MiniEngine/MiniEngine_Event.cpp
kiritow 4630a157dc [Big Update] New Widget with new event framework
New Event Framework
Events from SDL2 will be dispatched in Frame::run(). In class Frame,
events are dispatched to Board::event(), and Board with dispatched them
to inner Board or Widget.
If an event is not solved, the Frame will try to solve it.
2017-04-06 21:53:53 +08:00

96 lines
1.9 KiB
C++

#include "MiniEngine_Event.h"
namespace _MiniEngine_Internal
{
MouseButton _mousebutton_event_enum_caster(int EventInt)
{
switch(EventInt)
{
case SDL_BUTTON_LEFT:
return MouseButton::Left;
case SDL_BUTTON_MIDDLE:
return MouseButton::Middle;
case SDL_BUTTON_RIGHT:
return MouseButton::Right;
case SDL_BUTTON_X1:
return MouseButton::X1;
case SDL_BUTTON_X2:
return MouseButton::X2;
/// If an error occurs, return Left by default.
default:
return MouseButton::Left;
}
}
}/// End of namespace _MiniEngine_Internal
EventBase::EventBase(SDL_Event Event)
{
e=Event;
}
void EventBase::update(const EventBase& ev)
{
e=ev.e;
}
void MouseMotionEvent::update(const EventBase& ev)
{
EventBase::update(ev);
x=e.motion.x;
y=e.motion.y;
}
void MouseButtonEvent::update(const EventBase& ev)
{
EventBase::update(ev);
x=e.button.x;
y=e.button.y;
button=_MiniEngine_Internal::_mousebutton_event_enum_caster(e.button.button);
}
bool EventHandlerBase::event(const EventBase& ev)
{
switch(ev.e.type)
{
case SDL_MOUSEBUTTONDOWN:
{
MouseButtonEvent eb;
eb.update(ev);
return onMouseDown(eb);
}
break;
case SDL_MOUSEBUTTONUP:
{
MouseButtonEvent eb;
eb.update(ev);
return onMouseUp(eb);
}
break;
case SDL_MOUSEMOTION:
{
MouseMotionEvent eb;
eb.update(ev);
return onMouseMotion(eb);
}
break;
}
return false;
}
bool EventHandlerBase::onMouseDown(const MouseButtonEvent& ev)
{
return false;
}
bool EventHandlerBase::onMouseUp(const MouseButtonEvent& ev)
{
return false;
}
bool EventHandlerBase::onMouseMotion(const MouseMotionEvent& ev)
{
return false;
}