p1, vec3_new(1, 1, 0)); } if (mouse_down(MOUSE_LEFT, input)) { struct AABB box = calc_mouse_selection_box(input, MOUSE_LEFT); vec2 size = vec2_sub(box.max, box.min); vec2 bottom_left = vec2_new(box.min.x, box.max.y); vec2 bottom_right = vec2_new(box.max.x, box.max.y); vec2 top_left = vec2_new(box.min.x, box.min.y); vec2 top_right = vec2_new(box.max.x, box.min.y); const uint32 outline_thickness = 1; draw_screen_quad_buffered(render_buffer, top_left, vec2_new(size.x, outline_thickness), vec4_zero(), vec3_new(1, 1, 0)); draw_screen_quad_buffered(render_buffer, bottom_left, vec2_new(size.x, outline_thickness), vec4_zero(), vec3_new(1, 1, 0)); draw_screen_quad_buffered(render_buffer, top_left, vec2_new(outline_thickness, size.y), vec4_zero(), vec3_new(1, 1, 0)); draw_screen_quad_buffered(render_buffer, top_right, vec2_new(outline_thickness, size.y), vec4_zero(), vec3_new(1, 1, 0)); } if (mouse_released(MOUSE_LEFT, input)) { // Clear previous selection. game_state->selected_ship_count = 0; struct AABB screen_selection_box = calc_mouse_selection_box(input, MOUSE_LEFT); // Because screen space y-values are inverted, these two results have conflicting // y-values, i.e. screen_to_world_min.y is actually the maximum y. These values // are then properly min/maxed and stored correctly in world_selection_box. vec2 screen_to_world_min = screen_to_world_coords(screen_selection_box.min, &game_state->camera, screen_width, screen_height); vec2 screen_to_world_max = screen_to_world_coords(screen_selection_box.max, &game_state->camera, screen_width, screen_height); struct AABB world_selection_box; world_selection_box.min = min_vec2(screen_to_world_min, screen_to_world_max); world_selection_box.max = max_vec2(screen_to_world_min, screen_to_world_max); // Add colliding ships to the selection list. // TODO: optimize, spatial grid hash? for (uint32 i = 0; i < game_state->ship_count; ++i) { struct Ship *ship = &game_state->ships[i]; struct AABB ship_aabb = aabb_from_transform(ship->position, ship->size); vec2 center = vec2_div(vec2_add(ship_aabb.min, ship_aabb.max), 2.0f); if (aabb_aabb_intersection(world_selection_box, ship_aabb)) game_state->selected_ships[game_state->selected_ship_count++] = ship->id; } if (game_state->selected_ship_count > 0) fprintf(stderr, "selected %u ships\n", game_state->selected_ship_count); } if (mouse_down(MOUSE_RIGHT, input)) { vec2 target_position = screen_to_world_coords(input->mouse_position, &game_state->camera, screen_width, screen_height); for (uint32 i = 0; i < game_state->selected_ship_count; ++i) { uint32 id = game_state->selected_ships[i]; struct Ship *ship = get_ship_by_id(game_state, id); ship->target_position = target_position; ship->move_order = true; } } // Outline selected ships. for (uint32 i = 0; i < game_state->selected_ship_count; ++i) { uint32 id = game_state->selected_ships[i]; struct Ship *ship = get_ship_by_id(game_state, id); draw_world_quad_buffered(render_buffer, ship->position, vec2_mul(ship->size, 1.1f), vec4_zero(), vec3_new(0, 1, 0)); if (ship->move_order) draw_world_quad_buffered(render_buffer, ship->target_position, vec2_new(0.5f, 0.5f), vec4_zero(), vec3_new(0, 1, 0)); } // Handle move orders. for (uint32 i = 0; i < game_state->ship_count; ++i) { struct Ship *ship = &game_state->ships[i]; if (ship->move_order) { vec2 direction = vec2_zero(); /* if (vec2_length2(direction) < FLOAT_EPSILON) direction = vec2_normalize(vec2_sub(ship->target_position, ship->position)); */ ship->move_velocity = vec2_mul(direction, 2.0f); /* vec2 direction = vec2_normalize(vec2_sub(ship->target_position, ship->position)); ship->move_velocity = vec2_mul(direction, 2.0f); */ if (vec2_distance2(ship->position, ship->target_position) < 0.1f) { ship->move_velocity = vec2_zero(); ship->move_order = false; } } } tick_camera(input, &game_state->camera, dt); tick_combat(game_state, dt); tick_physics(game_state, dt); }