示例#1
0
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;
}
示例#2
0
文件: Widget.cpp 项目: Zykr/SFGUI
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;
	}
}
示例#3
0
文件: Widget.cpp 项目: Cruel/SFGUI
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;
	}
}
示例#4
0
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;
	}
}