SDLGameEngine

SgeEvent

Low level event handling. More...

Data Structures

struct  SGEEVENTSTATEINPUT
struct  SGEEVENTSTATE

Defines

#define SGEEVENT   SDL_Event
#define EVENT_HANDLED   1
#define EVENT_UNHANDLED   0
#define MOUSE_LEFT   SDL_BUTTON_LEFT
#define MOUSE_RIGHT   SDL_BUTTON_RIGHT
#define MOUSE_MIDDLE   SDL_BUTTON_MIDDLE
#define MOUSE_WHEEL_UP   SDL_BUTTON_WHEELUP
#define MOUSE_WHEEL_DOWN   SDL_BUTTON_WHEELDOWN
#define PRESSED   1
#define RELEASED   2

Functions

int sgeKeyUp (SDL_Event *e, int type)
 Check if the up button/key is at a certain state.
int sgeKeyDown (SDL_Event *e, int type)
int sgeKeyLeft (SDL_Event *e, int type)
int sgeKeyRight (SDL_Event *e, int type)
int sgeKeyStart (SDL_Event *e, int type)
int sgeKeySelect (SDL_Event *e, int type)
int sgeKeyFire (SDL_Event *e, int type)
int sgeKeyL1 (SDL_Event *e, int type)
int sgeKeyR1 (SDL_Event *e, int type)
int sgeKeyA (SDL_Event *e, int type)
int sgeKeyB (SDL_Event *e, int type)
int sgeKeyX (SDL_Event *e, int type)
int sgeKeyY (SDL_Event *e, int type)
int sgeKeyVolUp (SDL_Event *e, int type)
int sgeKeyVolDown (SDL_Event *e, int type)
void sgeClearEvents (void)
 Clear the event queue.
void sgeEventApply (SGEEVENTSTATE *state, SDL_Event *event)
 Update the current state of a game controller.
void sgeEventResetInputs (SGEEVENTSTATE *state)
 Reset all button states of a game controller.

Variables

Uint32 SGEEVENTSTATEINPUT::pressed
Uint32 SGEEVENTSTATEINPUT::released
SGEEVENTSTATEINPUT SGEEVENTSTATE::down
SGEEVENTSTATEINPUT SGEEVENTSTATE::right
SGEEVENTSTATEINPUT SGEEVENTSTATE::left
SGEEVENTSTATEINPUT SGEEVENTSTATE::start
SGEEVENTSTATEINPUT SGEEVENTSTATE::select
SGEEVENTSTATEINPUT SGEEVENTSTATE::fire
SGEEVENTSTATEINPUT SGEEVENTSTATE::l1
SGEEVENTSTATEINPUT SGEEVENTSTATE::r1
SGEEVENTSTATEINPUT SGEEVENTSTATE::a
SGEEVENTSTATEINPUT SGEEVENTSTATE::b
SGEEVENTSTATEINPUT SGEEVENTSTATE::x
SGEEVENTSTATEINPUT SGEEVENTSTATE::y
SGEEVENTSTATEINPUT SGEEVENTSTATE::volUp
SGEEVENTSTATEINPUT SGEEVENTSTATE::volDown

Detailed Description

Low level event handling.

Event handling for joystick and keyboard events. This is the recommended way to handle user input on the gp2x and other handheld devices.

There is another way to handle events. sgeGamestate does provide event handlers which is a more flexible but harder to use system.


Define Documentation

#define EVENT_HANDLED   1

Event handler return code if your handler did handle the event

Definition at line 45 of file sgeevent.h.

#define EVENT_UNHANDLED   0

Event handler return code if your handler did NOT handle the event

Definition at line 51 of file sgeevent.h.

#define MOUSE_LEFT   SDL_BUTTON_LEFT

Left mouse button was pressed

Definition at line 57 of file sgeevent.h.

#define MOUSE_MIDDLE   SDL_BUTTON_MIDDLE

Middle mouse button was pressed

Definition at line 67 of file sgeevent.h.

#define MOUSE_RIGHT   SDL_BUTTON_RIGHT

Right mouse button was pressed

Definition at line 62 of file sgeevent.h.

#define MOUSE_WHEEL_DOWN   SDL_BUTTON_WHEELDOWN

Mouse scroll wheel was moved down

Definition at line 77 of file sgeevent.h.

#define MOUSE_WHEEL_UP   SDL_BUTTON_WHEELUP

Mouse scroll wheel was moved up

Definition at line 72 of file sgeevent.h.

#define PRESSED   1

A button or key was pressed

Definition at line 83 of file sgeevent.h.

#define RELEASED   2

A button or key was released

Definition at line 89 of file sgeevent.h.

#define SGEEVENT   SDL_Event

Currently a alias to SDL_Event, may change, use SGEEVENT

Definition at line 39 of file sgeevent.h.


Function Documentation

int sgeKeyA ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 106 of file sgeevent.c.

int sgeKeyB ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 110 of file sgeevent.c.

int sgeKeyDown ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 74 of file sgeevent.c.

int sgeKeyFire ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 94 of file sgeevent.c.

int sgeKeyL1 ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 98 of file sgeevent.c.

int sgeKeyLeft ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 78 of file sgeevent.c.

int sgeKeyR1 ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 102 of file sgeevent.c.

int sgeKeyRight ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 82 of file sgeevent.c.

int sgeKeySelect ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 90 of file sgeevent.c.

int sgeKeyStart ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 86 of file sgeevent.c.

int sgeKeyUp ( SDL_Event *  e,
int  type 
)

Check if the up button/key is at a certain state.

Parameters:
eThe current event
typePRESSED or RELEASED
Returns:
0 or 1 depending if the button/key is equal to type

These function are platform dependant, for example, Up can be the cursor key on a pc, while on a game console its the Up button on the controller.

This applies to all sgeKey* functions with the corresponding button/key.

Definition at line 70 of file sgeevent.c.

int sgeKeyVolDown ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 126 of file sgeevent.c.

int sgeKeyVolUp ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 122 of file sgeevent.c.

int sgeKeyX ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 114 of file sgeevent.c.

int sgeKeyY ( SDL_Event *  e,
int  type 
)
See also:
sgeKeyUp

Definition at line 118 of file sgeevent.c.

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