bullet3/examples/ThirdPartyLibs/Gwen/Input/SDL13.h

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/*
GWEN
Copyright (c) 2011 Facepunch Studios
See license in Gwen.h
*/
#ifndef GWEN_INPUT_SDL13_H
#define GWEN_INPUT_SDL13_H
#include "Gwen/InputHandler.h"
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Canvas.h"
#ifdef _WIN32
#define UCS_STRING "UCS-2"
#else
#define UCS_STRING "UCS-4"
#endif
namespace Gwen
{
namespace Input
{
class SDL13
{
public:
SDL13()
{
m_Canvas = NULL;
}
void Initialize( Gwen::Controls::Canvas* c )
{
m_Canvas = c;
}
bool ProcessEvent( SDL_Event* Event )
{
if (!m_Canvas) return false;
switch(Event->type)
{
case SDL_KEYUP:
case SDL_KEYDOWN:
{
SDL_KeyboardEvent* E = &Event->key;
int iKey = -1;
SDL_scancode scancode = E->keysym.scancode;
switch (scancode) {
case SDL_SCANCODE_RETURN: iKey = Gwen::Key::Return; break;
case SDL_SCANCODE_BACKSPACE: iKey = Gwen::Key::Backspace; break;
case SDL_SCANCODE_DELETE: iKey = Gwen::Key::Delete; break;
case SDL_SCANCODE_LEFT: iKey = Gwen::Key::Left; break;
case SDL_SCANCODE_RIGHT: iKey = Gwen::Key::Right; break;
case SDL_SCANCODE_LSHIFT: iKey = Gwen::Key::Shift; break;
case SDL_SCANCODE_RSHIFT: iKey = Gwen::Key::Shift; break;
case SDL_SCANCODE_TAB: iKey = Gwen::Key::Tab; break;
case SDL_SCANCODE_SPACE: iKey = Gwen::Key::Space; break;
case SDL_SCANCODE_HOME: iKey = Gwen::Key::Home; break;
case SDL_SCANCODE_END: iKey = Gwen::Key::End; break;
case SDL_SCANCODE_LCTRL: iKey = Gwen::Key::Control; break;
case SDL_SCANCODE_RCTRL: iKey = Gwen::Key::Control; break;
case SDL_SCANCODE_UP: iKey = Gwen::Key::Up; break;
case SDL_SCANCODE_DOWN: iKey = Gwen::Key::Down; break;
case SDL_SCANCODE_ESCAPE: iKey = Gwen::Key::Escape; break;
case SDL_SCANCODE_LALT: iKey = Gwen::Key::Alt; break;
case SDL_SCANCODE_RALT: iKey = Gwen::Key::Alt; break;
default: return false;
}
return m_Canvas->InputKey(iKey, E->state);
}
case SDL_TEXTINPUT:
{
SDL_TextInputEvent* E = &Event->text;
wchar_t* widechar = (wchar_t*)SDL_iconv_string(UCS_STRING, "UTF-8", E->text, SDL_strlen(E->text)+1);
bool ret = m_Canvas->InputCharacter(*widechar);
SDL_free(widechar);
return ret;
}
case SDL_MOUSEMOTION:
{
SDL_MouseMotionEvent* E = &Event->motion;
return m_Canvas->InputMouseMoved(E->x, E->y, E->xrel, E->yrel);
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
SDL_MouseButtonEvent* E = &Event->button;
int Button = -1;
switch (E->button) {
case SDL_BUTTON_LEFT: Button = 0; break;
case SDL_BUTTON_MIDDLE: Button = 2; break;
case SDL_BUTTON_RIGHT: Button = 1; break;
default: return false;
}
return m_Canvas->InputMouseButton(Button, E->state);
}
case SDL_MOUSEWHEEL:
{
SDL_MouseWheelEvent* E = &Event->wheel;
return m_Canvas->InputMouseWheel(E->y);
}
default:
{
return false;
}
}
}
protected:
Gwen::Controls::Canvas* m_Canvas;
};
}
}
#endif