Пример #1
0
/**
**  Called if the mouse is moved
**
**  @param callbacks  Callback structure for events.
**  @param ticks      Denotes time-stamp of video-system
**  @param x          X movement
**  @param y          Y movement
*/
void InputMouseMove(const EventCallback &callbacks,
					unsigned ticks, int x, int y)
{
	// Don't reset the mouse state unless we really moved
#ifdef USE_TOUCHSCREEN
	const int buff = 32;
	if (((x - buff) <= MouseX && MouseX <= (x + buff)) == 0
		|| ((y - buff) <= MouseY && MouseY <= (y + buff)) == 0) {
		MouseState = InitialMouseState;
		LastMouseTicks = ticks;
	}
	if (MouseX != x || MouseY != y) {
		MouseX = x;
		MouseY = y;
	}
#else
	if (MouseX != x || MouseY != y) {
		MouseState = InitialMouseState;
		LastMouseTicks = ticks;
		MouseX = x;
		MouseY = y;
	}
#endif
	const PixelPos pos(x, y);
	callbacks.MouseMoved(pos);
}
Пример #2
0
/**
**  Called if the mouse is moved
**
**  @param callbacks  Callback structure for events.
**  @param ticks      Denotes time-stamp of video-system
**  @param x          X movement
**  @param y          Y movement
*/
void InputMouseMove(const EventCallback &callbacks,
					unsigned ticks, int x, int y)
{
	PixelPos mousePos(x, y);
	// Don't reset the mouse state unless we really moved
#ifdef USE_TOUCHSCREEN
	const int buff = 32;
	const PixelDiff diff = LastMousePos - mousePos;

	if (abs(diff.x) > buff || abs(diff.y) > buff) {
		MouseState = InitialMouseState;
		LastMouseTicks = ticks;
		// Reset rectangle select cursor state if we moved by a lot
		// - rectangle select should be a drag, not a tap
		if (CursorState == CursorStateRectangle
			&& (abs(diff.x) > 2 * buff || abs(diff.y) > 2 * buff)) {
			CursorState = CursorStatePoint;
		}
	}
	LastMousePos = mousePos;
#else
	if (LastMousePos != mousePos) {
		MouseState = InitialMouseState;
		LastMouseTicks = ticks;
		LastMousePos = mousePos;
	}
#endif
	callbacks.MouseMoved(mousePos);
}