Input.cpp 3.3 KB

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  1. #include <SDL.h>
  2. #include "Input.h"
  3. #include "Renderer.h"
  4. namespace I {
  5. //======================================================================================================================
  6. // VARS =
  7. //======================================================================================================================
  8. Vec<short> keys(SDL_NUM_SCANCODES, 0);
  9. Vec<short> mouseBtns(8, 0);
  10. Vec2 mousePosNdc;
  11. Vec2 mousePos;
  12. Vec2 mouseVelocity;
  13. bool warpMouse = false;
  14. bool hideCursor = true;
  15. //======================================================================================================================
  16. // reset =
  17. //======================================================================================================================
  18. void reset(void)
  19. {
  20. DEBUG_ERR(keys.size() < 1);
  21. DEBUG_ERR(mouseBtns.size() < 1);
  22. memset(&keys[0], 0, keys.size()*sizeof(short));
  23. memset(&mouseBtns[0], 0, mouseBtns.size()*sizeof(short));
  24. mousePosNdc.setZero();
  25. mouseVelocity.setZero();
  26. }
  27. /*
  28. =======================================================================================================================================
  29. handleEvents =
  30. =======================================================================================================================================
  31. */
  32. void handleEvents()
  33. {
  34. if(hideCursor) SDL_ShowCursor(SDL_DISABLE);
  35. else SDL_ShowCursor(SDL_ENABLE);
  36. // add the times a key is bying pressed
  37. for(uint x=0; x<keys.size(); x++)
  38. {
  39. if(keys[x]) ++keys[x];
  40. }
  41. for(int x=0; x<8; x++)
  42. {
  43. if(mouseBtns[x]) ++mouseBtns[x];
  44. }
  45. mouseVelocity.setZero();
  46. SDL_Event event_;
  47. while(SDL_PollEvent(&event_))
  48. {
  49. switch(event_.type)
  50. {
  51. case SDL_KEYDOWN:
  52. keys[event_.key.keysym.scancode] = 1;
  53. break;
  54. case SDL_KEYUP:
  55. keys[event_.key.keysym.scancode] = 0;
  56. break;
  57. case SDL_MOUSEBUTTONDOWN:
  58. mouseBtns[event_.button.button] = 1;
  59. break;
  60. case SDL_MOUSEBUTTONUP:
  61. mouseBtns[event_.button.button] = 0;
  62. break;
  63. case SDL_MOUSEMOTION:
  64. {
  65. Vec2 prevMousePosNdc(mousePosNdc);
  66. mousePos.x = event_.button.x;
  67. mousePos.y = event_.button.y;
  68. mousePosNdc.x = (2.0 * mousePos.x) / (float)app->getWindowWidth() - 1.0;
  69. mousePosNdc.y = 1.0 - (2.0 * mousePos.y) / (float)app->getWindowHeight();
  70. if(warpMouse)
  71. {
  72. // the SDL_WarpMouse pushes an event in the event queue. This check is so we wont process the event of the...
  73. // ...SDL_WarpMouse function
  74. if(mousePosNdc == Vec2::getZero()) break;
  75. SDL_WarpMouse(app->getWindowWidth()/2, app->getWindowHeight()/2);
  76. }
  77. mouseVelocity = mousePosNdc - prevMousePosNdc;
  78. break;
  79. }
  80. case SDL_QUIT:
  81. app->quit(1);
  82. break;
  83. }
  84. }
  85. //cout << fixed << " velocity: " << mouseVelocity.x() << ' ' << mouseVelocity.y() << endl;
  86. //cout << fixed << mousePosNdc.x() << ' ' << mousePosNdc.y() << endl;
  87. //cout << crnt_keys[SDLK_m] << ' ' << prev_keys[SDLK_m] << " " << keys[SDLK_m] << endl;
  88. //cout << mouseBtns[SDL_BUTTON_LEFT] << endl;
  89. }
  90. } // end namespace