Simplifying I/O flow

This commit is contained in:
Ben Lankamp
2020-06-27 22:49:32 +02:00
parent 136b5e2c70
commit 196decf9bd
7 changed files with 213 additions and 184 deletions
+100 -83
View File
@@ -2,20 +2,22 @@
#include "EventQueue.h"
/*
Clears the event queue
Clears the event queue and frees memory
*/
void EventQueueClass::Clear()
{
while (this->eventQueue.size() > 0) this->eventQueue.pop();
while (this->eventQueue.size() > 0) {
this->eventQueue.pop();
}
}
/*
Inserts a new KeyNumType event into the FIFO buffer. KeyNumType represents a key press or mouse button
Input: KeyNumType + optional flag bits for SHIFT/CTRL/etc. cast as unsigned short
Inserts a new event message event into the FIFO buffer.
*/
void EventQueueClass::Put(EventMessage* input)
void EventQueueClass::Put(EventMessage input)
{
this->eventQueue.push(input);
if ( Is_Buffer_Full() ) return;
this->eventQueue.push( input );
}
/*
@@ -29,12 +31,12 @@ bool EventQueueClass::Check() const
/*
Get the first (unprocessed) element in the event queue
*/
EventMessage* EventQueueClass::Get()
EventMessage EventQueueClass::Get()
{
// wait for buffer
while( !this->Check() ) { }
EventMessage* returnVal = this->eventQueue.front();
EventMessage returnVal = this->eventQueue.front();
this->eventQueue.pop();
return returnVal;
@@ -46,95 +48,110 @@ EventMessage* EventQueueClass::Get()
char EventQueueClass::Get_ASCII()
{
// get the last key from the buffer
KeyboardEventMessage* keyMessage = dynamic_cast<KeyboardEventMessage*>( this->Get() );
unsigned short key = keyMessage->Key;
// check if it is a keyboard
if (key == KN_LMOUSE || key == KN_RMOUSE) return 0x0;
// convert to ascii
char ascii;
unsigned short key_raw = (UINT)(key & 0xFF);
// find the SDL keycode
auto sdl_Key = sdl_keyMapping_reverse.find( (KeyNumType)key_raw );
if (sdl_Key != sdl_keyMapping_reverse.end())
{
// convert to ascii
ascii = SDL_GetKeyName( sdl_Key->first )[0];
// convert to uppercase
if (keyMessage->Shift || keyMessage->CapsLock) ascii = toupper(ascii);
}
return 0x0;
EventMessage eventMessage = this->Get();
return eventMessage.Keyboard.ASCII;
}
KeyboardEventMessage::KeyboardEventMessage(KeyNumType key, bool shift, bool alt, bool control, bool capsLock) {
EventMessage::EventMessage(KeyNumType key, char ascii, bool shift, bool alt, bool control, bool capsLock) {
this->Clear();
this->Valid = true;
this->EventType = EventMessageType::EVENT_KEYBOARD;
this->Key = key;
this->Shift = shift;
this->Alt = alt;
this->Control = control;
this->CapsLock = capsLock;
this->Flags = 0;
if (this->Shift) this->Flags |= KN_SHIFT_BIT;
if (this->Alt) this->Flags |= KN_ALT_BIT;
if (this->Control) this->Flags |= KN_CTRL_BIT;
this->Keyboard.Key = key;
this->Keyboard.Shift = shift;
this->Keyboard.Alt = alt;
this->Keyboard.Control = control;
this->Keyboard.CapsLock = capsLock;
this->Keyboard.ASCII = ascii;
}
void KeyboardEventMessage::Key_Flags(KeyNumType& key, int& flags)
EventMessage::EventMessage(int x, int y, unsigned short button, MouseButtonState buttonState)
{
flags = this->Flags;
flags |= GadgetClass::KEYBOARD;
this->Clear();
key = (KeyNumType)this->Key;
}
MouseEventMessage::MouseEventMessage(int x, int y, unsigned short button, UserInputClass::MouseButtonState buttonState)
{
this->Valid = true;
this->EventType = EventMessageType::EVENT_MOUSE;
this->x = x;
this->y = y;
this->Button = button;
this->ButtonState = buttonState;
this->Mouse.x = x;
this->Mouse.y = y;
this->Mouse.Button = button;
this->Mouse.ButtonState = buttonState;
this->Flags = 0;
}
void MouseEventMessage::Key_Flags(KeyNumType& key, int& flags)
{
key = (KeyNumType)this->Button;
if (key == KN_LMOUSE) {
switch (this->ButtonState)
{
case UserInputClass::MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::LEFTPRESS;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::LEFTRELEASE;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::LEFTHELD;
break;
}
if (buttonState == MouseButtonState::MOUSE_BUTTON_UP) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTUP : GadgetClass::RIGHTUP;
}
if (key == KN_RMOUSE) {
switch (this->ButtonState)
{
case UserInputClass::MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::RIGHTPRESS;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::RIGHTRELEASE;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::RIGHTHELD;
break;
if (buttonState == MouseButtonState::MOUSE_BUTTON_DOWN) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTPRESS : GadgetClass::RIGHTPRESS;
}
if (buttonState == MouseButtonState::MOUSE_BUTTON_HOLD) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTHELD : GadgetClass::RIGHTHELD;
}
if (buttonState == MouseButtonState::MOUSE_BUTTON_RELEASE) {
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTRELEASE : GadgetClass::RIGHTRELEASE;
}
}
void EventMessage::Key_Flags(KeyNumType& key, int& flags)
{
if (this->EventType == EventMessageType::EVENT_KEYBOARD)
{
flags = this->Flags;
flags |= GadgetClass::KEYBOARD;
unsigned short outputKey = this->Keyboard.Key;
if (this->Keyboard.Shift) outputKey |= KN_SHIFT_BIT;
if (this->Keyboard.Alt) outputKey |= KN_ALT_BIT;
if (this->Keyboard.Control) outputKey |= KN_CTRL_BIT;
key = (KeyNumType)outputKey;
}
if (this->EventType == EventMessageType::EVENT_MOUSE)
{
key = (KeyNumType)this->Mouse.Button;
if (key == KN_LMOUSE) {
switch (this->Mouse.ButtonState)
{
case MouseButtonState::MOUSE_BUTTON_UP:
flags = GadgetClass::LEFTUP;
break;
case MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::LEFTPRESS;
break;
case MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::LEFTRELEASE;
break;
case MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::LEFTHELD;
break;
}
}
if (key == KN_RMOUSE) {
switch (this->Mouse.ButtonState)
{
case MouseButtonState::MOUSE_BUTTON_UP:
flags = GadgetClass::LEFTUP;
break;
case MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::RIGHTPRESS;
break;
case MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::RIGHTRELEASE;
break;
case MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::RIGHTHELD;
break;
}
}
}
}