jancity/src/mouse/sdl-1.2/src/mouse.c

101 lines
2.2 KiB
C

#include <mouse.h>
#include <SDL.h>
#include <stdint.h>
#include <inttypes.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
static void mouse_click(const SDL_MouseButtonEvent *const ev,
struct mouse *const m)
{
int mask;
if (!m->first_clicked)
{
srand(time(NULL));
m->first_clicked = true;
}
switch (ev->button)
{
case 1:
mask = 1 << MOUSE_BUTTON_LEFT;
break;
case 3:
mask = 1 << MOUSE_BUTTON_RIGHT;
break;
default:
return;
}
if (ev->state == SDL_PRESSED)
m->mask |= mask;
else
m->mask &= ~mask;
}
static void mouse_event(const SDL_MouseMotionEvent *const ev,
struct mouse *const m)
{
m->x = ev->x;
m->y = ev->y;
}
void mouse_update(struct mouse *const m)
{
const short x = m->x, y = m->y;
SDL_Event ev;
int n;
m->oldmask = m->mask;
while ((n = SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK
| SDL_MOUSEBUTTONDOWNMASK | SDL_MOUSEBUTTONUPMASK)) > 0)
{
switch (ev.type)
{
case SDL_MOUSEBUTTONDOWN:
/* Fall through. */
case SDL_MOUSEBUTTONUP:
mouse_click(&ev.button, m);
/* SDL_PeepEvents might return both pressed and released
* button events on the same cycle, but this library only
* expects one event at a time.
* Contrarily, all available SDL_MOUSEMOTION events must
* be treated simultaneously to avoid latency. */
goto end;
case SDL_MOUSEMOTION:
mouse_event(&ev.motion, m);
break;
default:
fprintf(stderr, "%s: unexpected SDL_Event %d\n",
__func__, ev.type);
break;
}
}
m->dx = m->x - x;
m->dy = m->y - y;
end:
if (n < 0)
{
fprintf(stderr, "%s: SDL_PeepEvents: %s\n",
__func__, SDL_GetError());
return;
}
}
bool mouse_available(void)
{
/* Mouse availability is always assumed in SDL. */
return true;
}