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- #include <SDL.h>
- #include "Input.h"
- #include "Renderer.h"
- namespace I {
- //======================================================================================================================
- // VARS =
- //======================================================================================================================
- Vec<short> keys(SDL_NUM_SCANCODES, 0);
- Vec<short> mouseBtns(8, 0);
- Vec2 mousePosNdc;
- Vec2 mousePos;
- Vec2 mouseVelocity;
- bool warpMouse = false;
- bool hideCursor = true;
- //======================================================================================================================
- // reset =
- //======================================================================================================================
- void reset(void)
- {
- DEBUG_ERR(keys.size() < 1);
- DEBUG_ERR(mouseBtns.size() < 1);
- memset(&keys[0], 0, keys.size()*sizeof(short));
- memset(&mouseBtns[0], 0, mouseBtns.size()*sizeof(short));
- mousePosNdc.setZero();
- mouseVelocity.setZero();
- }
- /*
- =======================================================================================================================================
- handleEvents =
- =======================================================================================================================================
- */
- void handleEvents()
- {
- if(hideCursor) SDL_ShowCursor(SDL_DISABLE);
- else SDL_ShowCursor(SDL_ENABLE);
- // add the times a key is bying pressed
- for(uint x=0; x<keys.size(); x++)
- {
- if(keys[x]) ++keys[x];
- }
- for(int x=0; x<8; x++)
- {
- if(mouseBtns[x]) ++mouseBtns[x];
- }
- mouseVelocity.setZero();
- SDL_Event event_;
- while(SDL_PollEvent(&event_))
- {
- switch(event_.type)
- {
- case SDL_KEYDOWN:
- keys[event_.key.keysym.scancode] = 1;
- break;
- case SDL_KEYUP:
- keys[event_.key.keysym.scancode] = 0;
- break;
- case SDL_MOUSEBUTTONDOWN:
- mouseBtns[event_.button.button] = 1;
- break;
- case SDL_MOUSEBUTTONUP:
- mouseBtns[event_.button.button] = 0;
- break;
- case SDL_MOUSEMOTION:
- {
- Vec2 prevMousePosNdc(mousePosNdc);
- mousePos.x = event_.button.x;
- mousePos.y = event_.button.y;
- mousePosNdc.x = (2.0 * mousePos.x) / (float)app->getWindowWidth() - 1.0;
- mousePosNdc.y = 1.0 - (2.0 * mousePos.y) / (float)app->getWindowHeight();
- if(warpMouse)
- {
- // the SDL_WarpMouse pushes an event in the event queue. This check is so we wont process the event of the...
- // ...SDL_WarpMouse function
- if(mousePosNdc == Vec2::getZero()) break;
- SDL_WarpMouse(app->getWindowWidth()/2, app->getWindowHeight()/2);
- }
- mouseVelocity = mousePosNdc - prevMousePosNdc;
- break;
- }
- case SDL_QUIT:
- app->quit(1);
- break;
- }
- }
- //cout << fixed << " velocity: " << mouseVelocity.x() << ' ' << mouseVelocity.y() << endl;
- //cout << fixed << mousePosNdc.x() << ' ' << mousePosNdc.y() << endl;
- //cout << crnt_keys[SDLK_m] << ' ' << prev_keys[SDLK_m] << " " << keys[SDLK_m] << endl;
- //cout << mouseBtns[SDL_BUTTON_LEFT] << endl;
- }
- } // end namespace
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