示例#1
0
    void InputWrapper::capture()
    {
        SDL_Event evt;
        while(SDL_PollEvent(&evt))
        {
            switch(evt.type)
            {
                case SDL_MOUSEMOTION:
                    //ignore this if it happened due to a warp
                    if(!_handleWarpMotion(evt.motion))
                    {
                        mMouseListener->mouseMoved(_packageMouseMotion(evt));

                        //try to keep the mouse inside the window
                        _wrapMousePointer(evt.motion);
                    }
                    break;
                case SDL_MOUSEWHEEL:
                    mMouseListener->mouseMoved(_packageMouseMotion(evt));
                    break;
                case SDL_MOUSEBUTTONDOWN:
                    mMouseListener->mousePressed(evt.button, evt.button.button);
                    break;
                case SDL_MOUSEBUTTONUP:
                    mMouseListener->mouseReleased(evt.button, evt.button.button);
                    break;
                case SDL_KEYDOWN:
                    if (!evt.key.repeat)
                        mKeyboardListener->keyPressed(evt.key);
                    break;
                case SDL_KEYUP:
                    if (!evt.key.repeat)
                        mKeyboardListener->keyReleased(evt.key);
                    break;
                case SDL_TEXTINPUT:
                    mKeyboardListener->textInput(evt.text);
                    break;
                case SDL_WINDOWEVENT:
                    handleWindowEvent(evt);
                    break;
                case SDL_QUIT:
                    Ogre::Root::getSingleton().queueEndRendering();
                    break;
                default:
                    std::cerr << "Unhandled SDL event of type " << evt.type << std::endl;
                    break;
            }
        }
    }
示例#2
0
    void InputWrapper::capture(bool windowEventsOnly)
    {
        mViewer->getEventQueue()->frame(0.f);

        SDL_PumpEvents();

        SDL_Event evt;

        if (windowEventsOnly)
        {
            // During loading, just handle window events, and keep others for later
            while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT))
                handleWindowEvent(evt);
            return;
        }

        while(SDL_PollEvent(&evt))
        {
            switch(evt.type)
            {
                case SDL_MOUSEMOTION:
                    // Ignore this if it happened due to a warp
                    if(!_handleWarpMotion(evt.motion))
                    {
                        // If in relative mode, don't trigger events unless window has focus
                        if (!mWantRelative || mWindowHasFocus)
                            mMouseListener->mouseMoved(_packageMouseMotion(evt));

                        // Try to keep the mouse inside the window
                        if (mWindowHasFocus)
                            _wrapMousePointer(evt.motion);
                    }
                    break;
                case SDL_MOUSEWHEEL:
                    mMouseListener->mouseMoved(_packageMouseMotion(evt));
                    break;
                case SDL_MOUSEBUTTONDOWN:
                    mMouseListener->mousePressed(evt.button, evt.button.button);
                    break;
                case SDL_MOUSEBUTTONUP:
                    mMouseListener->mouseReleased(evt.button, evt.button.button);
                    break;
                case SDL_KEYDOWN:
                    mKeyboardListener->keyPressed(evt.key);

                    if (!isModifierHeld(KMOD_ALT) && evt.key.keysym.sym >= SDLK_F1 && evt.key.keysym.sym <= SDLK_F12)
                    {
                        mViewer->getEventQueue()->keyPress(osgGA::GUIEventAdapter::KEY_F1 + (evt.key.keysym.sym - SDLK_F1));
                    }

                    break;
                case SDL_KEYUP:
                    if (!evt.key.repeat)
                    {
                        mKeyboardListener->keyReleased(evt.key);

                        if (!isModifierHeld(KMOD_ALT) && evt.key.keysym.sym >= SDLK_F1 && evt.key.keysym.sym <= SDLK_F12)
                            mViewer->getEventQueue()->keyRelease(osgGA::GUIEventAdapter::KEY_F1 + (evt.key.keysym.sym - SDLK_F1));
                    }

                    break;
                case SDL_TEXTEDITING:
                    break;
                case SDL_TEXTINPUT:
                    mKeyboardListener->textInput(evt.text);
                    break;

#if SDL_VERSION_ATLEAST(2, 0, 4)
                case SDL_KEYMAPCHANGED:
                    break;
#endif
                case SDL_JOYHATMOTION: //As we manage everything with GameController, don't even bother with these.
                case SDL_JOYAXISMOTION:
                case SDL_JOYBUTTONDOWN:
                case SDL_JOYBUTTONUP:
                case SDL_JOYDEVICEADDED:
                case SDL_JOYDEVICEREMOVED:
                    break;
                case SDL_CONTROLLERDEVICEADDED:
                    if(mConListener)
                        mConListener->controllerAdded(1, evt.cdevice); //We only support one joystick, so give everything a generic deviceID
                    break;
                case SDL_CONTROLLERDEVICEREMOVED:
                    if(mConListener)
                        mConListener->controllerRemoved(evt.cdevice);
                    break;
                case SDL_CONTROLLERBUTTONDOWN:
                    if(mConListener)
                        mConListener->buttonPressed(1, evt.cbutton);
                    break;
                case SDL_CONTROLLERBUTTONUP:
                    if(mConListener)
                        mConListener->buttonReleased(1, evt.cbutton);
                    break;
                case SDL_CONTROLLERAXISMOTION:
                    if(mConListener)
                        mConListener->axisMoved(1, evt.caxis);
                    break;
                case SDL_WINDOWEVENT:
                    handleWindowEvent(evt);
                    break;
                case SDL_QUIT:
                    if (mWindowListener)
                        mWindowListener->windowClosed();
                    break;
                case SDL_CLIPBOARDUPDATE:
                    break; // We don't need this event, clipboard is retrieved on demand

                case SDL_FINGERDOWN:
                case SDL_FINGERUP:
                case SDL_FINGERMOTION:
                case SDL_DOLLARGESTURE:
                case SDL_DOLLARRECORD:
                case SDL_MULTIGESTURE:
                    // No use for touch & gesture events
                    break;

                default:
                    Log(Debug::Info) << "Unhandled SDL event of type 0x" << std::hex << evt.type;
                    break;
            }
        }
    }
示例#3
0
    void InputWrapper::capture(bool windowEventsOnly)
    {
        SDL_PumpEvents();

        SDL_Event evt;

        if (windowEventsOnly)
        {
            // During loading, just handle window events, and keep others for later
            while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT))
                handleWindowEvent(evt);
            return;
        }

        while(SDL_PollEvent(&evt))
        {
            switch(evt.type)
            {
                case SDL_MOUSEMOTION:
                    // Ignore this if it happened due to a warp
                    if(!_handleWarpMotion(evt.motion))
                    {
                        // If in relative mode, don't trigger events unless window has focus
                        if (!mWantRelative || mWindowHasFocus)
                            mMouseListener->mouseMoved(_packageMouseMotion(evt));

                        // Try to keep the mouse inside the window
                        if (mWindowHasFocus)
                            _wrapMousePointer(evt.motion);
                    }
                    break;
                case SDL_MOUSEWHEEL:
                    mMouseListener->mouseMoved(_packageMouseMotion(evt));
                    break;
                case SDL_MOUSEBUTTONDOWN:
                    mMouseListener->mousePressed(evt.button, evt.button.button);
                    break;
                case SDL_MOUSEBUTTONUP:
                    mMouseListener->mouseReleased(evt.button, evt.button.button);
                    break;
                case SDL_KEYDOWN:
                    if (!evt.key.repeat)
                        mKeyboardListener->keyPressed(evt.key);
                    break;
                case SDL_KEYUP:
                    if (!evt.key.repeat)
                        mKeyboardListener->keyReleased(evt.key);
                    break;
                case SDL_TEXTINPUT:
                    mKeyboardListener->textInput(evt.text);
                    break;
                case SDL_JOYAXISMOTION:
                    if (mJoyListener)
                        mJoyListener->axisMoved(evt.jaxis, evt.jaxis.axis);
                    break;
                case SDL_JOYBUTTONDOWN:
                    if (mJoyListener)
                        mJoyListener->buttonPressed(evt.jbutton, evt.jbutton.button);
                    break;
                case SDL_JOYBUTTONUP:
                    if (mJoyListener)
                        mJoyListener->buttonReleased(evt.jbutton, evt.jbutton.button);
                    break;
                case SDL_JOYDEVICEADDED:
                    //SDL_JoystickOpen(evt.jdevice.which);
                    //std::cout << "Detected a new joystick: " << SDL_JoystickNameForIndex(evt.jdevice.which) << std::endl;
                    break;
                case SDL_JOYDEVICEREMOVED:
                    //std::cout << "A joystick has been removed" << std::endl;
                    break;
                case SDL_WINDOWEVENT:
                    handleWindowEvent(evt);
                    break;
                case SDL_QUIT:
                    if (mWindowListener)
                        mWindowListener->windowClosed();
                    break;
                default:
                    std::cerr << "Unhandled SDL event of type " << evt.type << std::endl;
                    break;
            }
        }
    }
示例#4
0
    void InputWrapper::capture(bool windowEventsOnly)
    {
        SDL_PumpEvents();

        SDL_Event evt;

        if (windowEventsOnly)
        {
            // During loading, just handle window events, and keep others for later
            while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT))
                handleWindowEvent(evt);
            return;
        }

        while(SDL_PollEvent(&evt))
        {
            switch(evt.type)
            {
                case SDL_MOUSEMOTION:
                    // Ignore this if it happened due to a warp
                    if(!_handleWarpMotion(evt.motion))
                    {
                        // If in relative mode, don't trigger events unless window has focus
                        if (!mWantRelative || mWindowHasFocus)
                            mMouseListener->mouseMoved(_packageMouseMotion(evt));

                        // Try to keep the mouse inside the window
                        if (mWindowHasFocus)
                            _wrapMousePointer(evt.motion);
                    }
                    break;
                case SDL_MOUSEWHEEL:
                    mMouseListener->mouseMoved(_packageMouseMotion(evt));
                    break;
                case SDL_MOUSEBUTTONDOWN:
                    mMouseListener->mousePressed(evt.button, evt.button.button);
                    break;
                case SDL_MOUSEBUTTONUP:
                    mMouseListener->mouseReleased(evt.button, evt.button.button);
                    break;
                case SDL_KEYDOWN:
                    if (!evt.key.repeat)
                        mKeyboardListener->keyPressed(evt.key);
                    break;
                case SDL_KEYUP:
                    if (!evt.key.repeat)
                        mKeyboardListener->keyReleased(evt.key);
                    break;
                case SDL_TEXTINPUT:
                    mKeyboardListener->textInput(evt.text);
                    break;
                case SDL_JOYHATMOTION: //As we manage everything with GameController, don't even bother with these.
                case SDL_JOYAXISMOTION:
                case SDL_JOYBUTTONDOWN:
                case SDL_JOYBUTTONUP:
                case SDL_JOYDEVICEADDED:
                case SDL_JOYDEVICEREMOVED:
                    break;
                case SDL_CONTROLLERDEVICEADDED:
                    if(mConListener)
                        mConListener->controllerAdded(1, evt.cdevice); //We only support one joystick, so give everything a generic deviceID
                    break;
                case SDL_CONTROLLERDEVICEREMOVED:
                    if(mConListener)
                        mConListener->controllerRemoved(evt.cdevice);
                    break;
                case SDL_CONTROLLERBUTTONDOWN:
                    if(mConListener)
                        mConListener->buttonPressed(1, evt.cbutton);
                    break;
                case SDL_CONTROLLERBUTTONUP:
                    if(mConListener)
                        mConListener->buttonReleased(1, evt.cbutton);
                    break;
                case SDL_CONTROLLERAXISMOTION:
                    if(mConListener)
                        mConListener->axisMoved(1, evt.caxis);
                    break;
                case SDL_WINDOWEVENT:
                    handleWindowEvent(evt);
                    break;
                case SDL_QUIT:
                    if (mWindowListener)
                        mWindowListener->windowClosed();
                    break;
                case SDL_CLIPBOARDUPDATE:
                    break; // We don't need this event, clipboard is retrieved on demand
                default:
                    std::ios::fmtflags f(std::cerr.flags());
                    std::cerr << "Unhandled SDL event of type 0x" << std::hex << evt.type << std::endl;
                    std::cerr.flags(f);
                    break;
            }
        }
    }