taisei/src/events.c

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
* Copyright (C) 2012, Alexeyew Andrew <http://akari.thebadasschoobs.org/>
*/
#include "events.h"
#include "config.h"
#include "global.h"
#include "video.h"
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#include "gamepad.h"
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void handle_events(EventHandler handler, EventFlags flags, void *arg) {
SDL_Event event;
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const Uint8 *keys = SDL_GetKeyboardState(NULL);
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int kbd = flags & EF_Keyboard;
int text = flags & EF_Text;
int menu = flags & EF_Menu;
int game = flags & EF_Game;
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// TODO: rewrite text input handling to use SDL2's IME-aware input API
// https://wiki.libsdl.org/Tutorials/TextInput
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while(SDL_PollEvent(&event)) {
int sym = event.key.keysym.sym;
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int uni = sym; // event.key.keysym.unicode;
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switch(event.type) {
case SDL_KEYDOWN:
if(sym == tconfig.intval[KEY_SCREENSHOT]) {
take_screenshot();
break;
}
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if((sym == SDLK_RETURN && (keys[SDL_SCANCODE_LALT] || keys[SDL_SCANCODE_RALT])) || sym == tconfig.intval[KEY_FULLSCREEN]) {
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video_toggle_fullscreen();
break;
}
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if(kbd)
handler(E_KeyDown, sym, arg);
if(menu) {
if(sym == tconfig.intval[KEY_DOWN] || sym == SDLK_DOWN) {
handler(E_CursorDown, 0, arg);
} else if(sym == tconfig.intval[KEY_UP] || sym == SDLK_UP) {
handler(E_CursorUp, 0, arg);
} else if(sym == tconfig.intval[KEY_RIGHT] || sym == SDLK_RIGHT) {
handler(E_CursorRight, 0, arg);
} else if(sym == tconfig.intval[KEY_LEFT] || sym == SDLK_LEFT) {
handler(E_CursorLeft, 0, arg);
} else if(sym == tconfig.intval[KEY_SHOT] || sym == SDLK_RETURN) {
handler(E_MenuAccept, 0, arg);
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} else if(sym == SDLK_ESCAPE || sym == tconfig.intval[KEY_BOMB]) {
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handler(E_MenuAbort, 0, arg);
}
}
if(game) {
if(sym == SDLK_ESCAPE)
handler(E_Pause, 0, arg);
else {
int key = config_sym2key(sym);
if(key >= 0)
handler(E_PlrKeyDown, key, arg);
}
}
if(text) {
if(sym == SDLK_ESCAPE)
handler(E_CancelText, 0, arg);
else if(sym == SDLK_RETURN)
handler(E_SubmitText, 0, arg);
else if(sym == SDLK_BACKSPACE)
handler(E_CharErased, 0, arg);
else if(uni && sym != SDLK_TAB) {
handler(E_CharTyped, uni, arg);
}
}
break;
case SDL_KEYUP:
if(kbd)
handler(E_KeyUp, sym, arg);
if(game) {
int key = config_sym2key(sym);
if(key >= 0)
handler(E_PlrKeyUp, key, arg);
}
break;
case SDL_QUIT:
exit(0);
break;
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default:
gamepad_event(&event, handler, flags, arg);
break;
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}
}
}