pandemonium_engine/platform/frt/bits/mouse_virtual.h

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/*************************************************************************/
/* mouse_virtual.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
// mouse_virtual.h
/*
* FRT - A Godot platform targeting single board computers
* Copyright (c) 2017-2019 Emanuele Fornara
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "../import/gdkeys.h"
namespace frt {
class MouseVirtual : public Mouse, public EventDispatcher {
private:
static const int speed = 2;
Handler *h;
Vec2 size;
Vec2 pos;
struct {
bool up;
bool down;
bool left;
bool right;
} st;
public:
MouseVirtual()
: h(0) {
st.up = false;
st.down = false;
st.left = false;
st.right = false;
}
// Module
const char *get_id() const { return "mouse_virtual"; }
bool probe() {
App::instance()->add_dispatcher(this);
return true;
}
void cleanup() {
App::instance()->remove_dispatcher(this);
}
bool handle_meta(int gd_code, bool pressed) {
switch (gd_code) {
case GD_KEY_UP:
st.up = pressed;
break;
case GD_KEY_DOWN:
st.down = pressed;
break;
case GD_KEY_LEFT:
st.left = pressed;
break;
case GD_KEY_RIGHT:
st.right = pressed;
break;
case GD_KEY_RETURN:
if (h)
h->handle_mouse_button(Left, pressed);
break;
default:
return false;
}
return true;
}
// EventDispatcher
void dispatch_events() {
if (!st.up && !st.down && !st.left && !st.right)
return;
if (st.up)
pos.y -= speed;
if (st.down)
pos.y += speed;
if (st.left)
pos.x -= speed;
if (st.right)
pos.x += speed;
if (h)
h->handle_mouse_motion(pos);
}
// Mouse
Vec2 get_pos() const { return pos; }
void set_size(Vec2 size) {
this->size = size;
pos.x = size.x - 1;
pos.y = size.y - 1;
}
void set_handler(Handler *handler) {
h = handler;
}
};
} // namespace frt