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unit sdlgameinterface;
{
$Id: sdlgameinterface.pas,v 1.3 2004/10/17 18:41:49 savage Exp $
}
{******************************************************************************}
{ }
{ JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer }
{ Game Interface Base class }
{ }
{ The initial developer of this Pascal code was : }
{ Dominqiue Louis <Dominique@SavageSoftware.com.au> }
{ }
{ Portions created by Dominqiue Louis are }
{ Copyright (C) 2000 - 2001 Dominqiue Louis. }
{ }
{ }
{ Contributor(s) }
{ -------------- }
{ }
{ }
{ Obtained through: }
{ Joint Endeavour of Delphi Innovators ( Project JEDI ) }
{ }
{ You may retrieve the latest version of this file at the Project }
{ JEDI home page, located at http://delphi-jedi.org }
{ }
{ The contents of this file are used with permission, subject to }
{ the Mozilla Public License Version 1.1 (the "License"); you may }
{ not use this file except in compliance with the License. You may }
{ obtain a copy of the License at }
{ http://www.mozilla.org/MPL/MPL-1.1.html }
{ }
{ Software distributed under the License is distributed on an }
{ "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or }
{ implied. See the License for the specific language governing }
{ rights and limitations under the License. }
{ }
{ Description }
{ ----------- }
{ }
{ }
{ }
{ }
{ }
{ }
{ }
{ Requires }
{ -------- }
{ The SDL Runtime libraris on Win32 : SDL.dll on Linux : libSDL.so }
{ They are available from... }
{ http://www.libsdl.org . }
{ }
{ Programming Notes }
{ ----------------- }
{ }
{ }
{ }
{ }
{ Revision History }
{ ---------------- }
{ September 23 2004 - DL : Initial Creation }
{
$Log: sdlgameinterface.pas,v $
Revision 1.3 2004/10/17 18:41:49 savage
Slight Change to allow Reseting of Input Event handlers
Revision 1.2 2004/09/30 22:35:47 savage
Changes, enhancements and additions as required to get SoAoS working.
}
{******************************************************************************}
interface
uses
sdl,
sdlwindow;
type
TGameInterfaceClass = class of TGameInterface;
TGameInterface = class( TObject )
private
FNextGameInterface : TGameInterfaceClass;
protected
Dragging : Boolean;
Loaded : Boolean;
procedure FreeSurfaces; virtual;
procedure Render; virtual; abstract;
procedure Close; virtual;
procedure Update( aElapsedTime : single ); virtual;
procedure MouseDown( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
procedure MouseMove( Shift: TSDLMod; CurrentPos : TPoint; RelativePos : TPoint ); virtual;
procedure MouseUp( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
procedure MouseWheelScroll( WheelDelta : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
procedure KeyDown( var Key: TSDLKey; Shift: TSDLMod; unicode : UInt16 ); virtual;
public
MainWindow : TSDL2DWindow;
procedure ResetInputManager;
procedure LoadSurfaces; virtual;
function PointIsInRect( Point : TPoint; x, y, x1, y1 : integer ) : Boolean;
constructor Create( const aMainWindow : TSDL2DWindow );
destructor Destroy; override;
property NextGameInterface : TGameInterfaceClass read FNextGameInterface write FNextGameInterface;
end;
implementation
{ TGameInterface }
procedure TGameInterface.Close;
begin
FNextGameInterface := nil;
end;
constructor TGameInterface.Create( const aMainWindow : TSDL2DWindow );
begin
inherited Create;
MainWindow := aMainWindow;
FNextGameInterface := TGameInterface;
ResetInputManager;
end;
destructor TGameInterface.Destroy;
begin
if Loaded then
FreeSurfaces;
inherited;
end;
procedure TGameInterface.FreeSurfaces;
begin
Loaded := False;
end;
procedure TGameInterface.KeyDown(var Key: TSDLKey; Shift: TSDLMod; unicode: UInt16);
begin
end;
procedure TGameInterface.LoadSurfaces;
begin
Loaded := True;
end;
procedure TGameInterface.MouseDown(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
begin
Dragging := True;
end;
procedure TGameInterface.MouseMove(Shift: TSDLMod; CurrentPos, RelativePos: TPoint);
begin
end;
procedure TGameInterface.MouseUp(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
begin
Dragging := True;
end;
procedure TGameInterface.MouseWheelScroll(WheelDelta: Integer; Shift: TSDLMod; MousePos: TPoint);
begin
end;
function TGameInterface.PointIsInRect( Point : TPoint; x, y, x1, y1: integer ): Boolean;
begin
if ( Point.x >= x )
and ( Point.y >= y )
and ( Point.x <= x1 )
and ( Point.y <= y1 ) then
result := true
else
result := false;
end;
procedure TGameInterface.ResetInputManager;
begin
MainWindow.InputManager.Mouse.OnMouseDown := MouseDown;
MainWindow.InputManager.Mouse.OnMouseMove := MouseMove;
MainWindow.InputManager.Mouse.OnMouseUp := MouseUp;
MainWindow.InputManager.Mouse.OnMouseWheel := MouseWheelScroll;
MainWindow.InputManager.KeyBoard.OnKeyDown := KeyDown;
MainWindow.OnRender := Render;
MainWindow.OnClose := Close;
MainWindow.OnUpdate := Update;
end;
procedure TGameInterface.Update(aElapsedTime: single);
begin
end;
end.
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