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SDLGameEngine
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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 |
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 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.
| int sgeKeyA | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 106 of file sgeevent.c.
| int sgeKeyB | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 110 of file sgeevent.c.
| int sgeKeyDown | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 74 of file sgeevent.c.
| int sgeKeyFire | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 94 of file sgeevent.c.
| int sgeKeyL1 | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 98 of file sgeevent.c.
| int sgeKeyLeft | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 78 of file sgeevent.c.
| int sgeKeyR1 | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 102 of file sgeevent.c.
| int sgeKeyRight | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 82 of file sgeevent.c.
| int sgeKeySelect | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 90 of file sgeevent.c.
| int sgeKeyStart | ( | SDL_Event * | e, |
| int | type | ||
| ) |
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.
| e | The current event |
| type | PRESSED or RELEASED |
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 | ||
| ) |
Definition at line 126 of file sgeevent.c.
| int sgeKeyVolUp | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 122 of file sgeevent.c.
| int sgeKeyX | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 114 of file sgeevent.c.
| int sgeKeyY | ( | SDL_Event * | e, |
| int | type | ||
| ) |
Definition at line 118 of file sgeevent.c.