Show Mouse.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <GLEXT/GLViewPort.h>
#include <graph/Mouse.h>
#include <graph/OptionsDisplay.h>
#include <common/OptionsScorched.h>
#include <client/ScorchedClient.h>
#include <engine/GameState.h>
Mouse *Mouse::instance_ = 0;
Mouse *Mouse::instance()
{
if (!instance_) {
instance_ = new Mouse;
}
return instance_;
}
Mouse::Mouse() : mouse_sensitivity_(120)
{
}
Mouse::~Mouse()
{
}
void Mouse::mouseDown(SDL_Event &event)
{
int defaultY = (int) (event.button.y * GLViewPort::getHeightMult());
if (!OptionsDisplay::instance()->getSwapYAxis())
{
defaultY = GLViewPort::getHeight() - defaultY;
}
switch (event.button.button) {
case SDL_BUTTON_LEFT:
ScorchedClient::instance()->getGameState().
mouseDown(GameState::MouseButtonLeft,
(int) (event.button.x * GLViewPort::getWidthMult()),
defaultY);
break;
case SDL_BUTTON_MIDDLE:
ScorchedClient::instance()->getGameState().
mouseDown(GameState::MouseButtonMiddle,
(int) (event.button.x * GLViewPort::getWidthMult()),
defaultY);
break;
case SDL_BUTTON_RIGHT:
ScorchedClient::instance()->getGameState().
mouseDown(GameState::MouseButtonRight,
(int) (event.button.x * GLViewPort::getWidthMult()),
defaultY);
break;
case 4:
ScorchedClient::instance()->getGameState().
mouseWheel(-mouse_sensitivity_);
break;
case 5:
ScorchedClient::instance()->getGameState().
mouseWheel(mouse_sensitivity_);
break;
default:
break;
}
}
void Mouse::mouseUp(SDL_Event &event)
{
int defaultY = (int) (event.button.y * GLViewPort::getHeightMult());
if (!OptionsDisplay::instance()->getSwapYAxis())
{
defaultY = GLViewPort::getHeight() - defaultY;
}
switch (event.button.button) {
case SDL_BUTTON_LEFT:
ScorchedClient::instance()->getGameState().
mouseUp(GameState::MouseButtonLeft,
(int) (event.button.x * GLViewPort::getWidthMult()),
defaultY);
break;
case SDL_BUTTON_MIDDLE:
ScorchedClient::instance()->getGameState().
mouseUp(GameState::MouseButtonMiddle,
(int) (event.button.x * GLViewPort::getWidthMult()),
defaultY);
break;
case SDL_BUTTON_RIGHT:
ScorchedClient::instance()->getGameState().
mouseUp(GameState::MouseButtonRight,
(int) (event.button.x * GLViewPort::getWidthMult()),
defaultY);
break;
default:
break;
}
}
void Mouse::mouseMove(SDL_Event &event)
{
int defaultY = (int) (event.button.y * GLViewPort::getHeightMult());
if (!OptionsDisplay::instance()->getSwapYAxis())
{
defaultY = GLViewPort::getHeight() - defaultY;
}
ScorchedClient::instance()->getGameState().
mouseMove(
(int) (event.button.x * GLViewPort::getWidthMult()),
defaultY);
}
void Mouse::processMouseEvent(SDL_Event & event)
{
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
mouseDown(event);
break;
case SDL_MOUSEBUTTONUP:
mouseUp(event);
break;
case SDL_MOUSEMOTION:
mouseMove(event);
break;
}
}
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