Opentk/Source/OpenTK/Platform/SDL2/Sdl2Mouse.cs
Stefanos A d81bedf5f8 Moved all input processing to Sdl2InputDriver
This reduces the duplication of code between Sdl2NativeWindow and
Sdl2InputDriver. Sdl2InputDriver is now solely responsible for handling
input.
2013-10-04 10:02:19 +02:00

156 lines
4.3 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit library.
//
// 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.
//
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using OpenTK.Input;
namespace OpenTK.Platform.SDL2
{
class Sdl2Mouse : IMouseDriver2, IMouseDriver
{
MouseState state;
readonly List<MouseDevice> mice =
new List<MouseDevice>();
readonly IList<MouseDevice> mice_readonly;
public Sdl2Mouse()
{
state.IsConnected = true;
mice.Add(new MouseDevice());
mice[0].Description = "Standard mouse";
mice[0].NumberOfButtons = 3;
mice[0].NumberOfWheels = 1;
mice_readonly = mice.AsReadOnly();
}
#region Private Members
MouseButton TranslateButton(uint button)
{
switch (button)
{
case SDL.SDL_BUTTON_LEFT:
return MouseButton.Left;
case SDL.SDL_BUTTON_RIGHT:
return MouseButton.Right;
case SDL.SDL_BUTTON_MIDDLE:
return MouseButton.Middle;
case SDL.SDL_BUTTON_X1:
return MouseButton.Button1;
case SDL.SDL_BUTTON_X2:
return MouseButton.Button2;
default:
Debug.Print("SDL2 unknown button {0}", button);
return MouseButton.Left;
}
}
void SetButtonState(MouseButton button, bool pressed)
{
if (pressed)
{
state.EnableBit((int)button);
}
else
{
state.DisableBit((int)button);
}
}
#endregion
#region Public Members
public void ProcessWheelEvent(SDL.SDL_MouseWheelEvent wheel)
{
state.WheelPrecise += wheel.y;
mice[0].WheelPrecise += wheel.y;
}
public void ProcessMouseEvent(SDL.SDL_MouseMotionEvent motion)
{
state.X += motion.xrel;
state.Y += motion.yrel;
mice[0].Position = new Point(motion.x, motion.y);
}
public void ProcessMouseEvent(SDL.SDL_MouseButtonEvent button)
{
bool pressed = button.state == SDL.SDL_PRESSED;
SetButtonState(TranslateButton(button.button), pressed);
mice[0][TranslateButton(button.button)] = pressed;
}
#endregion
#region IMouseDriver Members
public IList<MouseDevice> Mouse
{
get
{
return mice_readonly;
}
}
#endregion
#region IMouseDriver2 Members
public MouseState GetState()
{
return state;
}
public MouseState GetState(int index)
{
if (index == 0)
return state;
else
return new MouseState();
}
public void SetPosition(double x, double y)
{
SDL.SDL_WarpMouseInWindow(IntPtr.Zero, (int)x, (int)y);
}
#endregion
}
}