I should have commit when I knew what changes I made.
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#include "cGUIEvent.hpp"
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using GUIEventEngine::cGUIEvent;
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cGUIEvent::cGUIEvent( const GUIHelpers::eEventType eventType, const unsigned int id )
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: m_eventType(eventType), m_id(id)
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{
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}
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/*virtual*/ cGUIEvent::~cGUIEvent()
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{
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}
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/*virtual*/ void cGUIEvent::OnEvent(const SDL_Event& event)
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{
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switch (event.type)
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{
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case SDL_WINDOWEVENT:
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OnWindowsEvent(event);
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break;
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case SDL_KEYDOWN:
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OnKeyDown(event.key.keysym.sym, event.key.keysym.mod);// , Event->key.keysym.unicode);
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break;
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case SDL_KEYUP:
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OnKeyUp(event.key.keysym.sym, event.key.keysym.mod);//, Event->key.keysym.unicode);
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break;
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case SDL_MOUSEMOTION:
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OnMouseMove(event.motion.x, event.motion.y, event.motion.xrel, event.motion.yrel, (event.motion.state&SDL_BUTTON(SDL_BUTTON_LEFT)) != 0, (event.motion.state&SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0, (event.motion.state&SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0);
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break;
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case SDL_MOUSEBUTTONDOWN:
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OnMouseButtonDown(event);
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break;
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case SDL_MOUSEBUTTONUP:
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OnMouseButtonUp(event);
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break;
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case SDL_JOYAXISMOTION:
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OnJoyAxis(event.jaxis.which, event.jaxis.axis, event.jaxis.value);
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break;
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case SDL_JOYBALLMOTION:
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OnJoyBall(event.jball.which, event.jball.ball, event.jball.xrel, event.jball.yrel);
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break;
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case SDL_JOYHATMOTION:
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OnJoyHat(event.jhat.which, event.jhat.hat, event.jhat.value);
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break;
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case SDL_JOYBUTTONDOWN:
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OnJoyButtonDown(event.jbutton.which, event.jbutton.button);
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break;
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case SDL_JOYBUTTONUP:
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OnJoyButtonUp(event.jbutton.which, event.jbutton.button);
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break;
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case SDL_QUIT:
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OnExit();
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break;
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case SDL_SYSWMEVENT:
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//Ignore
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break;
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default:
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OnUser(event.user.type, event.user.code, event.user.data1, event.user.data2);
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break;
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}
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}
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/*virtual*/ void cGUIEvent::OnInputFocus()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnInputBlur()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnKeyDown(SDL_Keycode sym, Uint16 mod)//, Uint16 unicode)
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{
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sym, mod;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnKeyUp(SDL_Keycode sym, Uint16 mod)//, Uint16 unicode)
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{
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sym, mod;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnMouseFocus()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnMouseBlur()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnMouseMove(int mX, int mY, int relX, int relY, bool Left, bool Right, bool Middle)
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{
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mX, mY, relX, relY, Left, Right, Middle;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnMouseWheel(bool Up, bool Down)
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{
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Up, Down;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnLButtonDown(int mX, int mY)
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{
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mX, mY;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnLButtonUp(int mX, int mY)
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{
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mX, mY;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnRButtonDown(int mX, int mY)
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{
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mX, mY;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnRButtonUp(int mX, int mY)
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{
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mX, mY;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnMButtonDown(int mX, int mY)
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{
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mX, mY;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnMButtonUp(int mX, int mY)
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{
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mX, mY;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnJoyAxis(SDL_JoystickID which, Uint8 axis, Sint16 value)
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{
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which, axis, value;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnJoyButtonDown(SDL_JoystickID which, Uint8 button)
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{
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which, button;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnJoyButtonUp(SDL_JoystickID which, Uint8 button)
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{
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which, button;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnJoyHat(SDL_JoystickID which, Uint8 hat, Uint8 value)
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{
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which, hat, value;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnJoyBall(SDL_JoystickID which, Uint8 ball, Sint16 xrel, Sint16 yrel)
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{
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which, ball, xrel, yrel;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnMinimize()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnRestore()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnResize(int w, int h)
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{
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w, h;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnExpose()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnExit()
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{
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnUser(Uint32 type, int code, void* data1, void* data2)
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{
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type, code, data1, data2;
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//Pure virtual, do nothing
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}
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/*virtual*/ void cGUIEvent::OnWindowsEvent(const SDL_Event& event)
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{
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_SHOWN:
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SDL_Log("Window %d shown", event.window.windowID);
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break;
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case SDL_WINDOWEVENT_HIDDEN:
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SDL_Log("Window %d hidden", event.window.windowID);
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break;
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case SDL_WINDOWEVENT_EXPOSED:
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SDL_Log("Window %d exposed", event.window.windowID);
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break;
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case SDL_WINDOWEVENT_MOVED:
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SDL_Log("Window %d moved to %d,%d",
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event.window.windowID, event.window.data1,
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event.window.data2);
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break;
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case SDL_WINDOWEVENT_RESIZED:
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SDL_Log("Window %d resized to %dx%d",
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event.window.windowID, event.window.data1,
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event.window.data2);
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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SDL_Log("Window %d size changed to %dx%d",
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event.window.windowID, event.window.data1,
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event.window.data2);
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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SDL_Log("Window %d minimized", event.window.windowID);
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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SDL_Log("Window %d maximized", event.window.windowID);
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break;
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case SDL_WINDOWEVENT_RESTORED:
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SDL_Log("Window %d restored", event.window.windowID);
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break;
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case SDL_WINDOWEVENT_ENTER:
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SDL_Log("Mouse entered window %d",
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event.window.windowID);
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break;
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case SDL_WINDOWEVENT_LEAVE:
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SDL_Log("Mouse left window %d", event.window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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SDL_Log("Window %d gained keyboard focus",
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event.window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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SDL_Log("Window %d lost keyboard focus",
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event.window.windowID);
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break;
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case SDL_WINDOWEVENT_CLOSE:
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SDL_Log("Window %d closed", event.window.windowID);
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break;
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default:
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SDL_Log("Window %d got unknown event %d",
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event.window.windowID, event.window.event);
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break;
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}
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}
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/*virtual*/ void cGUIEvent::OnMouseButtonDown(const SDL_Event& event)
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{
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switch (event.button.button)
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{
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case SDL_BUTTON_LEFT:
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OnLButtonDown(event.button.x, event.button.y);
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break;
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case SDL_BUTTON_RIGHT:
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OnRButtonDown(event.button.x, event.button.y);
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break;
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case SDL_BUTTON_MIDDLE:
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OnMButtonDown(event.button.x, event.button.y);
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break;
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}
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}
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/*virtual*/ void cGUIEvent::OnMouseButtonUp(const SDL_Event& event)
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{
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switch (event.button.button)
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{
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case SDL_BUTTON_LEFT:
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OnLButtonUp(event.button.x, event.button.y);
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break;
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case SDL_BUTTON_RIGHT:
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OnRButtonUp(event.button.x, event.button.y);
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break;
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case SDL_BUTTON_MIDDLE:
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OnMButtonUp(event.button.x, event.button.y);
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break;
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}
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}
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