1
Fork 0
mirror of https://github.com/RGBCube/serenity synced 2025-07-25 22:37:35 +00:00

So long SDL stuff. You were a nice bootstrapping environment.

This commit is contained in:
Andreas Kling 2019-01-14 15:30:37 +01:00
parent 0c5ecd303c
commit bfef4afa6a
7 changed files with 0 additions and 264 deletions

View file

@ -3,11 +3,8 @@
#include "Object.h"
#include "WindowManager.h"
#include "AbstractScreen.h"
#ifdef SERENITY
#include "PS2MouseDevice.h"
#include "Scheduler.h"
#endif
static EventLoop* s_mainEventLoop;
@ -34,9 +31,7 @@ EventLoop& EventLoop::main()
int EventLoop::exec()
{
#ifdef SERENITY
m_server_process = current;
#endif
m_running = true;
for (;;) {
if (m_queuedEvents.is_empty())
@ -73,7 +68,6 @@ void EventLoop::postEvent(Object* receiver, OwnPtr<Event>&& event)
m_queuedEvents.append({ receiver, move(event) });
}
#ifdef SERENITY
void EventLoop::waitForEvent()
{
auto& mouse = PS2MouseDevice::the();
@ -99,110 +93,3 @@ void EventLoop::waitForEvent()
}
}
}
#endif
#ifdef USE_SDL
static inline MouseButton toMouseButton(byte sdlButton)
{
if (sdlButton == 1)
return MouseButton::Left;
if (sdlButton == 2)
return MouseButton::Middle;
if (sdlButton == 3)
return MouseButton::Right;
ASSERT_NOT_REACHED();
return MouseButton::None;
}
void EventLoop::handleKeyEvent(Event::Type type, const SDL_KeyboardEvent& sdlKey)
{
auto keyEvent = make<KeyEvent>(type, 0);
int key = 0;
switch (sdlKey.keysym.sym) {
case SDLK_LEFT: key = KeyboardKey::LeftArrow; break;
case SDLK_RIGHT: key = KeyboardKey::RightArrow; break;
case SDLK_UP: key = KeyboardKey::UpArrow; break;
case SDLK_DOWN: key = KeyboardKey::DownArrow; break;
case SDLK_BACKSPACE: key = KeyboardKey::Backspace; break;
case SDLK_RETURN: key = KeyboardKey::Return; break;
}
keyEvent->m_key = key;
if (sdlKey.keysym.sym > SDLK_UNKNOWN && sdlKey.keysym.sym <= 'z') {
char buf[] = { 0, 0 };
char& ch = buf[0];
ch = (char)sdlKey.keysym.sym;
if (sdlKey.keysym.mod & KMOD_SHIFT) {
if (ch >= 'a' && ch <= 'z') {
ch &= ~0x20;
} else {
switch (ch) {
case '1': ch = '!'; break;
case '2': ch = '@'; break;
case '3': ch = '#'; break;
case '4': ch = '$'; break;
case '5': ch = '%'; break;
case '6': ch = '^'; break;
case '7': ch = '&'; break;
case '8': ch = '*'; break;
case '9': ch = '('; break;
case '0': ch = ')'; break;
case '-': ch = '_'; break;
case '=': ch = '+'; break;
case '`': ch = '~'; break;
case ',': ch = '<'; break;
case '.': ch = '>'; break;
case '/': ch = '?'; break;
case '[': ch = '{'; break;
case ']': ch = '}'; break;
case '\\': ch = '|'; break;
case '\'': ch = '"'; break;
case ';': ch = ':'; break;
}
}
}
keyEvent->m_text = buf;
}
keyEvent->m_shift = sdlKey.keysym.mod & KMOD_SHIFT;
keyEvent->m_ctrl = sdlKey.keysym.mod & KMOD_CTRL;
keyEvent->m_alt = sdlKey.keysym.mod & KMOD_ALT;
postEvent(&WindowManager::the(), move(keyEvent));
}
void EventLoop::waitForEvent()
{
SDL_Event sdlEvent;
while (SDL_PollEvent(&sdlEvent) != 0) {
switch (sdlEvent.type) {
case SDL_QUIT:
postEvent(nullptr, make<QuitEvent>());
return;
case SDL_WINDOWEVENT:
if (sdlEvent.window.event == SDL_WINDOWEVENT_EXPOSED) {
// Spam paint events whenever we get exposed.
// This is obviously not ideal, but the SDL backend here is just a prototype anyway.
postEvent(&WindowManager::the(), make<PaintEvent>());
}
return;
case SDL_MOUSEMOTION:
postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseMove, sdlEvent.motion.x, sdlEvent.motion.y));
return;
case SDL_MOUSEBUTTONDOWN:
postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseDown, sdlEvent.button.x, sdlEvent.button.y, toMouseButton(sdlEvent.button.button)));
return;
case SDL_MOUSEBUTTONUP:
postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseUp, sdlEvent.button.x, sdlEvent.button.y, toMouseButton(sdlEvent.button.button)));
return;
case SDL_KEYDOWN:
handleKeyEvent(Event::KeyDown, sdlEvent.key);
return;
case SDL_KEYUP:
handleKeyEvent(Event::KeyUp, sdlEvent.key);
return;
}
}
}
#endif