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Input.cpp
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#include "Input.h"
#include "GameTime.h"
#include <SDL/SDL.h>
#include <SDL/SDL_OpenGL.h>
#include <queue>
namespace Input
{
namespace Internal
{
static float mouseBase = 0.0f;
std::string MapKey ( SDLKey k )
{
switch (k)
{
#define KEYCASE(sym, string) case SDLK_ ## sym: return string
#define DIRECTCASE(sym) KEYCASE(sym, #sym)
DIRECTCASE(a);
DIRECTCASE(b);
DIRECTCASE(c);
DIRECTCASE(d);
DIRECTCASE(e);
DIRECTCASE(f);
DIRECTCASE(g);
DIRECTCASE(h);
DIRECTCASE(i);
DIRECTCASE(j);
DIRECTCASE(k);
DIRECTCASE(l);
DIRECTCASE(m);
DIRECTCASE(n);
DIRECTCASE(o);
DIRECTCASE(p);
DIRECTCASE(q);
DIRECTCASE(r);
DIRECTCASE(s);
DIRECTCASE(t);
DIRECTCASE(u);
DIRECTCASE(v);
DIRECTCASE(w);
DIRECTCASE(x);
DIRECTCASE(y);
DIRECTCASE(z);
DIRECTCASE(0);
DIRECTCASE(1);
DIRECTCASE(2);
DIRECTCASE(3);
DIRECTCASE(4);
DIRECTCASE(5);
DIRECTCASE(6);
DIRECTCASE(7);
DIRECTCASE(8);
DIRECTCASE(9);
DIRECTCASE(F1);
DIRECTCASE(F2);
DIRECTCASE(F3);
DIRECTCASE(F4);
DIRECTCASE(F5);
DIRECTCASE(F6);
DIRECTCASE(F7);
DIRECTCASE(F8);
DIRECTCASE(F9);
DIRECTCASE(F10);
DIRECTCASE(F11);
DIRECTCASE(F12);
DIRECTCASE(KP0);
DIRECTCASE(KP1);
DIRECTCASE(KP2);
DIRECTCASE(KP3);
DIRECTCASE(KP4);
DIRECTCASE(KP5);
DIRECTCASE(KP6);
DIRECTCASE(KP7);
DIRECTCASE(KP8);
DIRECTCASE(KP9);
KEYCASE(BACKSPACE, "backspace");
KEYCASE(TAB, "tab");
KEYCASE(RETURN, "return");
KEYCASE(ESCAPE, "escape");
KEYCASE(SPACE, " ");
KEYCASE(QUOTE, "\'");
KEYCASE(LEFTPAREN, "(");
KEYCASE(RIGHTPAREN, ")");
KEYCASE(ASTERISK, "*");
KEYCASE(PLUS, "+");
KEYCASE(COMMA, ",");
KEYCASE(MINUS, "-");
KEYCASE(PERIOD, ".");
KEYCASE(SLASH, "/");
KEYCASE(COLON, ":");
KEYCASE(SEMICOLON, ";");
KEYCASE(AT, "at_sign");
KEYCASE(LESS, "<");
KEYCASE(EQUALS, "=");
KEYCASE(GREATER, ">");
KEYCASE(QUESTION, "?");
KEYCASE(LEFTBRACKET, "[");
KEYCASE(RIGHTBRACKET, "]");
KEYCASE(BACKSLASH, "backslash");
KEYCASE(CARET, "^");
KEYCASE(UNDERSCORE, "_");
KEYCASE(LEFT, "left");
KEYCASE(RIGHT, "right");
KEYCASE(UP, "up");
KEYCASE(DOWN, "down");
KEYCASE(KP_PERIOD, "KPperiod");
KEYCASE(KP_DIVIDE, "KPdivide");
KEYCASE(KP_MULTIPLY, "KPmultiply");
KEYCASE(KP_MINUS, "KPminus");
KEYCASE(KP_PLUS, "KPplus");
KEYCASE(KP_ENTER, "KPenter");
KEYCASE(KP_EQUALS, "KPequals");
KEYCASE(INSERT, "ins");
KEYCASE(HOME, "home");
KEYCASE(END, "end");
KEYCASE(PAGEUP, "pgup");
KEYCASE(PAGEDOWN, "pgdn");
KEYCASE(DELETE, "del");
//modifier keys
KEYCASE(CAPSLOCK, "Mcaps");
KEYCASE(RSHIFT, "MshiftR");
KEYCASE(LSHIFT, "MshiftL");
KEYCASE(RCTRL, "MctrlR");
KEYCASE(LCTRL, "MctrlL");
KEYCASE(RALT, "MaltR");
KEYCASE(LALT, "MaltL");
KEYCASE(RMETA, "MmetaR");
KEYCASE(LMETA, "MmetaL");
}
return "unhandled";
}
std::queue<Event*> events;
Event* currentEvent = NULL;
vec2 mousePosition;
double xdest = 0.0;
double ydest = 0.0;
double zdest = 0.0;
bool lmbPressed = false;
void UpdateMouse ( Sint16 px, Sint16 py )
{
SDL_Surface* screen = SDL_GetVideoSurface();
mousePosition.X() = float(px) / float(screen->w);
mousePosition.Y() = 1.0f - (float(py) / float(screen->h));
mouseBase = GameTime();
}
std::string MouseButtonName ( Uint32 button )
{
switch (button)
{
case SDL_BUTTON_LEFT:
return "left";
break;
case SDL_BUTTON_MIDDLE:
return "middle";
break;
case SDL_BUTTON_RIGHT:
return "right";
break;
case SDL_BUTTON_WHEELDOWN:
return "wheel_down";
break;
case SDL_BUTTON_WHEELUP:
return "wheel_up";
break;
}
return "unknown";
}
}
using namespace Internal;
void Pump ()
{
SDL_Event evt;
while (SDL_PollEvent(&evt))
{
switch (evt.type)
{
case SDL_KEYDOWN:
events.push(new Event(Event::KEYDOWN, MapKey(evt.key.keysym.sym), mousePosition));
break;
case SDL_KEYUP:
events.push(new Event(Event::KEYUP, MapKey(evt.key.keysym.sym), mousePosition));
break;
case SDL_QUIT:
events.push(new Event(Event::QUIT, "", mousePosition));
break;
case SDL_MOUSEMOTION:
UpdateMouse(evt.button.x, evt.button.y);
break;
case SDL_MOUSEBUTTONDOWN:
UpdateMouse(evt.button.x, evt.button.y);
events.push(new Event(Event::CLICK, MouseButtonName(evt.button.button), mousePosition));
break;
case SDL_MOUSEBUTTONUP:
UpdateMouse(evt.button.x, evt.button.y);
events.push(new Event(Event::RELEASE, MouseButtonName(evt.button.button), mousePosition));
break;
}
}
}
Event* Next ()
{
if (currentEvent)
delete currentEvent;
if (events.empty())
{
currentEvent = NULL;
return NULL;
}
else
{
currentEvent = events.front();
events.pop();
return currentEvent;
}
}
vec2 MousePosition ()
{
return mousePosition;
}
float MouseStillTime ()
{
return GameTime() - mouseBase;
}
}