1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cstdlib> |
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16 | #include <cmath> |
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17 | |
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18 | #if defined USE_SDL |
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19 | # include <SDL.h> |
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20 | #endif |
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21 | |
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22 | #include "core.h" |
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23 | |
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24 | namespace lol |
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25 | { |
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26 | |
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27 | /* |
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28 | * Input implementation class |
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29 | */ |
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30 | |
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31 | static class InputData |
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32 | { |
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33 | friend class Input; |
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34 | |
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35 | public: |
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36 | InputData() |
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37 | : mouse(-1), |
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38 | buttons(0), |
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39 | nentities(0), |
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40 | lastfocus(0) |
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41 | { } |
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42 | |
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43 | private: |
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44 | ivec2 mouse; |
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45 | ivec3 buttons; |
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46 | |
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47 | static int const MAX_ENTITIES = 100; |
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48 | WorldEntity *entities[MAX_ENTITIES]; |
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49 | int nentities; |
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50 | WorldEntity *lastfocus; |
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51 | } |
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52 | inputdata; |
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53 | |
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54 | static InputData * const data = &inputdata; |
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55 | |
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56 | /* |
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57 | * Public Input class |
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58 | */ |
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59 | |
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60 | vec2 Input::GetAxis(int axis) |
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61 | { |
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62 | vec2 ret; |
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63 | |
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64 | #if defined USE_SDL |
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65 | /* Simulate a joystick using the keyboard. This SDL call is free. */ |
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66 | Uint8 *keystate = SDL_GetKeyState(NULL); |
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67 | int left = keystate[SDLK_d] - (keystate[SDLK_a] | keystate[SDLK_q]); |
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68 | int up = (keystate[SDLK_w] | keystate[SDLK_z]) - keystate[SDLK_s] ; |
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69 | ret.x += left; |
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70 | ret.y += up; |
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71 | if (left && up) |
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72 | ret = ret * sqrtf(0.5f); |
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73 | #else |
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74 | ret = 0; |
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75 | #endif |
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76 | |
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77 | return ret; |
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78 | } |
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79 | |
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80 | ivec2 Input::GetMousePos() |
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81 | { |
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82 | return data->mouse; |
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83 | } |
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84 | |
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85 | ivec3 Input::GetMouseButtons() |
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86 | { |
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87 | return data->buttons; |
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88 | } |
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89 | |
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90 | void Input::TrackMouse(WorldEntity *e) |
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91 | { |
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92 | if (data->nentities >= InputData::MAX_ENTITIES) |
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93 | return; |
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94 | data->entities[data->nentities] = e; |
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95 | data->nentities++; |
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96 | } |
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97 | |
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98 | void Input::UntrackMouse(WorldEntity *e) |
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99 | { |
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100 | for (int n = 0; n < data->nentities; n++) |
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101 | { |
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102 | if (data->entities[n] != e) |
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103 | continue; |
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104 | |
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105 | data->entities[n] = data->entities[data->nentities - 1]; |
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106 | data->nentities--; |
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107 | n--; |
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108 | } |
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109 | } |
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110 | |
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111 | void Input::SetMousePos(ivec2 coord) |
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112 | { |
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113 | data->mouse = coord; |
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114 | |
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115 | WorldEntity *top = NULL; |
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116 | |
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117 | for (int n = 0; n < data->nentities; n++) |
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118 | { |
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119 | if (coord.x < data->entities[n]->bbox[0].x |
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120 | || coord.x >= data->entities[n]->bbox[1].x |
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121 | || coord.y < data->entities[n]->bbox[0].y |
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122 | || coord.y >= data->entities[n]->bbox[1].y) |
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123 | continue; |
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124 | |
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125 | if (!top || top->bbox[1].z < data->entities[n]->bbox[1].z) |
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126 | top = data->entities[n]; |
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127 | } |
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128 | |
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129 | for (int n = 0; n < data->nentities; n++) |
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130 | { |
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131 | if (data->entities[n] == top) |
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132 | { |
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133 | data->entities[n]->mousepos = (ivec2)((ivec3)coord - top->bbox[0]); |
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134 | if (top != data->lastfocus) |
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135 | data->entities[n]->pressed = data->buttons; |
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136 | else |
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137 | data->entities[n]->clicked = 0; |
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138 | } |
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139 | else |
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140 | { |
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141 | data->entities[n]->mousepos = ivec2(-1); |
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142 | /* FIXME */ |
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143 | data->entities[n]->released = 0; |
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144 | data->entities[n]->pressed = 0; |
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145 | data->entities[n]->clicked = 0; |
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146 | } |
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147 | } |
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148 | |
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149 | data->lastfocus = top; |
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150 | } |
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151 | |
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152 | void Input::SetMouseButton(int index) |
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153 | { |
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154 | data->buttons[index] = 1; |
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155 | |
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156 | if (data->lastfocus) |
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157 | { |
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158 | if (!data->lastfocus->pressed[index]) |
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159 | data->lastfocus->clicked[index] = 1; |
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160 | data->lastfocus->pressed[index] = 1; |
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161 | data->lastfocus->released[index] = 0; |
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162 | } |
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163 | } |
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164 | |
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165 | void Input::UnsetMouseButton(int index) |
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166 | { |
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167 | data->buttons[index] = 0; |
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168 | |
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169 | if (data->lastfocus) |
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170 | { |
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171 | if (data->lastfocus->pressed[index]) |
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172 | data->lastfocus->released[index] = 1; |
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173 | data->lastfocus->pressed[index] = 0; |
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174 | data->lastfocus->clicked[index] = 0; |
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175 | } |
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176 | } |
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177 | |
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178 | } /* namespace lol */ |
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179 | |
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