Пример #1
0
void
MIR_HandleInput(MirSurface* surface, MirEvent const* ev, void* context)
{
    SDL_Window* window = (SDL_Window*)context;
    switch (ev->type) {
    case (mir_event_type_key):
        HandleKeyEvent(ev->key, window);
        break;
    case (mir_event_type_motion):
        HandleMotionEvent(ev->motion, window);
        break;
    default:
        break;
    }
}
Пример #2
0
void EventLoop(void)
{
  while (1)
  {
    if (PendingEvent())		/* got event */
    {
      Event event;

      while (NextValidEvent(&event))
      {
  	switch (event.type)
  	{
  	  case EVENT_BUTTONPRESS:
  	  case EVENT_BUTTONRELEASE:
  	    HandleButtonEvent((ButtonEvent *) &event);
  	    break;
  
  	  case EVENT_MOTIONNOTIFY:
  	    HandleMotionEvent((MotionEvent *) &event);
  	    break;
  
  	  case EVENT_KEYPRESS:
  	  case EVENT_KEYRELEASE:
  	    HandleKeyEvent((KeyEvent *) &event);
  	    break;
  
  	  default:
  	    HandleOtherEvents(&event);
  	    break;
  	}
      }
    }
    else
    {
      /* when playing, display a special mouse pointer inside the playfield */
      if (game_status == GAME_MODE_PLAYING && !tape.pausing)
      {
	if (!playfield_cursor_set && cursor_inside_playfield &&
	    DelayReached(&playfield_cursor_delay, 1000))
	{
	  SetMouseCursor(CURSOR_PLAYFIELD);
	  playfield_cursor_set = TRUE;
	}
      }
      else if (playfield_cursor_set)
      {
	SetMouseCursor(CURSOR_DEFAULT);
	playfield_cursor_set = FALSE;
      }

      HandleNoEvent();
    }

    /* don't use all CPU time when idle; the main loop while playing
       has its own synchronization and is CPU friendly, too */

    if (game_status == GAME_MODE_PLAYING)
    {
      HandleGameActions();
    }
    else
    {
      SyncDisplay();
      if (!PendingEvent())	/* delay only if no pending events */
	Delay(10);
    }

    /* refresh window contents from drawing buffer, if needed */
    BackToFront();

    if (game_status == GAME_MODE_QUIT)
      return;
  }
}