mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-16 14:40:05 +00:00
149 lines
4.1 KiB
C++
149 lines
4.1 KiB
C++
/*
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GWEN
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Copyright (c) 2011 Facepunch Studios
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See license in Gwen.h
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*/
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#pragma once
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#ifndef GWEN_INPUT_SFML_H
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#define GWEN_INPUT_SFML_H
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#include "Gwen/InputHandler.h"
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#include "Gwen/Gwen.h"
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#include "Gwen/Controls/Canvas.h"
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#include <SFML/Graphics.hpp>
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namespace Gwen
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{
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namespace Input
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{
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class SFML
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{
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public:
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SFML()
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{
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m_Canvas = NULL;
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m_MouseX = 0;
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m_MouseY = 0;
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}
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void Initialize( Gwen::Controls::Canvas* c )
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{
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m_Canvas = c;
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}
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unsigned char TranslateKeyCode( int iKeyCode )
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{
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switch ( iKeyCode )
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{
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#if SFML_VERSION_MAJOR == 2
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case sf::Keyboard::Back: return Gwen::Key::Backspace;
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case sf::Keyboard::Return: return Gwen::Key::Return;
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case sf::Keyboard::Escape: return Gwen::Key::Escape;
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case sf::Keyboard::Tab: return Gwen::Key::Tab;
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case sf::Keyboard::Space: return Gwen::Key::Space;
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case sf::Keyboard::Up: return Gwen::Key::Up;
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case sf::Keyboard::Down: return Gwen::Key::Down;
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case sf::Keyboard::Left: return Gwen::Key::Left;
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case sf::Keyboard::Right: return Gwen::Key::Right;
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case sf::Keyboard::Home: return Gwen::Key::Home;
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case sf::Keyboard::End: return Gwen::Key::End;
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case sf::Keyboard::Delete: return Gwen::Key::Delete;
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case sf::Keyboard::LControl: return Gwen::Key::Control;
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case sf::Keyboard::LAlt: return Gwen::Key::Alt;
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case sf::Keyboard::LShift: return Gwen::Key::Shift;
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case sf::Keyboard::RControl: return Gwen::Key::Control;
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case sf::Keyboard::RAlt: return Gwen::Key::Alt;
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case sf::Keyboard::RShift: return Gwen::Key::Shift;
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#else
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case sf::Key::Back: return Gwen::Key::Backspace;
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case sf::Key::Return: return Gwen::Key::Return;
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case sf::Key::Escape: return Gwen::Key::Escape;
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case sf::Key::Tab: return Gwen::Key::Tab;
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case sf::Key::Space: return Gwen::Key::Space;
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case sf::Key::Up: return Gwen::Key::Up;
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case sf::Key::Down: return Gwen::Key::Down;
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case sf::Key::Left: return Gwen::Key::Left;
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case sf::Key::Right: return Gwen::Key::Right;
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case sf::Key::Home: return Gwen::Key::Home;
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case sf::Key::End: return Gwen::Key::End;
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case sf::Key::Delete: return Gwen::Key::Delete;
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case sf::Key::LControl: return Gwen::Key::Control;
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case sf::Key::LAlt: return Gwen::Key::Alt;
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case sf::Key::LShift: return Gwen::Key::Shift;
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case sf::Key::RControl: return Gwen::Key::Control;
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case sf::Key::RAlt: return Gwen::Key::Alt;
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case sf::Key::RShift: return Gwen::Key::Shift;
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#endif
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}
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return Gwen::Key::Invalid;
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}
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bool ProcessMessage( sf::Event& event )
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{
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if ( !m_Canvas ) return false;
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switch(event.Type)
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{
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case sf::Event::MouseMoved:
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{
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int dx = event.MouseMove.X - m_MouseX;
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int dy = event.MouseMove.Y - m_MouseY;
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m_MouseX = event.MouseMove.X;
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m_MouseY = event.MouseMove.Y;
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return m_Canvas->InputMouseMoved( m_MouseX, m_MouseY, dx, dy );
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}
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case sf::Event::MouseButtonPressed:
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case sf::Event::MouseButtonReleased:
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{
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return m_Canvas->InputMouseButton( event.MouseButton.Button, event.Type == sf::Event::MouseButtonPressed );
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}
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case sf::Event::MouseWheelMoved:
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{
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return m_Canvas->InputMouseWheel( event.MouseWheel.Delta * 60 );
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}
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case sf::Event::TextEntered:
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{
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return m_Canvas->InputCharacter( event.Text.Unicode );
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}
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case sf::Event::KeyPressed:
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case sf::Event::KeyReleased:
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{
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bool bPressed = (event.Type == sf::Event::KeyPressed);
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if ( event.Key.Control && bPressed && event.Key.Code >= 'a' && event.Key.Code <= 'z' )
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{
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return m_Canvas->InputCharacter( event.Key.Code );
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}
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unsigned char iKey = TranslateKeyCode( event.Key.Code );
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return m_Canvas->InputKey( iKey, bPressed );
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}
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}
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return false;
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}
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protected:
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Gwen::Controls::Canvas* m_Canvas;
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int m_MouseX;
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int m_MouseY;
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};
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}
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}
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#endif
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