warzone2100/lib/betawidget/platform/sdl/event.c

204 lines
4.9 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 2008 Freddie Witherden
Copyright (C) 2008 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "event.h"
#include "../../widget.h"
#include "../../window.h"
#include "../../../framework/utf.h"
/**
* Converts an SDLkey to an eventKeycode (as used by the widget system).
*
* @param key The SDL key to convert from.
* @return The equivalent eventKeycode, or EVT_KEYCODE_UNKNOWN if there is no
* equivalent.
*/
static eventKeycode SDLKeyToEventKeycode(SDLKey key)
{
switch (key)
{
case SDLK_BACKSPACE:
return EVT_KEYCODE_BACKSPACE;
case SDLK_TAB:
return EVT_KEYCODE_TAB;
case SDLK_RETURN:
return EVT_KEYCODE_RETURN;
case SDLK_ESCAPE:
return EVT_KEYCODE_ESCAPE;
case SDLK_KP_ENTER:
return EVT_KEYCODE_ENTER;
case SDLK_LEFT:
return EVT_KEYCODE_LEFT;
case SDLK_RIGHT:
return EVT_KEYCODE_RIGHT;
case SDLK_UP:
return EVT_KEYCODE_UP;
case SDLK_DOWN:
return EVT_KEYCODE_DOWN;
case SDLK_INSERT:
return EVT_KEYCODE_INSERT;
case SDLK_DELETE:
return EVT_KEYCODE_DELETE;
case SDLK_HOME:
return EVT_KEYCODE_HOME;
case SDLK_END:
return EVT_KEYCODE_END;
case SDLK_PAGEUP:
return EVT_KEYCODE_PAGEUP;
case SDLK_PAGEDOWN:
return EVT_KEYCODE_PAGEDOWN;
default:
return EVT_KEYCODE_UNKNOWN;
}
}
/**
* Converts SDL mouse button ids to their corresponding mouseButton enumeration.
*
* @param buttonId The button which was pressed.
* @return The corresponding mouseButton enum.
*/
static mouseButton SDLButtonToMouseButton(int buttonId)
{
switch (buttonId)
{
case 1:
return BUTTON_LEFT;
case 2:
return BUTTON_RIGHT;
case 4:
return BUTTON_WHEEL_UP;
case 5:
return BUTTON_WHEEL_DOWN;
default:
return BUTTON_OTHER;
}
}
void widgetHandleSDLEvent(const SDL_Event *sdlEvt)
{
// Last known location of the mouse
static point previousMouseLoc = { -1, -1 };
switch (sdlEvt->type)
{
case SDL_MOUSEMOTION:
{
eventMouse evtMouse;
evtMouse.event = widgetCreateEvent(EVT_MOUSE_MOVE);
// Location
evtMouse.loc.x = sdlEvt->motion.x;
evtMouse.loc.y = sdlEvt->motion.y;
// Previous location
evtMouse.previousLoc = previousMouseLoc;
// Update the previous location
previousMouseLoc = evtMouse.loc;
windowHandleEventForWindowVector((event *) &evtMouse);
break;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
eventMouseBtn evtMouseBtn;
evtMouseBtn.event = widgetCreateEvent(sdlEvt->button.state == SDL_PRESSED ?
EVT_MOUSE_DOWN : EVT_MOUSE_UP);
// Location
evtMouseBtn.loc.x = sdlEvt->button.x;
evtMouseBtn.loc.y = sdlEvt->button.y;
// Update the previous location
previousMouseLoc = evtMouseBtn.loc;
// Button pressed/released
evtMouseBtn.button = SDLButtonToMouseButton(sdlEvt->button.button);
windowHandleEventForWindowVector((event *) &evtMouseBtn);
break;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
eventKey evtKey;
evtKey.event = widgetCreateEvent(sdlEvt->key.type == SDL_KEYDOWN ?
EVT_KEY_DOWN : EVT_KEY_UP);
// Key pressed/released
evtKey.keycode = SDLKeyToEventKeycode(sdlEvt->key.keysym.sym);
// Modifier keys
if (sdlEvt->key.keysym.mod & KMOD_CTRL)
{
evtKey.ctrl = true;
}
if (sdlEvt->key.keysym.mod & KMOD_ALT)
{
evtKey.alt = true;
}
if (sdlEvt->key.keysym.mod & KMOD_SHIFT)
{
evtKey.shift = true;
}
// Only needed/works on SDL 1.2!
if (sdlEvt->key.keysym.unicode)
{
const uint16_t utf16[2] = { sdlEvt->key.keysym.unicode, 0 };
char *utf8;
// Create the text event
eventText evtText;
evtText.event = widgetCreateEvent(EVT_TEXT);
// Convert the UTF-16 string to UTF-8
utf8 = UTF16toUTF8(utf16, NULL);
// Set the text of the event to UTF-8 string
evtText.utf8 = utf8;
// Dispatch the event
windowHandleEventForWindowVector((event *) &evtText);
// Free the memory allocated by UTF16toUTF8
free(utf8);
}
windowHandleEventForWindowVector((event *) &evtKey);
break;
}
}
}
void widgetFireTimers()
{
// Create the generic timer event
eventTimer evtTimer;
evtTimer.event = widgetCreateEvent(EVT_TIMER);
// Dispatch
windowHandleEventForWindowVector((event *) &evtTimer);
}