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events.cpp
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executable file
·150 lines (132 loc) · 2.79 KB
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#include "mastrix.hpp"
#include <map>
typedef std::multimap<int, EventHandler*> HandlerSet;
typedef std::pair<int, EventHandler*> handlerKvPair;
static HandlerSet handlers;
bool fadeInProgress = false;
bool evHandle(SDL_Event *ev)
{
std::vector<EventHandler*> q;
for(HandlerSet::iterator ii=handlers.begin(); ii!=handlers.end(); ii++) {
q.push_back(ii->second);
}
for(unsigned ii=0; ii<q.size(); ii++)
if(q[ii]->handleEvent(ev))
return true;
return false;
}
void evRedraw(void)
{
std::vector<EventHandler*> q;
for(HandlerSet::iterator ii=handlers.begin(); ii!=handlers.end(); ii++) {
q.push_back(ii->second);
if(ii->second->isOpaque())
break;
}
for(int ii=q.size()-1; ii>=0; ii--)
{
q[ii]->redraw();
}
}
bool evTimepass(void)
{
std::vector<EventHandler*> q;
for(HandlerSet::iterator ii=handlers.begin(); ii!=handlers.end(); ii++) {
q.push_back(ii->second);
}
for(unsigned ii=0; ii<q.size(); ii++)
if(q[ii]->timepass())
return true;
return false;
}
EventHandler::EventHandler()
{
enabled = false;
}
EventHandler::~EventHandler()
{
remove();
}
void EventHandler::enable(void)
{
if(enabled) return;
enabled = true;
handlers.insert(handlerKvPair(getPriority(), this));
onEnable();
}
void EventHandler::remove(void)
{
enabled = false;
if(handlers.size() == 0) return;
for(HandlerSet::iterator ii=handlers.begin(); ii!=handlers.end(); ii++) {
if(ii->second == this) {
handlers.erase(ii);
break;
}
}
onDisable();
}
const float fadeSpeed = 2.0;
FadeHandler::FadeHandler(EventHandler *from, EventHandler *to)
{
fadeInProgress = true;
this->from = from;
this->to = to;
opacity = 1.0;
switched = false;
from->remove();
enable();
}
bool FadeHandler::handleEvent(SDL_Event *ev)
{
if(switched)
return to->handleEvent(ev);
else
return from->handleEvent(ev);
}
void FadeHandler::redraw(void)
{
if(switched)
to->redraw();
else
from->redraw();
glColor4f(0, 0, 0, 1.0-opacity);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(graphics.getScreenWidth(), 0);
glVertex2f(graphics.getScreenWidth(), graphics.getScreenHeight());
glVertex2f(0, graphics.getScreenHeight());
glEnd();
}
bool FadeHandler::timepass(void)
{
if(switched)
{
to->timepass();
opacity += getDt() * fadeSpeed;
if(opacity >= 1) {
remove();
to->enable();
fadeInProgress = false;
delete this;
}
}
else
{
from->timepass();
opacity -= getDt() * fadeSpeed;
if(opacity <= 0) {
opacity = 0;
switched = true;
remove(); enable();
}
}
return false;
}
int FadeHandler::getPriority(void)
{
if(switched)
return to->getPriority();
else
return from->getPriority();
}