The engine now uses the SDL2.0 scroll events properly.

Scroll speed is now a user preference.
This commit is contained in:
Saticmotion
2014-05-12 22:04:18 +02:00
parent bad6a99caf
commit 1bf3f3e03e
14 changed files with 69 additions and 57 deletions

View File

@@ -37,6 +37,7 @@ namespace OpenRA.Renderer.Sdl2
public void PumpInput(IInputHandler inputHandler)
{
var mods = MakeModifiers((int)SDL.SDL_GetModState());
var scrollDelta = 0;
inputHandler.ModifierKeys(mods);
MouseInput? pendingMotion = null;
@@ -79,7 +80,7 @@ namespace OpenRA.Renderer.Sdl2
var pos = new int2(e.button.x, e.button.y);
inputHandler.OnMouseInput(new MouseInput(
MouseInputEvent.Down, button, pos, mods,
MouseInputEvent.Down, button, scrollDelta, pos, mods,
MultiTapDetection.DetectFromMouse(e.button.button, pos)));
break;
@@ -98,7 +99,7 @@ namespace OpenRA.Renderer.Sdl2
var pos = new int2(e.button.x, e.button.y);
inputHandler.OnMouseInput(new MouseInput(
MouseInputEvent.Up, button, pos, mods,
MouseInputEvent.Up, button, scrollDelta, pos, mods,
MultiTapDetection.InfoFromMouse(e.button.button)));
break;
@@ -107,7 +108,7 @@ namespace OpenRA.Renderer.Sdl2
case SDL.SDL_EventType.SDL_MOUSEMOTION:
{
pendingMotion = new MouseInput(
MouseInputEvent.Move, lastButtonBits,
MouseInputEvent.Move, lastButtonBits, scrollDelta,
new int2(e.motion.x, e.motion.y), mods, 0);
break;
@@ -115,15 +116,10 @@ namespace OpenRA.Renderer.Sdl2
case SDL.SDL_EventType.SDL_MOUSEWHEEL:
{
// Retain compatibility with existing bogus behavior
// TODO: Implement real scroll behavior. We've dropped SDL 1.2 support!
if (e.wheel.y == 0)
break;
int x, y;
SDL.SDL_GetMouseState(out x, out y);
var button = e.wheel.y < 0 ? MouseButton.WheelDown : MouseButton.WheelUp;
inputHandler.OnMouseInput(new MouseInput(MouseInputEvent.Down, button, new int2(x, y), Modifiers.None, 0));
scrollDelta = e.wheel.y;
inputHandler.OnMouseInput(new MouseInput(MouseInputEvent.Scroll, MouseButton.None, scrollDelta, new int2(x, y), Modifiers.None, 0));
break;
}
@@ -173,7 +169,7 @@ namespace OpenRA.Renderer.Sdl2
// Special case workaround for windows users
if (e.key.keysym.sym == SDL.SDL_Keycode.SDLK_F4 && mods.HasModifier(Modifiers.Alt) &&
Platform.CurrentPlatform == PlatformType.Windows)
Platform.CurrentPlatform == PlatformType.Windows)
{
Game.Exit();
}