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serenity/Widgets/EventLoop.cpp
Andreas Kling f6d2c3ed87 Hook everything up to run the GUI on top of the kernel.
Okay things kinda sorta work. Both Bochs and QEMU now boot into GUI mode.
There's a ton of stuff that doesn't make sense and so many things to rework.

Still it's quite cool to have made it this far. :^)
2019-01-10 23:19:29 +01:00

170 lines
5.2 KiB
C++

#include "EventLoop.h"
#include "Event.h"
#include "Object.h"
#include "WindowManager.h"
static EventLoop* s_mainEventLoop;
void EventLoop::initialize()
{
s_mainEventLoop = nullptr;
}
EventLoop::EventLoop()
{
if (!s_mainEventLoop)
s_mainEventLoop = this;
}
EventLoop::~EventLoop()
{
}
EventLoop& EventLoop::main()
{
ASSERT(s_mainEventLoop);
return *s_mainEventLoop;
}
int EventLoop::exec()
{
for (;;) {
if (m_queuedEvents.is_empty())
waitForEvent();
auto events = move(m_queuedEvents);
for (auto& queuedEvent : events) {
auto* receiver = queuedEvent.receiver;
auto& event = *queuedEvent.event;
//printf("EventLoop: Object{%p} event %u (%s)\n", receiver, (unsigned)event.type(), event.name());
if (!receiver) {
switch (event.type()) {
case Event::Quit:
return 0;
default:
printf("event type %u with no receiver :(\n", event.type());
return 1;
}
} else {
receiver->event(event);
}
}
}
}
void EventLoop::postEvent(Object* receiver, OwnPtr<Event>&& event)
{
printf("EventLoop::postEvent: {%u} << receiver=%p, event=%p\n", m_queuedEvents.size(), receiver, event.ptr());
m_queuedEvents.append({ receiver, move(event) });
}
#ifdef SERENITY
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