73 lines
1.6 KiB
C++
73 lines
1.6 KiB
C++
#include "precompiled.h"
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#include "lib/input.h"
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#include "Globals.h"
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bool g_active = true;
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bool g_keys[SDLK_LAST];
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int g_mouse_x = 50, g_mouse_y = 50;
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// unused, left, right, middle, wheel up, wheel down
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// (order is given by SDL_BUTTON_* constants).
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bool g_mouse_buttons[6];
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// updates the state of the above; never swallows messages.
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InReaction GlobalsInputHandler(const SDL_Event* ev)
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{
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int c;
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switch(ev->type)
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{
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case SDL_ACTIVEEVENT:
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g_active = (ev->active.gain != 0);
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// tasked out
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if(ev->active.gain == 0)
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{
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// reset all key/button state, so that we don't get any
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// phantom events when returning to our app.
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// see CGUI::ClearMouseState.
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for(uint i = 0; i < ARRAY_SIZE(g_mouse_buttons); i++)
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g_mouse_buttons[i] = 0;
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for(uint i = 0; i < ARRAY_SIZE(g_keys); i++)
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g_keys[i] = 0;
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}
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return IN_PASS;
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case SDL_MOUSEMOTION:
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g_mouse_x = ev->motion.x;
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g_mouse_y = ev->motion.y;
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return IN_PASS;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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c = ev->key.keysym.sym;
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if(c < ARRAY_SIZE(g_keys))
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g_keys[c] = (ev->type == SDL_KEYDOWN);
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else
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{
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// don't complain: this happens when the hotkey system
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// spoofs keys (it assigns values starting from SDLK_LAST)
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//debug_warn("invalid key");
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}
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return IN_PASS;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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c = ev->button.button;
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if(c < ARRAY_SIZE(g_mouse_buttons))
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g_mouse_buttons[c] = (ev->type == SDL_MOUSEBUTTONDOWN);
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else
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debug_warn("invalid mouse button");
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return IN_PASS;
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default:
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return IN_PASS;
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}
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UNREACHABLE;
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}
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