bullet3/btgui/Gwen/Input/SFML.h
2013-03-12 23:52:31 -07:00

149 lines
4.1 KiB
C++

/*
GWEN
Copyright (c) 2011 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_INPUT_SFML_H
#define GWEN_INPUT_SFML_H
#include "Gwen/InputHandler.h"
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Canvas.h"
#include <SFML/Graphics.hpp>
namespace Gwen
{
namespace Input
{
class SFML
{
public:
SFML()
{
m_Canvas = NULL;
m_MouseX = 0;
m_MouseY = 0;
}
void Initialize( Gwen::Controls::Canvas* c )
{
m_Canvas = c;
}
unsigned char TranslateKeyCode( int iKeyCode )
{
switch ( iKeyCode )
{
#if SFML_VERSION_MAJOR == 2
case sf::Keyboard::Back: return Gwen::Key::Backspace;
case sf::Keyboard::Return: return Gwen::Key::Return;
case sf::Keyboard::Escape: return Gwen::Key::Escape;
case sf::Keyboard::Tab: return Gwen::Key::Tab;
case sf::Keyboard::Space: return Gwen::Key::Space;
case sf::Keyboard::Up: return Gwen::Key::Up;
case sf::Keyboard::Down: return Gwen::Key::Down;
case sf::Keyboard::Left: return Gwen::Key::Left;
case sf::Keyboard::Right: return Gwen::Key::Right;
case sf::Keyboard::Home: return Gwen::Key::Home;
case sf::Keyboard::End: return Gwen::Key::End;
case sf::Keyboard::Delete: return Gwen::Key::Delete;
case sf::Keyboard::LControl: return Gwen::Key::Control;
case sf::Keyboard::LAlt: return Gwen::Key::Alt;
case sf::Keyboard::LShift: return Gwen::Key::Shift;
case sf::Keyboard::RControl: return Gwen::Key::Control;
case sf::Keyboard::RAlt: return Gwen::Key::Alt;
case sf::Keyboard::RShift: return Gwen::Key::Shift;
#else
case sf::Key::Back: return Gwen::Key::Backspace;
case sf::Key::Return: return Gwen::Key::Return;
case sf::Key::Escape: return Gwen::Key::Escape;
case sf::Key::Tab: return Gwen::Key::Tab;
case sf::Key::Space: return Gwen::Key::Space;
case sf::Key::Up: return Gwen::Key::Up;
case sf::Key::Down: return Gwen::Key::Down;
case sf::Key::Left: return Gwen::Key::Left;
case sf::Key::Right: return Gwen::Key::Right;
case sf::Key::Home: return Gwen::Key::Home;
case sf::Key::End: return Gwen::Key::End;
case sf::Key::Delete: return Gwen::Key::Delete;
case sf::Key::LControl: return Gwen::Key::Control;
case sf::Key::LAlt: return Gwen::Key::Alt;
case sf::Key::LShift: return Gwen::Key::Shift;
case sf::Key::RControl: return Gwen::Key::Control;
case sf::Key::RAlt: return Gwen::Key::Alt;
case sf::Key::RShift: return Gwen::Key::Shift;
#endif
}
return Gwen::Key::Invalid;
}
bool ProcessMessage( sf::Event& event )
{
if ( !m_Canvas ) return false;
switch(event.Type)
{
case sf::Event::MouseMoved:
{
int dx = event.MouseMove.X - m_MouseX;
int dy = event.MouseMove.Y - m_MouseY;
m_MouseX = event.MouseMove.X;
m_MouseY = event.MouseMove.Y;
return m_Canvas->InputMouseMoved( m_MouseX, m_MouseY, dx, dy );
}
case sf::Event::MouseButtonPressed:
case sf::Event::MouseButtonReleased:
{
return m_Canvas->InputMouseButton( event.MouseButton.Button, event.Type == sf::Event::MouseButtonPressed );
}
case sf::Event::MouseWheelMoved:
{
return m_Canvas->InputMouseWheel( event.MouseWheel.Delta * 60 );
}
case sf::Event::TextEntered:
{
return m_Canvas->InputCharacter( event.Text.Unicode );
}
case sf::Event::KeyPressed:
case sf::Event::KeyReleased:
{
bool bPressed = (event.Type == sf::Event::KeyPressed);
if ( event.Key.Control && bPressed && event.Key.Code >= 'a' && event.Key.Code <= 'z' )
{
return m_Canvas->InputCharacter( event.Key.Code );
}
unsigned char iKey = TranslateKeyCode( event.Key.Code );
return m_Canvas->InputKey( iKey, bPressed );
}
}
return false;
}
protected:
Gwen::Controls::Canvas* m_Canvas;
int m_MouseX;
int m_MouseY;
};
}
}
#endif