initial mouse -> keyboard emulation wrapper (mainly for iphone)

This commit is contained in:
Albert Zeyer
2009-11-16 00:37:56 +01:00
parent 2f885fb451
commit 9831cc7dbc
2 changed files with 89 additions and 2 deletions

View File

@@ -141,6 +141,14 @@ void CInput::getEventName(int position, unsigned char input, char *buf)
bool CInput::readNewEvent(Uint8 device, int position)
{
// This function is used to configure new input keys.
// For iPhone, we have emulation via touchpad and we don't want to have custom keys.
// We should fix the menu for iPhone so that this function doesn't get called.
#if defined(TARGET_OS_IPHONE) || defined(TARGET_IPHONE_SIMULATOR)
printf("WARNING: called readNewEvent on iphone\n");
return true;
#endif
while( SDL_PollEvent( &Event ) )
{
switch ( Event.type )
@@ -186,7 +194,7 @@ void CInput::pollEvents()
//While there's an event to handle
while( SDL_PollEvent( &Event ) )
{
{
switch( Event.type )
{
case SDL_QUIT:
@@ -208,6 +216,11 @@ void CInput::pollEvents()
case SDL_JOYBUTTONUP:
processJoystickButton(0);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEMOTION:
processMouse();
break;
}
}
@@ -506,6 +519,78 @@ void CInput::flushKeys(void)
}
void CInput::flushAll(void){ flushKeys(); flushCommands(); }
void CInput::processMouse() {
switch(Event.type) {
case SDL_MOUSEBUTTONDOWN:
processMouse(Event.button.x, Event.button.y, true);
break;
case SDL_MOUSEBUTTONUP:
processMouse(Event.button.x, Event.button.y, false);
break;
case SDL_MOUSEMOTION:
processMouse(Event.motion.x - Event.motion.xrel, Event.motion.y - Event.motion.yrel, false);
processMouse(Event.motion.x, Event.motion.y, true);
break;
}
}
void CInput::processMouse(int x, int y, bool down) {
struct TouchButton {
stInputCommand* cmd;
int immediateIndex;
int x, y, w, h;
bool isInside(int _x, int _y) const {
return
x <= _x && _x < x + w &&
y <= _y && _y < y + h;
}
};
// no idea actually...
const int w = 600, h = 800;
const int middlex = w / 2;
const int middley = h / 2;
TouchButton buttons[] = {
{ &InputCommand[0][IC_LEFT], KLEFT, 0, middley, w / 6, h / 2},
{ &InputCommand[0][IC_UP], KUP, w / 6, middley, w / 6, h / 4},
{ &InputCommand[0][IC_RIGHT], KRIGHT, w / 3, middley, w / 6, h / 2},
{ &InputCommand[0][IC_DOWN], KDOWN, w / 6, middley + h / 4, w / 6, h / 4},
{ &InputCommand[0][IC_JUMP], -1, middlex, middley, w / 6, h / 2},
{ &InputCommand[0][IC_POGO], -1, middlex + w / 6, middley, w / 6, h / 2},
{ &InputCommand[0][IC_FIRE], KENTER, middlex + w / 3, middley, w / 6, h / 2},
{ &InputCommand[0][IC_STATUS], KSPACE, 0, 0, w, h}
};
const int buttonN = sizeof(buttons) / sizeof(TouchButton);
for(int i = 0; i < buttonN; ++i) {
TouchButton& b = buttons[i];
if(b.isInside(x, y)) {
// handle active
if(down)
b.cmd->active++;
else {
if(b.cmd->active > 0)
b.cmd->active--;
}
// handle immediate keys
if(b.immediateIndex >= 0) {
immediate_keytable[b.immediateIndex] = down;
}
}
}
}
#ifdef WIZ
void CInput::WIZ_EmuKeyboard( int button, int value )
{