121 lines
2.8 KiB
C
121 lines
2.8 KiB
C
/* $Id: event.c,v 1.1.1.1 2006/03/17 19:53:40 zicodxx Exp $ */
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/*
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*
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* SDL Event related stuff
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*
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include "event.h"
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#include "key.h"
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#include "window.h"
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#include "timer.h"
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#include <SDL/SDL.h>
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extern void key_handler(SDL_KeyboardEvent *event, fix time);
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extern void mouse_button_handler(SDL_MouseButtonEvent *mbe, fix time);
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extern void mouse_motion_handler(SDL_MouseMotionEvent *mme, fix time);
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extern void joy_button_handler(SDL_JoyButtonEvent *jbe, fix time);
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extern void joy_hat_handler(SDL_JoyHatEvent *jhe, fix time);
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extern void joy_axis_handler(SDL_JoyAxisEvent *jae, fix time);
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extern void mouse_maybe_show_cursor(fix time);
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static int initialised=0;
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void event_poll()
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{
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SDL_Event event;
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int clean_uniframe=1;
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fix time = timer_get_fixed_seconds();
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while (SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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if (clean_uniframe)
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memset(unicode_frame_buffer,'\0',sizeof(unsigned char)*KEY_BUFFER_SIZE);
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clean_uniframe=0;
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key_handler((SDL_KeyboardEvent *)&event, time);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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mouse_button_handler((SDL_MouseButtonEvent *)&event, time);
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break;
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case SDL_MOUSEMOTION:
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mouse_motion_handler((SDL_MouseMotionEvent *)&event, time);
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break;
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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joy_button_handler((SDL_JoyButtonEvent *)&event, time);
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break;
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case SDL_JOYAXISMOTION:
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joy_axis_handler((SDL_JoyAxisEvent *)&event, time);
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break;
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case SDL_JOYHATMOTION:
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joy_hat_handler((SDL_JoyHatEvent *)&event, time);
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break;
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case SDL_JOYBALLMOTION:
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break;
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case SDL_QUIT: {
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d_event event = { EVENT_QUIT };
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call_default_handler(&event);
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} break;
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}
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}
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mouse_maybe_show_cursor(time);
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}
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int event_init()
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{
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// We should now be active and responding to events.
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initialised = 1;
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return 0;
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}
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int (*default_handler)(d_event *event) = NULL;
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void set_default_handler(int (*handler)(d_event *event))
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{
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default_handler = handler;
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}
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int call_default_handler(d_event *event)
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{
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if (default_handler)
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return (*default_handler)(event);
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return 0;
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}
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// Process the first event in queue, sending to the appropriate handler
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// This is the new object-oriented system
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// Uses the old system for now, but this may change
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void event_process(void)
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{
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d_event event;
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window *wind;
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event_poll(); // send input events first
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event.type = EVENT_IDLE;
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if ((wind = window_get_front()))
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{
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if (!window_send_event(wind, &event))
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call_default_handler(&event);
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}
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else
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call_default_handler(&event);
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event.type = EVENT_WINDOW_DRAW; // then draw all visible windows
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for (wind = window_get_first(); wind != NULL; wind = window_get_next(wind))
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if (window_is_visible(wind))
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window_send_event(wind, &event);
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gr_flip();
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}
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