int main(int argc, char *argv[]) { if( SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0 ){ printf("Unable to initialize SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE|SDL_HWPALETTE|SDL_DOUBLEBUF); // screen = SDL_SetVideoMode(800, 600, 32, SDL_SWSURFACE|SDL_HWPALETTE); //Slow if(screen == NULL) { printf("Unable to set 0x0 video: %s\n", SDL_GetError()); exit(1); } Initialize(); NewGame(); Scorpion.DrawStaticScene(); SDL_Event event; int done = 0; while(done == 0) { while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; case SDL_KEYDOWN: if(event.key.keysym.sym == SDLK_ESCAPE) { done = 1; } HandleKeyDownEvent(event); break; case SDL_MOUSEBUTTONDOWN: HandleMouseDownEvent(event); break; case SDL_MOUSEMOTION: HandleMouseMoveEvent(event); break; case SDL_MOUSEBUTTONUP: HandleMouseUpEvent(event); break; } } } // perform cleaning up in here freeFont(font1); freeFont(font2); return 0; }
void Widget::HandleEvent( const sf::Event& event ) { if( !IsVisible() ) { return; } // Set widget active in context. Context::Get().SetActiveWidget( shared_from_this() ); Container::Ptr parent( m_parent.lock() ); switch( event.Type ) { case sf::Event::MouseMoved: // Check if pointer inside of widget's allocation. if( GetAllocation().Contains( static_cast<float>( event.MouseMove.X ), static_cast<float>( event.MouseMove.Y ) ) ) { // Check for enter event. if( m_mouse_in == false ) { m_mouse_in = true; OnMouseEnter(); HandleMouseEnter( event.MouseMove.X, event.MouseMove.Y ); } OnMouseMove(); } else if( m_mouse_in == true ) { // Check for leave event. m_mouse_in = false; OnMouseLeave(); HandleMouseLeave( event.MouseMove.X, event.MouseMove.Y ); } HandleMouseMoveEvent( event.MouseMove.X, event.MouseMove.Y ); break; case sf::Event::MouseButtonPressed: // If a mouse button has already been pressed for this widget, drop further // presses. This maybe needs changing, but up to now, I can't think of any // cases where it would be useful to have such a functionality. if( m_mouse_button_down == -1 ) { if( m_mouse_in ) { m_mouse_button_down = event.MouseButton.Button; HandleMouseButtonEvent( event.MouseButton.Button, true, event.MouseButton.X, event.MouseButton.Y ); OnMouseButtonPress(); } } break; case sf::Event::MouseButtonReleased: // Only process when mouse button has been clicked inside the widget before. if( m_mouse_button_down == event.MouseButton.Button ) { m_mouse_button_down = -1; // When released inside the widget, the event can be considered a click. if( m_mouse_in ) { HandleMouseClick( event.MouseButton.Button, event.MouseButton.X, event.MouseButton.Y ); } OnMouseButtonRelease(); } HandleMouseButtonEvent( event.MouseButton.Button, false, event.MouseButton.X, event.MouseButton.Y ); break; case sf::Event::KeyPressed: if( GetState() == Active ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.Key.Code, true ); OnKeyPress(); } break; case sf::Event::KeyReleased: if( GetState() == Active ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.Key.Code, false ); OnKeyRelease(); } break; case sf::Event::TextEntered: if( GetState() == Active ) { // TODO: Delegate event too when widget's not active? HandleTextEvent( event.Text.Unicode ); OnText(); } break; default: break; } }
void Widget::HandleEvent( const sf::Event& event ) { if( !IsGloballyVisible() ) { return; } // Ignore the event if widget is insensitive if ( GetState() == State::INSENSITIVE ) { return; } // Ignore the event if another widget is active. if( !IsActiveWidget() && !IsActiveWidget( PtrConst() ) ) { return; } // Ignore the event if another widget is modal. if( HasModal() && !IsModal() ) { return; } // Set widget active in context. Context::Get().SetActiveWidget( shared_from_this() ); auto parent = m_parent.lock(); auto emit_leave = false; auto emit_enter = false; auto emit_move = false; auto emit_left_click = false; auto emit_right_click = false; try { switch( event.type ) { case sf::Event::MouseLeft: if( IsMouseInWidget() ) { SetMouseInWidget( false ); HandleMouseLeave( std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); emit_leave = true; } HandleMouseMoveEvent( std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); SetMouseButtonDown(); HandleMouseButtonEvent( sf::Mouse::Left, false, std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); HandleMouseButtonEvent( sf::Mouse::Right, false, std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); if( emit_leave ) { GetSignals().Emit( OnMouseLeave ); } break; case sf::Event::MouseMoved: // Check if pointer inside of widget's allocation. if( GetAllocation().contains( static_cast<float>( event.mouseMove.x ), static_cast<float>( event.mouseMove.y ) ) ) { // Check for enter event. if( !IsMouseInWidget() ) { SetMouseInWidget( true ); emit_enter = true; HandleMouseEnter( event.mouseMove.x, event.mouseMove.y ); } emit_move = true; } else if( IsMouseInWidget() ) { // Check for leave event. SetMouseInWidget( false ); emit_leave = true; HandleMouseLeave( event.mouseMove.x, event.mouseMove.y ); } HandleMouseMoveEvent( event.mouseMove.x, event.mouseMove.y ); if( emit_move ) { if( emit_enter ) { GetSignals().Emit( OnMouseEnter ); } GetSignals().Emit( OnMouseMove ); } else if( emit_leave ) { GetSignals().Emit( OnMouseLeave ); } break; case sf::Event::MouseButtonPressed: if( !IsMouseButtonDown() && IsMouseInWidget() ) { SetMouseButtonDown( event.mouseButton.button ); } HandleMouseButtonEvent( event.mouseButton.button, true, event.mouseButton.x, event.mouseButton.y ); if( IsMouseInWidget() ) { if( event.mouseButton.button == sf::Mouse::Left ) { GetSignals().Emit( OnMouseLeftPress ); } else if( event.mouseButton.button == sf::Mouse::Right ) { GetSignals().Emit( OnMouseRightPress ); } } break; case sf::Event::MouseButtonReleased: // Only process as a click when mouse button has been pressed inside the widget before. if( IsMouseButtonDown( event.mouseButton.button ) ) { SetMouseButtonDown(); // When released inside the widget, the event can be considered a click. if( IsMouseInWidget() ) { HandleMouseClick( event.mouseButton.button, event.mouseButton.x, event.mouseButton.y ); if( event.mouseButton.button == sf::Mouse::Left ) { emit_left_click = true; } else if( event.mouseButton.button == sf::Mouse::Right ) { emit_right_click = true; } } } HandleMouseButtonEvent( event.mouseButton.button, false, event.mouseButton.x, event.mouseButton.y ); if( emit_left_click ) { GetSignals().Emit( OnLeftClick ); } else if( emit_right_click ) { GetSignals().Emit( OnRightClick ); } if( IsMouseInWidget() ) { if( event.mouseButton.button == sf::Mouse::Left ) { GetSignals().Emit( OnMouseLeftRelease ); } else if( event.mouseButton.button == sf::Mouse::Right ) { GetSignals().Emit( OnMouseRightRelease ); } } break; case sf::Event::KeyPressed: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.key.code, true ); GetSignals().Emit( OnKeyPress ); } break; case sf::Event::KeyReleased: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.key.code, false ); GetSignals().Emit( OnKeyRelease ); } break; case sf::Event::TextEntered: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleTextEvent( event.text.unicode ); GetSignals().Emit( OnText ); } break; default: break; } } catch( ... ) { SetState( State::NORMAL ); throw; } }
void Widget::HandleEvent( const sf::Event& event ) { if( !IsGloballyVisible() ) { return; } // Ignore the event if widget is insensitive if ( GetState() == INSENSITIVE ) { return; } // Ignore the event if another widget is active. if( !IsActiveWidget() && !IsActiveWidget( PtrConst() ) ) { return; } // Ignore the event if another widget is modal. if( HasModal() && !IsModal() ) { return; } // Set widget active in context. Context::Get().SetActiveWidget( shared_from_this() ); Container::Ptr parent( m_parent.lock() ); switch( event.type ) { case sf::Event::MouseMoved: // Check if pointer inside of widget's allocation. if( GetAllocation().contains( static_cast<float>( event.mouseMove.x ), static_cast<float>( event.mouseMove.y ) ) ) { // Check for enter event. if( !IsMouseInWidget() ) { // Flip the mouse_in bit. m_bitfield ^= static_cast<unsigned char>( 0x10 ); GetSignals().Emit( OnMouseEnter ); HandleMouseEnter( event.mouseMove.x, event.mouseMove.y ); } GetSignals().Emit( OnMouseMove ); } else if( IsMouseInWidget() ) { // Check for leave event. // Flip the mouse_in bit. m_bitfield ^= static_cast<unsigned char>( 0x10 ); GetSignals().Emit( OnMouseLeave ); HandleMouseLeave( event.mouseMove.x, event.mouseMove.y ); } HandleMouseMoveEvent( event.mouseMove.x, event.mouseMove.y ); break; case sf::Event::MouseButtonPressed: if( ( ( m_bitfield & static_cast<unsigned char>( 0xe0 ) ) == static_cast<unsigned char>( 0xe0 ) ) && IsMouseInWidget() ) { // Clear the mouse_button_down bits to 0s. m_bitfield &= static_cast<unsigned char>( 0x1f ); // Set the mouse_button_down bits. m_bitfield |= static_cast<unsigned char>( event.mouseButton.button << 5 ); } HandleMouseButtonEvent( event.mouseButton.button, true, event.mouseButton.x, event.mouseButton.y ); if( IsMouseInWidget() ) { if( event.mouseButton.button == sf::Mouse::Left ) { GetSignals().Emit( OnMouseLeftPress ); } else if( event.mouseButton.button == sf::Mouse::Right ) { GetSignals().Emit( OnMouseRightPress ); } } break; case sf::Event::MouseButtonReleased: // Only process as a click when mouse button has been pressed inside the widget before. if( ( ( m_bitfield & 0xe0 ) >> 5 ) == event.mouseButton.button ) { // Set the mouse_button_down bits to 111 (none). m_bitfield |= static_cast<unsigned char>( 0xe0 ); // When released inside the widget, the event can be considered a click. if( IsMouseInWidget() ) { HandleMouseClick( event.mouseButton.button, event.mouseButton.x, event.mouseButton.y ); if( event.mouseButton.button == sf::Mouse::Left ) { GetSignals().Emit( OnLeftClick ); } else if( event.mouseButton.button == sf::Mouse::Right ) { GetSignals().Emit( OnRightClick ); } } } HandleMouseButtonEvent( event.mouseButton.button, false, event.mouseButton.x, event.mouseButton.y ); if( IsMouseInWidget() ) { if( event.mouseButton.button == sf::Mouse::Left ) { GetSignals().Emit( OnMouseLeftRelease ); } else if( event.mouseButton.button == sf::Mouse::Right ) { GetSignals().Emit( OnMouseRightRelease ); } } break; case sf::Event::KeyPressed: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.key.code, true ); GetSignals().Emit( OnKeyPress ); } break; case sf::Event::KeyReleased: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.key.code, false ); GetSignals().Emit( OnKeyRelease ); } break; case sf::Event::TextEntered: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleTextEvent( event.text.unicode ); GetSignals().Emit( OnText ); } break; default: break; } }