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ModuleInput.cpp
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ModuleInput.cpp
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#include "Globals.h"
#include "Application.h"
#include "ModuleInput.h"
#define MAX_KEYS 300
ModuleInput::ModuleInput(Application* app, bool start_enabled) : Module(app, start_enabled)
{
keyboard = new KEY_STATE[MAX_KEYS];
memset(keyboard, KEY_IDLE, sizeof(KEY_STATE) * MAX_KEYS);
}
// Destructor
ModuleInput::~ModuleInput()
{
delete[] keyboard;
}
// Called before render is available
bool ModuleInput::Init()
{
LOG("Init SDL input event system");
LOGC("Starting I/O module");
bool ret = true;
quit = false;
SDL_Init(0);
if (SDL_InitSubSystem(SDL_INIT_EVENTS) < 0)
{
LOG("SDL_EVENTS could not initialize! SDL_Error: %s\n", SDL_GetError());
ret = false;
}
return ret;
}
// Called every draw update
update_status ModuleInput::PreUpdate(float dt)
{
SDL_PumpEvents();
const Uint8* keys = SDL_GetKeyboardState(NULL);
for (int i = 0; i < MAX_KEYS; ++i)
{
if (keys[i] == 1)
{
if (keyboard[i] == KEY_IDLE)
keyboard[i] = KEY_DOWN;
else
keyboard[i] = KEY_REPEAT;
}
else
{
if (keyboard[i] == KEY_REPEAT || keyboard[i] == KEY_DOWN)
keyboard[i] = KEY_UP;
else
keyboard[i] = KEY_IDLE;
}
}
Uint32 buttons = SDL_GetMouseState(&mouse_x, &mouse_y);
mouse_x /= SCREEN_SIZE;
mouse_y /= SCREEN_SIZE;
mouse_z = 0;
for (int i = 0; i < 5; ++i)
{
if (buttons & SDL_BUTTON(i))
{
if (mouse_buttons[i] == KEY_IDLE)
mouse_buttons[i] = KEY_DOWN;
else
mouse_buttons[i] = KEY_REPEAT;
}
else
{
if (mouse_buttons[i] == KEY_REPEAT || mouse_buttons[i] == KEY_DOWN)
mouse_buttons[i] = KEY_UP;
else
mouse_buttons[i] = KEY_IDLE;
}
}
mouse_x_motion = mouse_y_motion = 0;
SDL_Event e;
while (SDL_PollEvent(&e))
{
switch (e.type)
{
case SDL_QUIT:
quit = true;
break;
case SDL_DROPFILE:
if (App->gui->game->mouseHover()) {
char* dropped_filedir;
dropped_filedir = e.drop.file;
if (dropped_filedir != nullptr) {
// Shows directory of dropped file
App->resources->ImportFile(dropped_filedir,true);
App->gui->filesystem->UpdateAssets();
SDL_free(dropped_filedir); // Free dropped_filedir memory
}
}
break;
case SDL_MOUSEWHEEL:
mouse_z = e.wheel.y;
break;
case SDL_MOUSEMOTION:
mouse_x = e.motion.x / SCREEN_SIZE;
mouse_y = e.motion.y / SCREEN_SIZE;
mouse_x_motion = e.motion.xrel / SCREEN_SIZE;
mouse_y_motion = e.motion.yrel / SCREEN_SIZE;
break;
case SDL_WINDOWEVENT:
if (e.window.event == SDL_WINDOWEVENT_RESIZED) {
App->renderer3D->OnResize(e.window.data1, e.window.data2);
App->gui->game->fbo->CleanUp();
App->gui->game->fbo->Start(e.window.data1, e.window.data2);
}
break;
}
ImGui_ImplSDL2_ProcessEvent(&e);
}
if (quit == true)
return UPDATE_STOP;
return UPDATE_CONTINUE;
}
// Called before quitting
bool ModuleInput::CleanUp()
{
LOG("Quitting SDL input event subsystem");
SDL_QuitSubSystem(SDL_INIT_EVENTS);
return true;
}