/* * InputHandler.h, 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 * */ #pragma once #include "../lib/Rect.h" enum class EUserEvent; enum class MouseButton; union SDL_Event; struct SDL_UserEvent; class InputSourceMouse; class InputSourceKeyboard; class InputSourceTouch; class InputSourceText; class InputSourceGameController; enum class InputMode { KEYBOARD_AND_MOUSE, TOUCH, CONTROLLER }; class InputHandler { std::vector eventsQueue; boost::mutex eventsMutex; Point cursorPosition; const bool enableMouse; const bool enableTouch; const bool enableController; InputMode currentInputMode; void setCurrentInputMode(InputMode modi); std::vector acquireEvents(); void preprocessEvent(const SDL_Event & event); void handleCurrentEvent(const SDL_Event & current); void handleUserEvent(const SDL_UserEvent & current); std::unique_ptr mouseHandler; std::unique_ptr keyboardHandler; std::unique_ptr fingerHandler; std::unique_ptr textHandler; std::unique_ptr gameControllerHandler; public: InputHandler(); ~InputHandler(); /// Fetches events from SDL input system and prepares them for processing void fetchEvents(); /// Performs actual processing and dispatching of previously fetched events void processEvents(); /// drops all incoming events without processing them /// returns true if input event has been found bool ignoreEventsUntilInput(); /// Moves cursor by specified distance void moveCursorPosition(const Point & distance); /// Moves cursor to a specified position void setCursorPosition(const Point & position); /// Initiates text input in selected area, potentially creating IME popup (mobile systems only at the moment) void startTextInput(const Rect & where); /// Ends any existing text input state void stopTextInput(); /// do a haptic feedback void hapticFeedback(); /// Get the number of milliseconds since SDL library initialization uint32_t getTicks(); /// returns true if system has active touchscreen bool hasTouchInputDevice() const; /// Calls provided functor in main thread on next execution frame void dispatchMainThread(const std::function & functor); /// Returns current position of cursor, in VCMI logical screen coordinates const Point & getCursorPosition() const; /// returns true if chosen keyboard key is currently pressed down bool isKeyboardAltDown() const; bool isKeyboardCmdDown() const; bool isKeyboardCtrlDown() const; bool isKeyboardShiftDown() const; InputMode getCurrentInputMode(); void copyToClipBoard(const std::string & text); };