示例#1
0
	void Application::processEvents(Context& context)
	{
		SDL_Event event;

		while (SDL_PollEvent(&event))
		{
			switch (event.type)
			{
			case SDL_KEYDOWN:
			case SDL_KEYUP:
				keyEvent(context, createKeyPressEvent(event.key));
				break;
			case SDL_TEXTINPUT:
				textInputEvent(context, TextInputEvent(event.text.text));
				break;
			case SDL_MOUSEBUTTONDOWN:
			case SDL_MOUSEBUTTONUP:
				mouseButtonEvent(context, createMouseButtonEvent(event.button, video.getScreen().getClientHeight()));
				break;
			case SDL_MOUSEMOTION:
				mouseMotionEvent(context, createMouseMotionEvent(event.motion, video.getScreen().getClientHeight()));
				break;
			case SDL_MOUSEWHEEL:
				mouseWheelEvent(context, MouseWheelEvent(0, 0, event.wheel.x, event.wheel.y));
				break;
			case SDL_QUIT:
				requestClose = true;
				break;
			default:
				break;
			}
		}
	}
示例#2
0
void JLabel::wheelEvent(QWheelEvent *event)
{
    if( this->isWheelEvent )
    {
        event->accept();
        emit mouseWheelEvent(event);
    }
    else event->ignore();
}
示例#3
0
void Viewer::handleEvent()
{
    sf::Event event;
    while(m_window.pollEvent(event))
    {
        switch(event.type)
        {
        case sf::Event::Closed:
            m_applicationRunning=false;
            break;
        case sf::Event::Resized:
            m_window.setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
            m_camera.setRatio( (float)(m_window.getSize().x)/(float)(m_window.getSize().y) );
            m_tengine.setWindowDimensions( m_window.getSize().x, m_window.getSize().y );
            glcheck(glViewport(0, 0, event.size.width, event.size.height));
            break;
        case sf::Event::KeyPressed:
            keyPressedEvent(event);
            break;

        case sf::Event::KeyReleased:
            keyReleasedEvent(event);
            break;
        case sf::Event::MouseWheelMoved:
            mouseWheelEvent(event);
            break;
        case sf::Event::MouseButtonPressed:
            mousePressEvent(event);
            break;
        case sf::Event::MouseButtonReleased:
            mouseReleaseEvent(event);
            break;
        case sf::Event::MouseMoved:
            mouseMoveEvent(event);
            break;
        default:
            break;
        }
    }

    if( m_camera.getMouseBehavior() == Camera::SPACESHIP_BEHAVIOR
            && (keyboard.forward || keyboard.backward || keyboard.left || keyboard.right ) )
    {
        float speed = keyboard.speed * Duration(clock::now() - m_lastEventHandleTime).count();
        if( keyboard.fast )
            speed *= float(15.0);
        else if ( keyboard.slow )
            speed *= float(0.5);
        glm::vec3 shift = speed * normalize( keyboard.direction );
        m_camera.setPosition( m_camera.getPosition()
                              + shift.x * m_camera.getRight()
                              + shift.y * m_camera.getUp()
                              + shift.z * m_camera.getForward() );
    }
    m_lastEventHandleTime = clock::now();
}
void MouseWheelEventProcessor::ProcessMouseWheelEvent(const Integration::MouseWheelEvent& event)
{
    Stage& stage = mStage;
    MouseWheelEvent mouseWheelEvent( event.direction, event.modifiers, event.point, event.z, event.timeStamp );

    HitTestAlgorithm::Results hitTestResults;
    HitTestAlgorithm::HitTest( Dali::Stage(&stage), event.point, hitTestResults, IsActorMouseWheelableFunction );

    DALI_LOG_INFO( gLogFilter, Debug::General, "  Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n",
                   event.point.x, event.point.y,
                   ( hitTestResults.actor ? (void*)&hitTestResults.actor.GetBaseObject() : NULL ),
                   ( hitTestResults.actor ? hitTestResults.actor.GetName().c_str() : "" ),
                   hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y );

    // Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
    Dali::Actor consumedActor = EmitMouseWheelSignals( hitTestResults.actor, mouseWheelEvent );

    DALI_LOG_INFO( gLogFilter, Debug::Concise, "HitActor:      (%p) %s\n", hitTestResults.actor ? (void*)&hitTestResults.actor.GetBaseObject() : NULL, hitTestResults.actor ? hitTestResults.actor.GetName().c_str() : "" );
    DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor: (%p) %s\n", consumedActor ? (void*)&consumedActor.GetBaseObject() : NULL, consumedActor ? consumedActor.GetName().c_str() : "" );

}
/* **************************************** *
* Event loop
* **************************************** */
int PonscripterLabel::eventLoop()
{
    SDL_Event event, tmp_event;

    /* Note, this rate can change if the window is dragged to a new
       screen or the monitor settings are changed while running.
       We do not handle either of these cases */
    Uint32 refresh_delay = getRefreshRateDelay();
    Uint32 last_refresh = 0, current_time;
    timer_event_flag = false;
#ifdef WIN32
    Uint32 win_flags;
#endif

    queueRerender();

    advancePhase();

    // when we're on the first of a button-waiting frame (menu, etc), we snap mouse cursor to button when
    //   using keyboard/gamecontroller to vastly improve the experience when using not using a mouse directly
    bool using_buttonbased_movement = true;  // true to snap to main menu when it loads
    first_buttonwait_mode_frame = false;  // if it's the first frame of a buttonwait (menu/choice), snap to default button
    SDL_GetMouseState(&last_mouse_x, &last_mouse_y);

    while (SDL_WaitEvent(&event)) {
        // ignore continous SDL_MOUSEMOTION
        while (event.type == SDL_MOUSEMOTION) {
            if (SDL_PeepEvents(&tmp_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 0) break;

            // improve using keyboard/gamecontroller controls
            if ((last_mouse_x != ( (SDL_MouseButtonEvent *) &event)->x) || (last_mouse_y != ( (SDL_MouseButtonEvent *) &event)->y)) {
                using_buttonbased_movement = false;

                last_mouse_x = ( (SDL_MouseButtonEvent *) &event)->x;
                last_mouse_y = ( (SDL_MouseButtonEvent *) &event)->y;
            }

            if (tmp_event.type != SDL_MOUSEMOTION) break;

            SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT);
            event = tmp_event;
        }

        switch (event.type) {
        case SDL_MOUSEMOTION:
            mouseMoveEvent((SDL_MouseMotionEvent*) &event);
            break;

        case SDL_MOUSEBUTTONDOWN:
            current_button_state.down_x = ( (SDL_MouseButtonEvent *) &event)->x;
            current_button_state.down_y = ( (SDL_MouseButtonEvent *) &event)->y;
            current_button_state.ignore_mouseup = false;
            if (!btndown_flag) break;

        case SDL_MOUSEBUTTONUP:
            mousePressEvent((SDL_MouseButtonEvent*) &event);
            break;

        case SDL_MOUSEWHEEL:
            mouseWheelEvent(&event.wheel);
            break;

        // NOTE: we reverse KEYUP and KEYDOWN for controller presses, because otherwise it feels really slow and junky
        // If necessary, we can make keyPressEvent actually interpret controller keys but this works fine for now
        case SDL_CONTROLLERBUTTONDOWN:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYUP;
            // printf("Controller button press: %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button));
            event.key.keysym.sym = transControllerButton(event.cbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

            event.key.keysym.sym = transKey(event.key.keysym.sym);

            keyDownEvent((SDL_KeyboardEvent*) &event);
            keyPressEvent((SDL_KeyboardEvent*) &event);

            break;

        case SDL_CONTROLLERBUTTONUP:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYDOWN;
            // printf("Controller button release: %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button));
            event.key.keysym.sym = transControllerButton(event.cbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

            event.key.keysym.sym = transKey(event.key.keysym.sym);

            keyUpEvent((SDL_KeyboardEvent*) &event);
            if (btndown_flag)
                keyPressEvent((SDL_KeyboardEvent*) &event);

            break;

        case SDL_JOYBUTTONDOWN:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYDOWN;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

        case SDL_KEYDOWN:
            if ((event.key.keysym.sym == SDLK_UP) || (event.key.keysym.sym == SDLK_DOWN) ||
                (event.key.keysym.sym == SDLK_LEFT) || (event.key.keysym.sym == SDLK_RIGHT))
                using_buttonbased_movement = true;
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            keyDownEvent((SDL_KeyboardEvent*) &event);
            if (btndown_flag)
                keyPressEvent((SDL_KeyboardEvent*) &event);

            break;

        case SDL_JOYBUTTONUP:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYUP;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

        case SDL_KEYUP:
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            keyUpEvent((SDL_KeyboardEvent*) &event);
            keyPressEvent((SDL_KeyboardEvent*) &event);
            break;

        case SDL_JOYAXISMOTION:
        {
            SDL_KeyboardEvent ke = transJoystickAxis(event.jaxis);
            if (ke.keysym.sym != SDLK_UNKNOWN) {
                if (ke.type == SDL_KEYDOWN) {
                    keyDownEvent(&ke);
                    if (btndown_flag)
                        keyPressEvent(&ke);
                }
                else if (ke.type == SDL_KEYUP) {
                    keyUpEvent(&ke);
                    keyPressEvent(&ke);
                }
            }

            break;
        }

        case ONS_SOUND_EVENT:
        case ONS_FADE_EVENT:
        case ONS_MIDI_EVENT:
        case ONS_MUSIC_EVENT:
            flushEventSub(event);
            break;

        case INTERNAL_REDRAW_EVENT:
            /* Handle cursor shifting for controller/keyboard button-based movement */
            if (first_buttonwait_mode_frame && using_buttonbased_movement && buttons.size() > 1) {
                shiftCursorOnButton(0);
            }

            if (event_mode & WAIT_BUTTON_MODE)
                first_buttonwait_mode_frame = true;
            else if (first_buttonwait_mode_frame)
                first_buttonwait_mode_frame = false;

            /* Stop rerendering while minimized; wait for the restore event + queueRerender */
            if(minimized_flag) {
                break;
            }

            current_time = SDL_GetTicks();
            if((current_time - last_refresh) >= refresh_delay || last_refresh == 0) {
                /* It has been longer than the refresh delay since we last started a refresh. Start another */

                last_refresh = current_time;
                rerender();

                /* Refresh time since rerender does take some odd ms */
                current_time = SDL_GetTicks();
            }

            SDL_PumpEvents();
            /* Remove all pending redraw events on the queue */
            while(SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, INTERNAL_REDRAW_EVENT, INTERNAL_REDRAW_EVENT) == 1)
                ;

            /* If there are any events on the queue, re-add us and let it get those events asap.
             * It'll then come back to us with no events and we'll just sleep until it's time to redraw again.
             * If there are no events, sleep right away
             */
            if(SDL_PeepEvents(&tmp_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 0) {
                if(timer_event_flag && timer_event_time <= current_time) {
                    timer_event_flag = false;

                    timerEvent();
                } else if(last_refresh <= current_time && refresh_delay >= (current_time - last_refresh)) {
                    SDL_Delay(std::min(refresh_delay / 3, refresh_delay - (current_time - last_refresh)));
                }
            }
            tmp_event.type = INTERNAL_REDRAW_EVENT;
            SDL_PushEvent(&tmp_event);

            break;

        case ONS_WAVE_EVENT:
            flushEventSub(event);
            //printf("ONS_WAVE_EVENT %d: %x %d %x\n", event.user.code, wave_sample[0], automode_flag, event_mode);
            if (event.user.code != 0
                || !(event_mode & WAIT_VOICE_MODE)) break;

            if (remaining_time <= 0) {
                event_mode &= ~WAIT_VOICE_MODE;
                if (automode_flag)
                    current_button_state.button = 0;
                else if (usewheel_flag)
                    current_button_state.button = -5;
                else
                    current_button_state.button = -2;

                stopAnimation(clickstr_state);
                advancePhase();
            }

            break;

        case SDL_WINDOWEVENT:
            switch(event.window.event) {
              case SDL_WINDOWEVENT_FOCUS_LOST:
                break;
              case SDL_WINDOWEVENT_FOCUS_GAINED:
                /* See comment below under RESIZED */
                SDL_PumpEvents();
                SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONDOWN);
                current_button_state.ignore_mouseup = true;
#ifdef WIN32
                win_flags = SDL_GetWindowFlags(screen);
                /* Work around: https://bugzilla.libsdl.org/show_bug.cgi?id=2510
                 *
                 * On windows, the RESTORED event does not occur when you restore a
                 * maximized event. The only events you get are a ton of exposes and
                 * this one. The screen also remains black if it was maximized until
                 * the window is "restored".
                 */
                SDL_RestoreWindow(screen);
                if(win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) {
                    SDL_SetWindowFullscreen(screen, SDL_WINDOW_FULLSCREEN_DESKTOP);
                } else if(win_flags & SDL_WINDOW_FULLSCREEN) {
                    SDL_SetWindowFullscreen(screen, SDL_WINDOW_FULLSCREEN);
                } else if(win_flags & SDL_WINDOW_MAXIMIZED) {
                    SDL_MaximizeWindow(screen);
                }
#endif
                break;
              case SDL_WINDOWEVENT_MAXIMIZED:
              case SDL_WINDOWEVENT_RESIZED:
                /* Due to what I suspect is an SDL bug, you get a mosuedown +
                 * mouseup event when you maximize the window by double
                 * clicking the titlebar in windows. These events both have
                 * coordinates inside of the screen, and I can't see any way
                 * to tell them apart from legitimate clicks. (it even triggers
                 * a mouse move event).
                 * To fix this bug, we kill any mousedown events when we maximize.
                 * Note, we do this under RESIZED too because if you do a
                 * "vertical maximize" (double click with the upper resize arrow)
                 * that doesn't trigger a maximized event
                 */
                SDL_PumpEvents();
                SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONDOWN);
                current_button_state.ignore_mouseup = true;
              case SDL_WINDOWEVENT_RESTORED:
              case SDL_WINDOWEVENT_SHOWN:
              case SDL_WINDOWEVENT_EXPOSED:
                /* If we weren't minimized, a rerender is already queued */
                if(minimized_flag) {
                    minimized_flag = false;
                    queueRerender();
                }
                break;
              case SDL_WINDOWEVENT_MINIMIZED:
              case SDL_WINDOWEVENT_HIDDEN:
                minimized_flag = true;
                break;
            }
            break;

        case SDL_QUIT:
            endCommand("end");
            break;

        default:
            break;
        }
    }
    return -1;
}