Serious-Engine/Sources/Engine/Base/SDL/SDLEvents.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include <stdlib.h>
#include <assert.h>
#include <Engine/Base/Types.h>
#include <Engine/Base/SDL/SDLEvents.h>
#include "SDL.h"
static Uint16 next_message_char = 0;
// This keeps the input subsystem in sync with everything else, by
// making sure all SDL events tunnel through one function.
extern int SE_SDL_InputEventPoll(SDL_Event *event);
BOOL PeekMessage(MSG *msg, void *hwnd, UINT wMsgFilterMin,
UINT wMsgFilterMax, UINT wRemoveMsg)
{
assert(msg != NULL);
assert(wRemoveMsg == PM_REMOVE);
assert(wMsgFilterMin == 0);
assert(wMsgFilterMax == 0);
if (next_message_char != 0)
{
msg->message = WM_CHAR;
msg->wParam = next_message_char;
msg->unicode = next_message_char;
next_message_char = 0;
return(TRUE);
} // if
SDL_Event sdlevent;
if (!SE_SDL_InputEventPoll(&sdlevent))
return(FALSE);
assert(sdlevent.type != SDL_NOEVENT);
msg->message = sdlevent.type;
switch (sdlevent.type)
{
case SDL_MOUSEMOTION:
msg->lParam = (
((sdlevent.motion.y << 16) & 0xFFFF0000) |
((sdlevent.motion.x ) & 0x0000FFFF)
);
break;
case SDL_KEYDOWN:
if (sdlevent.key.keysym.mod & KMOD_ALT)
msg->message = WM_SYSKEYDOWN;
// deliberate fall through...
case SDL_KEYUP:
msg->unicode = sdlevent.key.keysym.unicode;
msg->wParam = sdlevent.key.keysym.sym;
break;
case SDL_MOUSEBUTTONDOWN:
if (sdlevent.button.button == 2) // right button...
{
msg->message = WM_RBUTTONDOWN;
} // if
else if (sdlevent.button.button == 4) // wheel up
{
msg->message = WM_MOUSEWHEEL;
msg->wParam = 120 << 16;
} // else if
else if (sdlevent.button.button == 5) // wheel down
{
msg->message = WM_MOUSEWHEEL;
msg->wParam = -120 << 16;
} // else if
break;
case SDL_MOUSEBUTTONUP:
if (sdlevent.button.button == 2) // right button...
{
msg->message = WM_RBUTTONUP;
} // if
break;
} // switch
return(TRUE);
} // PeekMessage
void TranslateMessage(MSG *msg)
{
if (msg->message == WM_KEYDOWN)
{
if (msg->unicode != 0)
next_message_char = msg->unicode;
} // if
} // TranslateMessage
void DispatchMessage(MSG *msg)
{
// do nothing.
} // DispatchMessage
SHORT GetKeyState(int vk)
{
SHORT retval = 0;
switch (vk)
{
case VK_LBUTTON:
if (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON_LMASK)
retval = 0x8000;
break;
case VK_RBUTTON:
if (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON_RMASK)
retval = 0x8000;
break;
case VK_MBUTTON:
if (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON_MMASK)
retval = 0x8000;
break;
default:
if (SDL_GetKeyState(NULL)[vk])
retval = 0x8000;
break;
} // switch
return(retval);
} // GetKeyState
SHORT GetAsyncKeyState(int vk)
{
return(GetKeyState(vk));
} // GetAsyncKeyState
BOOL GetCursorPos(LPPOINT lpPoint)
{
assert(lpPoint != NULL);
int x, y;
SDL_GetMouseState(&x, &y);
lpPoint->x = x;
lpPoint->y = y;
return(TRUE);
} // GetCursorPos
BOOL ScreenToClient(void *hWnd, LPPOINT lpPoint)
{
// do nothing. SDL returns points in client coordinates already.
return(1); // success. :)
} // ScreenToClient
int ShowCursor(BOOL yes)
{
static int count = 0;
count += (yes) ? 1 : -1;
SDL_ShowCursor((count >= 0) ? SDL_ENABLE : SDL_DISABLE);
return(count);
} // ShowCursor
// end of SDLEvents.cpp ...