static private InputStruct CheckKeyDown(SDL_Event userEvent) { InputStruct input = new InputStruct { inputEvent = UNDEFINED_INPUT, x = 0, y = 0 }; SDL_GetMouseState(out input.x, out input.y); switch (userEvent.key.keysym.sym) { case SDLK_ESCAPE: input.inputEvent = PRESS_ESCAPE; break; case SDLK_DOWN: input.inputEvent = PRESS_DOWN; break; case SDLK_UP: input.inputEvent = PRESS_UP; break; case SDLK_w: input.inputEvent = PRESS_W; break; case SDLK_s: input.inputEvent = PRESS_S; break; case SDLK_a: input.inputEvent = PRESS_A; break; case SDLK_d: input.inputEvent = PRESS_D; break; case SDLK_p: input.inputEvent = PRESS_P; break; case SDLK_o: input.inputEvent = PRESS_O; break; case SDLK_RETURN: input.inputEvent = PRESS_ENTER; break; case SDLK_SPACE: input.inputEvent = PRESS_SPACE; break; } return(input); }
static private InputStruct CheckMouseDown(SDL_Event userEvent) { InputStruct input = new InputStruct { inputEvent = UNDEFINED_INPUT, x = 0, y = 0 }; switch ((uint)userEvent.button.button) { case SDL_BUTTON_LEFT: input.inputEvent = PRESS_LEFT_BUTTON; input.x = userEvent.button.x; input.y = userEvent.button.y; break; case SDL_BUTTON_RIGHT: input.inputEvent = PRESS_RIGHT_BUTTON; input.x = userEvent.button.x; input.y = userEvent.button.y; break; } return(input); }