Пример #1
0
void
motionCallback(int x, 
    int y)
{
	inMotionCallback = 1;
    mouseCallback(oldButton, oldState, x, y);
	inMotionCallback = 0;
} /* End of motionCallback */
Пример #2
0
void QNamedWindow::mouseMoveEvent(QMouseEvent *event)
{
	int x = event->x(), y = event->y();
	int flags = 0, events = 0;
    if(event->buttons() == Qt::LeftButton) flags |= EVENT_FLAG_LBUTTON;
    if(event->buttons() == Qt::RightButton) flags |= EVENT_FLAG_RBUTTON;
	if(mouseCallback) mouseCallback(events, x, y, flags);
	emit MouseMoveEvent(event);
}
Пример #3
0
   bool EventController::Event (const SDL_Event& event) const
   {
      switch (event.type) {
         case SDL_WINDOWEVENT:
         case SDL_QUIT:
            if (coreCallback != nullptr) return coreCallback(event);
            break;

         case SDL_KEYDOWN:
         case SDL_KEYUP:
//         case SDL_TEXTEDITING:
//         case SDL_TEXTINPUT:
            if (keyboardCallback != nullptr) return keyboardCallback(event);
            break;

         case SDL_MOUSEMOTION:
         case SDL_MOUSEBUTTONDOWN:
         case SDL_MOUSEBUTTONUP:
         case SDL_MOUSEWHEEL:
            if (mouseCallback != nullptr) return mouseCallback(event);
            break;

         case SDL_CONTROLLERAXISMOTION:
         case SDL_CONTROLLERBUTTONDOWN:
         case SDL_CONTROLLERBUTTONUP:
//         case SDL_CONTROLLERDEVICEADDED:
//         case SDL_CONTROLLERDEVICEREMOVED:
//         case SDL_CONTROLLERDEVICEREMAPPED:
//         case SDL_JOYAXISMOTION:
//         case SDL_JOYBALLMOTION:
//         case SDL_JOYHATMOTION:
//         case SDL_JOYBUTTONDOWN:
//         case SDL_JOYBUTTONUP:
//         case SDL_JOYDEVICEADDED:
//         case SDL_JOYDEVICEREMOVED:
            if (gamepadCallback != nullptr) return gamepadCallback(event);
            break;
      }

      return false;
   }