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#include "FLD.hpp"
#include <SDL2/SDL_events.h>
static void
next_state(FLD::InputState *state)
{
switch (*state) {
case FLD::InputState::Press:
*state = FLD::InputState::Down;
break;
case FLD::InputState::Release:
*state = FLD::InputState::Up;
break;
case FLD::InputState::Down:
case FLD::InputState::Up:
break;
}
}
void
FLD::cycleEvents()
{
for (auto& e : keystates)
next_state(&e);
for (auto& e : mousestates)
next_state(&e);
for (auto& e : joystates)
next_state(&e);
SDL_Event e;
while (SDL_PollEvent(&e)) switch (e.type) {
case SDL_KEYDOWN:
if (e.key.repeat)
break;
keystates[e.key.keysym.scancode] = InputState::Press;
break;
case SDL_KEYUP:
keystates[e.key.keysym.scancode] = InputState::Release;
break;
case SDL_MOUSEBUTTONDOWN:
mousestates[e.button.button] = InputState::Press;
break;
case SDL_MOUSEBUTTONUP:
mousestates[e.button.button] = InputState::Release;
break;
case SDL_JOYDEVICEADDED:
/* TODO */
break;
case SDL_JOYDEVICEREMOVED:
/* TODO */
break;
case SDL_QUIT:
shouldQuit = true;
break;
default:
break;
}
}
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