2 #include <Multimedia/SDX.h>
3 #include <Multimedia/Keyboard.h>
4 #include <Multimedia/Mouse.h>
5 #include <Multimedia/Joypad.h>
6 #include <Multimedia/Touch.h>
7 #include <Multimedia/Window.h>
25 static Touch touch[10];
34 for (
auto && it : touch) it.Reset();
45 for (
auto && it : touch) it.Update();
59 switch (event.key.keysym.sym)
61 case SDLK_BACKSPACE: key.press[(int)KeyCode::Back] = isPush;
break;
62 case SDLK_TAB: key.press[(int)KeyCode::Tab] = isPush;
break;
63 case SDLK_RETURN: key.press[(int)KeyCode::Return] = isPush;
break;
64 case SDLK_LSHIFT: key.press[(int)KeyCode::LShift] = isPush;
break;
65 case SDLK_RSHIFT: key.press[(int)KeyCode::RShift] = isPush;
break;
66 case SDLK_LCTRL: key.press[(int)KeyCode::LControl] = isPush;
break;
67 case SDLK_RCTRL: key.press[(int)KeyCode::RControl] = isPush;
break;
68 case SDLK_ESCAPE: key.press[(int)KeyCode::Escape] = isPush;
break;
69 case SDLK_SPACE: key.press[(int)KeyCode::Space] = isPush;
break;
70 case SDLK_PAGEUP: key.press[(int)KeyCode::PageUp] = isPush;
break;
71 case SDLK_PAGEDOWN: key.press[(int)KeyCode::PageDown] = isPush;
break;
72 case SDLK_END: key.press[(int)KeyCode::End] = isPush;
break;
73 case SDLK_HOME: key.press[(int)KeyCode::Home] = isPush;
break;
75 key.press[(int)KeyCode::Left] = isPush;
76 pad.press[(int)PadCode::Left] = isPush;
79 key.press[(int)KeyCode::Up] = isPush;
80 pad.press[(int)PadCode::Up] = isPush;
83 key.press[(int)KeyCode::Right] = isPush;
84 pad.press[(int)PadCode::Right] = isPush;
87 key.press[(int)KeyCode::Down] = isPush;
88 pad.press[(int)PadCode::Down] = isPush;
90 case SDLK_INSERT: key.press[(int)KeyCode::Insert] = isPush;
break;
91 case SDLK_DELETE: key.press[(int)KeyCode::Delete] = isPush;
break;
93 case SDLK_MINUS: key.press[(int)KeyCode::Minus] = isPush;
break;
96 case SDLK_PERIOD: key.press[(int)KeyCode::Period] = isPush;
break;
97 case SDLK_SLASH: key.press[(int)KeyCode::Slash] = isPush;
break;
98 case SDLK_LALT: key.press[(int)KeyCode::LAlt] = isPush;
break;
99 case SDLK_RALT: key.press[(int)KeyCode::RAlt] = isPush;
break;
100 case SDLK_SCROLLLOCK: key.press[(int)KeyCode::Scroll] = isPush;
break;
101 case SDLK_SEMICOLON: key.press[(int)KeyCode::Semicolon] = isPush;
break;
102 case SDLK_COLON: key.press[(int)KeyCode::Colon] = isPush;
break;
103 case SDLK_LEFTBRACKET: key.press[(int)KeyCode::LBracket] = isPush;
break;
104 case SDLK_RIGHTBRACKET: key.press[(int)KeyCode::RBracket] = isPush;
break;
105 case SDLK_AT: key.press[(int)KeyCode::At] = isPush;
break;
106 case SDLK_BACKSLASH: key.press[(int)KeyCode::Backslash] = isPush;
break;
107 case SDLK_COMMA: key.press[(int)KeyCode::Comma] = isPush;
break;
108 case SDLK_CAPSLOCK: key.press[(int)KeyCode::Capslock] = isPush;
break;
109 case SDLK_PAUSE: key.press[(int)KeyCode::Pause] = isPush;
break;
111 case SDLK_KP_0: key.press[(int)KeyCode::Numpad0] = isPush;
break;
112 case SDLK_KP_1: key.press[(int)KeyCode::Numpad1] = isPush;
break;
113 case SDLK_KP_2: key.press[(int)KeyCode::Numpad2] = isPush;
break;
114 case SDLK_KP_3: key.press[(int)KeyCode::Numpad3] = isPush;
break;
115 case SDLK_KP_4: key.press[(int)KeyCode::Numpad4] = isPush;
break;
116 case SDLK_KP_5: key.press[(int)KeyCode::Numpad5] = isPush;
break;
117 case SDLK_KP_6: key.press[(int)KeyCode::Numpad6] = isPush;
break;
118 case SDLK_KP_7: key.press[(int)KeyCode::Numpad7] = isPush;
break;
119 case SDLK_KP_8: key.press[(int)KeyCode::Numpad8] = isPush;
break;
120 case SDLK_KP_9: key.press[(int)KeyCode::Numpad9] = isPush;
break;
121 case SDLK_ASTERISK: key.press[(int)KeyCode::Multiply] = isPush;
break;
122 case SDLK_KP_PLUS: key.press[(int)KeyCode::Add] = isPush;
break;
123 case SDLK_KP_MINUS: key.press[(int)KeyCode::Subtract] = isPush;
break;
124 case SDLK_KP_PERIOD: key.press[(int)KeyCode::Decimal] = isPush;
break;
125 case SDLK_KP_DIVIDE: key.press[(int)KeyCode::Divide] = isPush;
break;
126 case SDLK_KP_ENTER: key.press[(int)KeyCode::NUMPADEnter] = isPush;
break;
128 case SDLK_F1: key.press[(int)KeyCode::F1] = isPush;
break;
129 case SDLK_F2: key.press[(int)KeyCode::F2] = isPush;
break;
130 case SDLK_F3: key.press[(int)KeyCode::F3] = isPush;
break;
131 case SDLK_F4: key.press[(int)KeyCode::F4] = isPush;
break;
132 case SDLK_F5: key.press[(int)KeyCode::F5] = isPush;
break;
133 case SDLK_F6: key.press[(int)KeyCode::F6] = isPush;
break;
134 case SDLK_F7: key.press[(int)KeyCode::F7] = isPush;
break;
135 case SDLK_F8: key.press[(int)KeyCode::F8] = isPush;
break;
136 case SDLK_F9: key.press[(int)KeyCode::F9] = isPush;
break;
137 case SDLK_F10: key.press[(int)KeyCode::F10] = isPush;
break;
138 case SDLK_F11: key.press[(int)KeyCode::F11] = isPush;
break;
139 case SDLK_F12: key.press[(int)KeyCode::F12] = isPush;
break;
142 key.press[(int)KeyCode::A] = isPush;
143 pad.press[(int)PadCode::Button5] = isPush;
145 case SDLK_b: key.press[(int)KeyCode::B] = isPush;
break;
147 key.press[(int)KeyCode::C] = isPush;
148 pad.press[(int)PadCode::Button3] = isPush;
151 key.press[(int)KeyCode::D] = isPush;
152 pad.press[(int)PadCode::Button7] = isPush;
154 case SDLK_e: key.press[(int)KeyCode::E] = isPush;
break;
156 key.press[(int)KeyCode::F] = isPush;
157 pad.press[(int)PadCode::Button8] = isPush;
159 case SDLK_g: key.press[(int)KeyCode::G] = isPush;
break;
160 case SDLK_h: key.press[(int)KeyCode::H] = isPush;
break;
161 case SDLK_i: key.press[(int)KeyCode::I] = isPush;
break;
162 case SDLK_j: key.press[(int)KeyCode::J] = isPush;
break;
163 case SDLK_k: key.press[(int)KeyCode::K] = isPush;
break;
164 case SDLK_l: key.press[(int)KeyCode::L] = isPush;
break;
165 case SDLK_m: key.press[(int)KeyCode::M] = isPush;
break;
166 case SDLK_n: key.press[(int)KeyCode::N] = isPush;
break;
167 case SDLK_o: key.press[(int)KeyCode::O] = isPush;
break;
168 case SDLK_p: key.press[(int)KeyCode::P] = isPush;
break;
169 case SDLK_q: key.press[(int)KeyCode::Q] = isPush;
break;
170 case SDLK_r: key.press[(int)KeyCode::R] = isPush;
break;
172 key.press[(int)KeyCode::S] = isPush;
173 pad.press[(int)PadCode::Button6] = isPush;
175 case SDLK_t: key.press[(int)KeyCode::T] = isPush;
break;
176 case SDLK_u: key.press[(int)KeyCode::U] = isPush;
break;
178 key.press[(int)KeyCode::V] = isPush;
179 pad.press[(int)PadCode::Button4] = isPush;
181 case SDLK_w: key.press[(int)KeyCode::W] = isPush;
break;
183 key.press[(int)KeyCode::X] = isPush;
184 pad.press[(int)PadCode::Button2] = isPush;
186 case SDLK_y: key.press[(int)KeyCode::Y] = isPush;
break;
188 key.press[(int)KeyCode::Z] = isPush;
189 pad.press[(int)PadCode::Button1] = isPush;
191 case SDLK_0: key.press[(int)KeyCode::_0] = isPush;
break;
192 case SDLK_1: key.press[(int)KeyCode::_1] = isPush;
break;
193 case SDLK_2: key.press[(int)KeyCode::_2] = isPush;
break;
194 case SDLK_3: key.press[(int)KeyCode::_3] = isPush;
break;
195 case SDLK_4: key.press[(int)KeyCode::_4] = isPush;
break;
196 case SDLK_5: key.press[(int)KeyCode::_5] = isPush;
break;
197 case SDLK_6: key.press[(int)KeyCode::_6] = isPush;
break;
198 case SDLK_7: key.press[(int)KeyCode::_7] = isPush;
break;
199 case SDLK_8: key.press[(int)KeyCode::_8] = isPush;
break;
200 case SDLK_9: key.press[(int)KeyCode::_9] = isPush;
break;
203 case SDL_JOYAXISMOTION:
206 if (event.jaxis.axis == 0)
208 pad.StickX =
event.jaxis.value;
209 pad.press[(int)PadCode::Left] = (event.jaxis.value < -0x7000) ;
210 pad.press[(int)PadCode::Right] = (event.jaxis.value > 0x7000);
213 if (event.jaxis.axis == 1)
215 pad.StickY =
event.jaxis.value;
216 if (event.jaxis.value < -0x7000) pad.press[(int)PadCode::Up] =
true;
217 if (event.jaxis.value > 0x7000) pad.press[(int)PadCode::Down] =
true;
220 case SDL_JOYHATMOTION:
221 pad.press[(int)PadCode::Up] =
false;
222 pad.press[(int)PadCode::Left] =
false;
223 pad.press[(int)PadCode::Down] =
false;
224 pad.press[(int)PadCode::Right] =
false;
226 switch (event.jhat.value)
228 case SDL_HAT_UP :pad.press[(int)PadCode::Up] =
true;
break;
229 case SDL_HAT_LEFT :pad.press[(int)PadCode::Left] =
true;
break;
230 case SDL_HAT_DOWN :pad.press[(int)PadCode::Down] =
true;
break;
231 case SDL_HAT_RIGHT :pad.press[(int)PadCode::Right] =
true;
break;
232 case SDL_HAT_LEFTUP :pad.press[(int)PadCode::Up] =
true;pad.press[(int)PadCode::Left] =
true;
break;
233 case SDL_HAT_RIGHTUP :pad.press[(int)PadCode::Up] =
true;pad.press[(int)PadCode::Right] =
true;
break;
234 case SDL_HAT_RIGHTDOWN:pad.press[(int)PadCode::Down] =
true;pad.press[(int)PadCode::Right] =
true;
break;
235 case SDL_HAT_LEFTDOWN :pad.press[(int)PadCode::Down] =
true;pad.press[(int)PadCode::Left] =
true;
break;
238 case SDL_JOYBUTTONUP:
240 case SDL_JOYBUTTONDOWN:
241 pad.press[
event.jbutton.button] = isPush;
243 case SDL_MOUSEMOTION:
244 mouse.xBuffer =
event.motion.x;
245 mouse.yBuffer =
event.motion.y;
247 case SDL_MOUSEBUTTONUP:
249 case SDL_MOUSEBUTTONDOWN:
250 switch (event.button.button)
252 case SDL_BUTTON_LEFT:mouse.press[(int)MouseCode::Left] = isPush;
break;
253 case SDL_BUTTON_RIGHT:mouse.press[(int)MouseCode::Right] = isPush;
break;
254 case SDL_BUTTON_MIDDLE:mouse.press[(int)MouseCode::Middle] = isPush;
break;
255 case SDL_BUTTON_X1:mouse.press[(int)MouseCode::_4] = isPush;
break;
256 case SDL_BUTTON_X2:mouse.press[(int)MouseCode::_5] = isPush;
break;
262 if (event.tfinger.fingerId >= 10)
break;
263 touch[(int)event.tfinger.fingerId].press = isPush;
264 if(event.tfinger.fingerId == 0) mouse.press[(int)MouseCode::Left] = isPush;
265 if(event.tfinger.fingerId == 1) mouse.press[(int)MouseCode::Right] = isPush;
266 case SDL_FINGERMOTION:
267 if (event.tfinger.fingerId >= 10)
break;
268 touch[(int)event.tfinger.fingerId].Position( event.tfinger.x,event.tfinger.y);
269 mouse.xBuffer = (int)touch[(
int)
event.tfinger.fingerId].xBuffer;
270 mouse.yBuffer = (int)touch[(
int)
event.tfinger.fingerId].yBuffer;
272 case SDL_MULTIGESTURE:
273 gesture.press =
true;
274 gesture.fingerCount =
event.mgesture.numFingers;
275 gesture.pinche =
event.mgesture.dDist;
276 gesture.rotate =
event.mgesture.dTheta;
277 gesture.Position( event.mgesture.x , event.mgesture.y);
void Reset()
状態のリセット.
Definition: Keyboard.h:125
マウスの状態を表すクラス.
Definition: Mouse.h:12
キーボードの状態を表すクラス.
Definition: Keyboard.h:10
void Update()
状態の更新.
Definition: Keyboard.h:234
ジョイパッドの状態を表すクラス.
Definition: Joypad.h:10
void Reset()
状態のリセット.
Definition: Mouse.h:49
void Reset()
状態のリセット.
Definition: Joypad.h:70
void Update()
状態の更新.
Definition: Mouse.h:67
void Update()
状態の更新.
Definition: Joypad.h:110