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#include "windowContent.h"
#include "SDL_events.h"
WindowContent::WindowContent(size_t width, size_t height) : uiShader {width, height} { }
void
WindowContent::tick(TickDuration)
{
}
bool
WindowContent::handleInput(const SDL_Event & e)
{
SDL_Event eAdjusted {e};
const auto size = [&e] {
glm::ivec2 size {};
SDL_GetWindowSizeInPixels(SDL_GetWindowFromID(e.window.windowID), &size.x, &size.y);
return size;
}();
switch (e.type) {
// SDL and OpenGL have coordinates that are vertically opposed.
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
eAdjusted.button.y = size.y - e.button.y;
break;
case SDL_MOUSEMOTION:
eAdjusted.motion.y = size.y - e.motion.y;
break;
}
uiComponents.rapplyOne(&UIComponent::handleInput, eAdjusted, UIComponent::Position {{}, size});
return true;
}
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