# Support services for Gamnit on GNU/Linux
module gamnit_linux
+import sdl2::events
+
intrude import gamnit
-import display_linux
redef class App
+ private var sdl_event_buffer = new SDLEventBuffer.malloc
+
redef fun feed_events
do
var display = display
if display == null then return
- var events = display.sdl_display.events
- display.check_lock_cursor
- for event in events do accept_event(event)
+ loop
+ var avail = sdl_event_buffer.poll_event
+ if not avail then break
+
+ # Convert to an SDL event with data
+ var sdl_event = sdl_event_buffer.to_event
+ # Convert to `mnit::inputs` conforming objects
+ var gamnit_event = sdl_event.to_gamnit_event(sdl_event_buffer)
+ accept_event gamnit_event
+ end
end
end
-redef class GamnitDisplay
+# ---
+# Redef services from `sdl2::events`
+
+redef class SDLEvent
+ private fun to_gamnit_event(buffer: SDLEventBuffer): GamnitInputEvent
+ do return new GamnitOtherEvent(buffer, self)
+end
+
+redef class SDLQuitEvent
+ redef fun to_gamnit_event(buffer) do return new GamnitQuitEvent(buffer, self)
+end
+
+redef class SDLMouseEvent
+ redef fun to_gamnit_event(buffer) do return new GamnitPointerEvent(buffer, self)
+end
+
+redef class SDLKeyboardEvent
+ redef fun to_gamnit_event(buffer) do return new GamnitKeyEvent(buffer, self)
+end
+
+# ---
+# Implement `mnit::inputs` interfaces
+
+# SDL2 event wrapper implementing the `mnit::input` API
+#
+# There is two views to the underlying native object: `buffer` and `native`.
+class GamnitInputEvent
+ super InputEvent
+
+ # Native SDL 2 event buffer with the pseudo class hierarchy metadata
+ var buffer: SDLEventBuffer
+
+ # Native SDL 2 event
+ var native: NATIVE
+
+ # Type of the `native` underlying SDL 2 event
+ type NATIVE: SDLEvent
+end
+
+# Event on user requested quit
+class GamnitQuitEvent
+ super GamnitInputEvent
+ super QuitEvent
+
+ redef type NATIVE: SDLQuitEvent
+end
+
+# Event on keyboard input
+class GamnitKeyEvent
+ super GamnitInputEvent
+ super KeyEvent
+
+ redef type NATIVE: SDLKeyboardEvent
+
+ redef fun is_down do return buffer.is_keydown
+ redef fun is_up do return buffer.is_keyup
+ redef fun is_arrow_up do return native.keysym.is_up
+ redef fun is_arrow_left do return native.keysym.is_left
+ redef fun is_arrow_down do return native.keysym.is_down
+ redef fun is_arrow_right do return native.keysym.is_right
+ redef fun to_c do return native.to_s.chars.first
+ redef fun name do return native.to_s.to_lower
+end
+
+# Event on pointer, mouse and finger input
+class GamnitPointerEvent
+ super GamnitInputEvent
+ super PointerEvent
+
+ redef type NATIVE: SDLMouseEvent
- # HACK to keep the cursor in the center of the screen without producing move events
- private fun check_lock_cursor
+ redef fun x do return native.x.to_f
+ redef fun y do return native.y.to_f
+ redef fun is_move do return buffer.is_mouse_motion
+
+ redef fun pressed
do
- var sdl_display = sdl_display
- if lock_cursor and sdl_display.input_focus then
- sdl_display.ignore_mouse_motion_events = true
- sdl_display.warp_mouse(width/2, height/2)
- sdl_display.ignore_mouse_motion_events = false
- end
+ var native = native
+ if native isa SDLMouseButtonEvent then
+ return native.pressed and native.button == 1
+ else if native isa SDLMouseMotionEvent then
+ return native.state & 1 == 1
+ else abort
end
end
+
+# SDL2 event not handled by gamnit
+class GamnitOtherEvent
+ super GamnitInputEvent
+end