/*************************************************************************/ /* 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