Wrap SDL event type enum (partially)
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@ -83,7 +83,7 @@ export namespace core
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// Handles an SDL event. Returns true if the event has been handled.
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bool handle_event(const sdl::Event* event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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if (event->type == sdl::EventType::Quit) {
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// Exit the application
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keep_running_ = false;
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return true;
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@ -62,7 +62,7 @@ export namespace game
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// Handles an SDL event. Returns true if the event has been handled.
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bool handle_event(const sdl::Event* event)
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{
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if (event->type == SDL_EVENT_MOUSE_MOTION) {
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if (event->type == sdl::EventType::MouseMotion) {
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player_sprite_.move(
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event->motion.x - 50,
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event->motion.y - 50
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@ -70,7 +70,7 @@ export namespace game
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return true;
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}
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if (event->type == SDL_EVENT_MOUSE_BUTTON_UP) {
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if (event->type == sdl::EventType::MouseButtonUp) {
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sprites_.emplace_back(
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engine_.get_render_server().load_texture("assets/neofox.png"),
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sdl::FRect{
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@ -8,4 +8,23 @@ export namespace sdl
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{
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// Simple alias for SDL_Event union
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using Event = SDL_Event;
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// Alias for EventType enum
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using EventType_t = SDL_EventType;
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/**
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* Wrapper for the SDL_EventType enum.
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*
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* We're using a namespace here to emulate an enum-like interface, without having to copy the entire enum.
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* More constants can be added on demand.
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*/
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namespace EventType
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{
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constexpr EventType_t Quit = SDL_EVENT_QUIT;
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constexpr EventType_t KeyDown = SDL_EVENT_KEY_DOWN;
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constexpr EventType_t KeyUp = SDL_EVENT_KEY_UP;
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constexpr EventType_t MouseMotion = SDL_EVENT_MOUSE_MOTION;
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constexpr EventType_t MouseButtonUp = SDL_EVENT_MOUSE_BUTTON_UP;
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constexpr EventType_t MouseButtonDown = SDL_EVENT_MOUSE_BUTTON_DOWN;
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}
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}
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