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#include "floormat-main.hpp"
#include <cstdio>
#include <SDL_events.h>
#include <SDL_video.h>
namespace floormat {
#if 0
void main_impl::viewportEvent(Platform::Sdl2Application::ViewportEvent& event)
{
fm_assert(event.framebufferSize() == event.windowSize());
recalc_viewport(event.windowSize());
}
void main_impl::mousePressEvent(Platform::Sdl2Application::MouseEvent& event)
{
if (_imgui.handleMousePressEvent(event))
return event.setAccepted();
else if (_cursor_tile)
{
const auto& tile = *_cursor_tile;
do_mouse_click(tile, (int)event.button());
}
}
void main_impl::mouseReleaseEvent(Platform::Sdl2Application::MouseEvent& event)
{
if (_imgui.handleMouseReleaseEvent(event))
return event.setAccepted();
do_mouse_release((int)event.button());
}
void main_impl::mouseMoveEvent(Platform::Sdl2Application::MouseMoveEvent& event)
{
_cursor_in_imgui = _imgui.handleMouseMoveEvent(event);
if (_cursor_in_imgui)
_cursor_pixel = std::nullopt;
else
_cursor_pixel = event.position();
recalc_cursor_tile();
if (_cursor_tile)
do_mouse_move(*_cursor_tile);
}
void main_impl::mouseScrollEvent(Platform::Sdl2Application::MouseScrollEvent& event)
{
if (_imgui.handleMouseScrollEvent(event))
return event.setAccepted();
}
void main_impl::textInputEvent(Platform::Sdl2Application::TextInputEvent& event)
{
if (_imgui.handleTextInputEvent(event))
{
keys = {};
event.setAccepted();
}
}
void main_impl::keyPressEvent(Platform::Sdl2Application::KeyEvent& event)
{
if (_imgui.handleKeyPressEvent(event))
{
keys = {};
return event.setAccepted();
}
do_key(event.key(), event.modifiers(), true, event.isRepeated());
}
void main_impl::keyReleaseEvent(Platform::Sdl2Application::KeyEvent& event)
{
if (_imgui.handleKeyReleaseEvent(event))
{
keys = {};
return event.setAccepted();
}
do_key(event.key(), event.modifiers(), false, false);
}
void main_impl::anyEvent(SDL_Event& event)
{
if (event.type == SDL_WINDOWEVENT)
switch (event.window.event)
{
case SDL_WINDOWEVENT_FOCUS_LOST:
return event_focus_out();
case SDL_WINDOWEVENT_FOCUS_GAINED:
return event_focus_in();
case SDL_WINDOWEVENT_LEAVE:
return event_mouse_leave();
case SDL_WINDOWEVENT_ENTER:
return event_mouse_enter();
default:
std::fputs("", stdout); break; // put breakpoint here
}
}
void main_impl::event_focus_out() // TODO move to app
{
_cursor_pixel = std::nullopt;
recalc_cursor_tile();
}
void main_impl::event_mouse_leave() // TODO move to app
{
_cursor_pixel = std::nullopt;
recalc_cursor_tile();
}
#endif
} // namespace floormat
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