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