ES-DE/src/InputManager.cpp

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#include "InputManager.h"
#include "GuiComponent.h"
#include <iostream>
std::vector<GuiComponent*> InputManager::inputVector;
void InputManager::registerComponent(GuiComponent* comp)
{
inputVector.push_back(comp);
}
void InputManager::unregisterComponent(GuiComponent* comp)
{
for(unsigned int i = 0; i < inputVector.size(); i++)
{
if(inputVector.at(i) == comp)
{
inputVector.erase(inputVector.begin() + i);
break;
}
}
}
void InputManager::processEvent(SDL_Event* event)
{
bool keyDown = false;
if(event->key.state == SDL_PRESSED)
keyDown = true;
//get InputButton from the event
InputButton button;
switch(event->key.keysym.sym)
{
case SDLK_LEFT:
button = LEFT;
break;
case SDLK_RIGHT:
button = RIGHT;
break;
case SDLK_UP:
button = UP;
break;
case SDLK_DOWN:
button = DOWN;
break;
case SDLK_RETURN:
button = BUTTON1;
break;
//so the compiler doesn't complain
default:
break;
}
//catch emergency quit event
if(event->key.keysym.sym == SDLK_F4)
{
SDL_Event* quit = new SDL_Event();
quit->type = SDL_QUIT;
SDL_PushEvent(quit);
std::cout << "Pushing quit event\n";
}
for(unsigned int i = 0; i < inputVector.size(); i++)
{
inputVector.at(i)->onInput(button, keyDown);
}
}