/* * InputHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "InputHandler.h" #include "NotificationHandler.h" #include "InputSourceMouse.h" #include "InputSourceKeyboard.h" #include "InputSourceTouch.h" #include "InputSourceText.h" #include "InputSourceGameController.h" #include "../gui/CGuiHandler.h" #include "../gui/CursorHandler.h" #include "../gui/EventDispatcher.h" #include "../gui/MouseButton.h" #include "../media/IMusicPlayer.h" #include "../media/ISoundPlayer.h" #include "../CMT.h" #include "../CPlayerInterface.h" #include "../CGameInfo.h" #include "../../lib/CConfigHandler.h" #include #include #include InputHandler::InputHandler() : enableMouse(settings["input"]["enableMouse"].Bool()) , enableTouch(settings["input"]["enableTouch"].Bool()) , enableController(settings["input"]["enableController"].Bool()) , currentInputMode(InputMode::KEYBOARD_AND_MOUSE) , mouseHandler(std::make_unique()) , keyboardHandler(std::make_unique()) , fingerHandler(std::make_unique()) , textHandler(std::make_unique()) , gameControllerHandler(std::make_unique()) { } InputHandler::~InputHandler() = default; void InputHandler::handleCurrentEvent(const SDL_Event & current) { switch (current.type) { case SDL_KEYDOWN: setCurrentInputMode(InputMode::KEYBOARD_AND_MOUSE); keyboardHandler->handleEventKeyDown(current.key); return; case SDL_KEYUP: keyboardHandler->handleEventKeyUp(current.key); return; #ifndef VCMI_EMULATE_TOUCHSCREEN_WITH_MOUSE case SDL_MOUSEMOTION: if (enableMouse) { setCurrentInputMode(InputMode::KEYBOARD_AND_MOUSE); mouseHandler->handleEventMouseMotion(current.motion); } return; case SDL_MOUSEBUTTONDOWN: if (enableMouse) { setCurrentInputMode(InputMode::KEYBOARD_AND_MOUSE); mouseHandler->handleEventMouseButtonDown(current.button); } return; case SDL_MOUSEBUTTONUP: if (enableMouse) mouseHandler->handleEventMouseButtonUp(current.button); return; case SDL_MOUSEWHEEL: if (enableMouse) mouseHandler->handleEventMouseWheel(current.wheel); return; #endif case SDL_TEXTINPUT: textHandler->handleEventTextInput(current.text); return; case SDL_TEXTEDITING: textHandler->handleEventTextEditing(current.edit); return; case SDL_FINGERMOTION: if (enableTouch) { setCurrentInputMode(InputMode::TOUCH); fingerHandler->handleEventFingerMotion(current.tfinger); } return; case SDL_FINGERDOWN: if (enableTouch) { setCurrentInputMode(InputMode::TOUCH); fingerHandler->handleEventFingerDown(current.tfinger); } return; case SDL_FINGERUP: if (enableTouch) fingerHandler->handleEventFingerUp(current.tfinger); return; case SDL_CONTROLLERAXISMOTION: if (enableController) { setCurrentInputMode(InputMode::CONTROLLER); gameControllerHandler->handleEventAxisMotion(current.caxis); } return; case SDL_CONTROLLERBUTTONDOWN: if (enableController) { setCurrentInputMode(InputMode::CONTROLLER); gameControllerHandler->handleEventButtonDown(current.cbutton); } return; case SDL_CONTROLLERBUTTONUP: if (enableController) gameControllerHandler->handleEventButtonUp(current.cbutton); return; } } void InputHandler::setCurrentInputMode(InputMode modi) { if(currentInputMode != modi) { currentInputMode = modi; GH.events().dispatchInputModeChanged(modi); } } InputMode InputHandler::getCurrentInputMode() { return currentInputMode; } void InputHandler::copyToClipBoard(std::string text) { SDL_SetClipboardText(text.c_str()); } std::vector InputHandler::acquireEvents() { boost::unique_lock lock(eventsMutex); std::vector result; std::swap(result, eventsQueue); return result; } void InputHandler::processEvents() { std::vector eventsToProcess = acquireEvents(); for(const auto & currentEvent : eventsToProcess) handleCurrentEvent(currentEvent); gameControllerHandler->handleUpdate(); fingerHandler->handleUpdate(); } bool InputHandler::ignoreEventsUntilInput() { bool inputFound = false; boost::unique_lock lock(eventsMutex); for(const auto & event : eventsQueue) { switch(event.type) { case SDL_MOUSEBUTTONDOWN: case SDL_FINGERDOWN: case SDL_KEYDOWN: case SDL_CONTROLLERBUTTONDOWN: inputFound = true; } } eventsQueue.clear(); return inputFound; } void InputHandler::preprocessEvent(const SDL_Event & ev) { if(ev.type == SDL_QUIT) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); #ifdef VCMI_ANDROID handleQuit(false); #else handleQuit(true); #endif return; } else if(ev.type == SDL_KEYDOWN) { if(ev.key.keysym.sym == SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)) { // FIXME: dead code? Looks like intercepted by OS/SDL and delivered as SDL_Quit instead? boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); handleQuit(true); return; } if(ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); handleQuit(true); return; } } else if(ev.type == SDL_USEREVENT) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); handleUserEvent(ev.user); return; } else if(ev.type == SDL_WINDOWEVENT) { switch (ev.window.event) { case SDL_WINDOWEVENT_RESTORED: #ifndef VCMI_IOS { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); GH.onScreenResize(false); } #endif break; case SDL_WINDOWEVENT_FOCUS_GAINED: { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if(settings["general"]["audioMuteFocus"].Bool()) { CCS->musich->setVolume(settings["general"]["music"].Integer()); CCS->soundh->setVolume(settings["general"]["sound"].Integer()); } } break; case SDL_WINDOWEVENT_FOCUS_LOST: { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if(settings["general"]["audioMuteFocus"].Bool()) { CCS->musich->setVolume(0); CCS->soundh->setVolume(0); } } break; } return; } else if(ev.type == SDL_SYSWMEVENT) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool()) { NotificationHandler::handleSdlEvent(ev); } } else if(ev.type == SDL_CONTROLLERDEVICEADDED) { gameControllerHandler->handleEventDeviceAdded(ev.cdevice); return; } else if(ev.type == SDL_CONTROLLERDEVICEREMOVED) { gameControllerHandler->handleEventDeviceRemoved(ev.cdevice); return; } else if(ev.type == SDL_CONTROLLERDEVICEREMAPPED) { gameControllerHandler->handleEventDeviceRemapped(ev.cdevice); return; } //preprocessing if(ev.type == SDL_MOUSEMOTION) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if (CCS && CCS->curh) CCS->curh->cursorMove(ev.motion.x, ev.motion.y); } { boost::unique_lock lock(eventsMutex); // In a sequence of motion events, skip all but the last one. // This prevents freezes when every motion event takes longer to handle than interval at which // the events arrive (like dragging on the minimap in world view, with redraw at every event) // so that the events would start piling up faster than they can be processed. if (!eventsQueue.empty()) { const SDL_Event & prev = eventsQueue.back(); if(ev.type == SDL_MOUSEMOTION && prev.type == SDL_MOUSEMOTION) { SDL_Event accumulated = ev; accumulated.motion.xrel += prev.motion.xrel; accumulated.motion.yrel += prev.motion.yrel; eventsQueue.back() = accumulated; return; } if(ev.type == SDL_FINGERMOTION && prev.type == SDL_FINGERMOTION && ev.tfinger.fingerId == prev.tfinger.fingerId) { SDL_Event accumulated = ev; accumulated.tfinger.dx += prev.tfinger.dx; accumulated.tfinger.dy += prev.tfinger.dy; eventsQueue.back() = accumulated; return; } } eventsQueue.push_back(ev); } } void InputHandler::fetchEvents() { SDL_Event ev; while(1 == SDL_PollEvent(&ev)) { preprocessEvent(ev); } } bool InputHandler::isKeyboardCmdDown() const { return keyboardHandler->isKeyboardCmdDown(); } bool InputHandler::isKeyboardCtrlDown() const { return keyboardHandler->isKeyboardCtrlDown(); } bool InputHandler::isKeyboardAltDown() const { return keyboardHandler->isKeyboardAltDown(); } bool InputHandler::isKeyboardShiftDown() const { return keyboardHandler->isKeyboardShiftDown(); } void InputHandler::moveCursorPosition(const Point & distance) { setCursorPosition(getCursorPosition() + distance); } void InputHandler::setCursorPosition(const Point & position) { cursorPosition = position; GH.events().dispatchMouseMoved(Point(0, 0), position); } void InputHandler::startTextInput(const Rect & where) { textHandler->startTextInput(where); } void InputHandler::stopTextInput() { textHandler->stopTextInput(); } void InputHandler::hapticFeedback() { if(currentInputMode == InputMode::TOUCH) fingerHandler->hapticFeedback(); } uint32_t InputHandler::getTicks() { return SDL_GetTicks(); } bool InputHandler::hasTouchInputDevice() const { return fingerHandler->hasTouchInputDevice(); } void InputHandler::dispatchMainThread(const std::function & functor) { auto heapFunctor = new std::function(functor); SDL_Event event; event.user.type = SDL_USEREVENT; event.user.code = 0; event.user.data1 = static_cast (heapFunctor); event.user.data2 = nullptr; SDL_PushEvent(&event); } void InputHandler::handleUserEvent(const SDL_UserEvent & current) { auto heapFunctor = static_cast*>(current.data1); (*heapFunctor)(); delete heapFunctor; } const Point & InputHandler::getCursorPosition() const { return cursorPosition; }