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mouse.cpp
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mouse.cpp
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/*
* Copyright (C) 2011-2012 Michal Hozza ([email protected])
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "mouse.h"
#include "gameobject.h"
#include "renderer.h"
#include <GL/glut.h>
#include <iostream>
using namespace std;
Mouse * Mouse::instance = 0;
Mouse::Mouse()
:cleared(false)
{
motionCoords = make_pair(0,0);
}
Mouse::~Mouse()
{
}
Mouse* Mouse::getInstance()
{
if(!instance)
instance = new Mouse();
return instance;
}
void Mouse::mouseFuncWrapper(int button, int state, int x, int y)
{
Mouse::getInstance()->mouseFunc(button, state, x, y);
}
void Mouse::motionFuncWrapper(int x, int y)
{
Mouse::getInstance()->motionFunc(x,y);
}
void Mouse::mouseFunc(int button, int state, int x, int y)
{
//cerr << "Klik:" << button << " " << state << endl;
pair<multimap<pair<int,int>,pair<pair<GameObject*,int>,bool> >::iterator,
multimap<pair<int,int>,pair<pair<GameObject*,int>,bool> >::iterator>
r = actions.equal_range(make_pair(button,state));
for(multimap<pair<int,int>,pair<pair<GameObject*,int>,bool> >::iterator
i = r.first;i!=r.second;i++)
{
if((*i).second.second)//if global
{
((*i).second.first.first)->action((*i).second.first.second);
}
else
{
//get object rect
Block b = ((*i).second.first.first)->getModel()->getBlock();
b.x+=((*i).second.first.first)->getX();
b.y+=((*i).second.first.first)->getY();
int h = 600;//TODO zratat
//ak som trafil do obdlznika
if(x>=b.x && x<=b.x+b.width && h-y>=b.y && h-y<=b.y+b.height)
{
((*i).second.first.first)->action((*i).second.first.second);
}
if(cleared)
{
cleared = false;
return;
}
}
}
}
void Mouse::motionFunc(int x, int y)
{
motionCoords = make_pair(x,y);
for(vector<pair<GameObject*,int> >::iterator i = actionsMotion.begin();i!=actionsMotion.end();i++)
{
((*i).first)->action((*i).second);
if(cleared)
{
cleared = false;
return;
}
}
}
void Mouse::registerAction(GameObject *object, int actionID, int button, int state, bool global)
{
actions.insert(make_pair(make_pair(button,state),make_pair(make_pair(object,actionID),global)));
}
void Mouse::registerAction(GameObject *object, int actionID)
{
actionsMotion.push_back(make_pair(object,actionID));
}
void Mouse::clearActions()
{
cleared = true;
actions.clear();
actionsMotion.clear();
}
pair<int,int> Mouse::getMotionCoords()
{
return motionCoords;
}