return events
end
- private fun poll_event: nullable SDLInputEvent import SDLKeyEvent, SDLMouseButtonEvent, SDLMouseMotionEvent, SDLQuitEvent, NativeString.to_s, SDLMouseButtonEvent.as(nullable SDLInputEvent), SDLMouseMotionEvent.as(nullable SDLInputEvent), SDLKeyEvent.as(nullable SDLInputEvent), SDLQuitEvent.as(nullable SDLInputEvent) `{
- SDL_Event event;
-
+ private fun poll_event: nullable SDLInputEvent
+ import new_key_event, new_mouse_motion_event, new_mouse_button_event, new_quit_event `{
SDL_PumpEvents();
+ SDL_Event event;
if (SDL_PollEvent(&event))
{
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
- #ifdef DEBUG
- printf("The \"%s\" key was pressed!\n",
- SDL_GetKeyName(event.key.keysym.sym));
- #endif
-
- return SDLKeyEvent_as_nullable_SDLInputEvent(
- new_SDLKeyEvent(NativeString_to_s(
- SDL_GetKeyName(event.key.keysym.sym)),
- event.type==SDL_KEYDOWN));
+ return SDLDisplay_new_key_event(self,
+ SDL_GetKeyName(event.key.keysym.sym),
+ event.type==SDL_KEYDOWN);
case SDL_MOUSEMOTION:
- #ifdef DEBUG
- printf("Mouse moved by %d,%d to (%d,%d)\n",
- event.motion.xrel, event.motion.yrel,
- event.motion.x, event.motion.y);
- #endif
-
- return SDLMouseMotionEvent_as_nullable_SDLInputEvent(
- new_SDLMouseMotionEvent(event.motion.x, event.motion.y,
- event.motion.xrel, event.motion.yrel, SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)));
+ return SDLDisplay_new_mouse_motion_event(self,
+ event.motion.x, event.motion.y,
+ event.motion.xrel, event.motion.yrel,
+ SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1));
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
- #ifdef DEBUG
- printf("Mouse button \"%d\" pressed at (%d,%d)\n",
- event.button.button, event.button.x, event.button.y);
- #endif
- return SDLMouseButtonEvent_as_nullable_SDLInputEvent(
- new_SDLMouseButtonEvent(event.button.x, event.button.y,
- event.button.button, event.type == SDL_MOUSEBUTTONDOWN));
+ return SDLDisplay_new_mouse_button_event(self,
+ event.button.x, event.button.y,
+ event.button.button,
+ event.type == SDL_MOUSEBUTTONDOWN);
case SDL_QUIT:
- #ifdef DEBUG
- printf("Quit event\n");
- #endif
- return SDLQuitEvent_as_nullable_SDLInputEvent(new_SDLQuitEvent());
+ return SDLDisplay_new_quit_event(self);
}
}
return null_SDLInputEvent();
`}
+ private fun new_key_event(name: NativeString, down: Bool): nullable SDLInputEvent
+ do return new SDLKeyEvent(name.to_s, down)
+
+ private fun new_mouse_motion_event(x, y, xr, yr: Float, down: Bool): nullable SDLInputEvent
+ do return new SDLMouseMotionEvent(x, y, xr, yr, down)
+
+ private fun new_mouse_button_event(x, y: Float, id: Int, down: Bool): nullable SDLInputEvent
+ do return new SDLMouseButtonEvent(x, y, id, down)
+
+ private fun new_quit_event: nullable SDLInputEvent
+ do return new SDLQuitEvent
+
# Set the position of the cursor to x,y
fun warp_mouse(x,y: Int) `{ SDL_WarpMouse(x, y); `}
# Returns a reference to the pixels of the texture
fun pixels: NativeCByteArray `{ return self->pixels; `}
- # Does this texture has an alpha mask?
- fun amask: Bool `{ return self->format->Amask; `}
+ # Mask for the alpha value of each pixel
+ fun amask: Int `{ return self->format->Amask; `}
end
# A simple rectangle
super PointerEvent
super SDLInputEvent
- redef var x: Float
- redef var y: Float
+ redef var x
+ redef var y
- private init (x, y: Float)
- do
- self.x = x
- self.y = y
- end
+ redef fun is_move do return false
end
# MouseButtonEvent used to get information when a button is pressed/depressed
var button: Int
redef var pressed
- redef fun depressed do return not pressed
# Is this event raised by the left button?
fun is_left_button: Bool do return button == 1
var rel_y: Float
redef var pressed
- redef fun depressed do return not pressed
+
+ redef fun is_move do return true
init (x, y, rel_x, rel_y: Float, pressed: Bool)
do
super SDLInputEvent
redef var name
- var down: Bool
- init (key_name: String, down: Bool)
- do
- self.name = key_name
- self.down = down
- end
+ var down: Bool
redef fun to_c
do
# Return true if the key is the up arrow
redef fun is_arrow_up do return name == "up"
+
# Return true if the key is the left arrow
redef fun is_arrow_left do return name == "left"
+
# Return true if the key is the down arrow
redef fun is_arrow_down do return name == "down"
+
# Return true if the key is the right arrow
redef fun is_arrow_right do return name == "right"
end