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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/client/eventsSDL/InputHandler.cpp
2023-06-05 19:00:56 +03:00

245 lines
6.0 KiB
C++

/*
* 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 "UserEventHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CursorHandler.h"
#include "../gui/EventDispatcher.h"
#include "../gui/MouseButton.h"
#include "../CMT.h"
#include "../CPlayerInterface.h"
#include "../CGameInfo.h"
#include "../../lib/CConfigHandler.h"
#include <SDL_events.h>
#include <SDL_hints.h>
InputHandler::InputHandler()
: mouseHandler(std::make_unique<InputSourceMouse>())
, keyboardHandler(std::make_unique<InputSourceKeyboard>())
, fingerHandler(std::make_unique<InputSourceTouch>())
, textHandler(std::make_unique<InputSourceText>())
, userHandler(std::make_unique<UserEventHandler>())
{
}
InputHandler::~InputHandler() = default;
void InputHandler::handleCurrentEvent(const SDL_Event & current)
{
switch (current.type)
{
case SDL_KEYDOWN:
return keyboardHandler->handleEventKeyDown(current.key);
case SDL_KEYUP:
return keyboardHandler->handleEventKeyUp(current.key);
case SDL_MOUSEMOTION:
return mouseHandler->handleEventMouseMotion(current.motion);
case SDL_MOUSEBUTTONDOWN:
return mouseHandler->handleEventMouseButtonDown(current.button);
case SDL_MOUSEWHEEL:
return mouseHandler->handleEventMouseWheel(current.wheel);
case SDL_TEXTINPUT:
return textHandler->handleEventTextInput(current.text);
case SDL_TEXTEDITING:
return textHandler->handleEventTextEditing(current.edit);
case SDL_MOUSEBUTTONUP:
return mouseHandler->handleEventMouseButtonUp(current.button);
case SDL_FINGERMOTION:
return fingerHandler->handleEventFingerMotion(current.tfinger);
case SDL_FINGERDOWN:
return fingerHandler->handleEventFingerDown(current.tfinger);
case SDL_FINGERUP:
return fingerHandler->handleEventFingerUp(current.tfinger);
}
}
void InputHandler::processEvents()
{
boost::unique_lock<boost::mutex> lock(eventsMutex);
for (auto const & currentEvent : eventsQueue)
handleCurrentEvent(currentEvent);
eventsQueue.clear();
}
bool InputHandler::ignoreEventsUntilInput()
{
bool inputFound = false;
boost::unique_lock<boost::mutex> lock(eventsMutex);
for (auto const & event : eventsQueue)
{
switch(event.type)
{
case SDL_MOUSEBUTTONDOWN:
case SDL_FINGERDOWN:
case SDL_KEYDOWN:
inputFound = true;
}
}
eventsQueue.clear();
return inputFound;
}
void InputHandler::preprocessEvent(const SDL_Event & ev)
{
if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
{
#ifdef VCMI_ANDROID
handleQuit(false);
#else
handleQuit();
#endif
return;
}
#ifdef VCMI_ANDROID
else if (ev.type == SDL_KEYDOWN && ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
{
handleQuit(true);
}
#endif
else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
{
Settings full = settings.write["video"]["fullscreen"];
full->Bool() = !full->Bool();
return;
}
else if(ev.type == SDL_USEREVENT)
{
userHandler->handleUserEvent(ev.user);
return;
}
else if(ev.type == SDL_WINDOWEVENT)
{
switch (ev.window.event) {
case SDL_WINDOWEVENT_RESTORED:
#ifndef VCMI_IOS
{
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
GH.onScreenResize();
}
#endif
break;
}
return;
}
else if(ev.type == SDL_SYSWMEVENT)
{
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
{
NotificationHandler::handleSdlEvent(ev);
}
}
//preprocessing
if(ev.type == SDL_MOUSEMOTION)
{
if (CCS && CCS->curh)
CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
}
{
boost::unique_lock<boost::mutex> lock(eventsMutex);
if(ev.type == SDL_MOUSEMOTION && !eventsQueue.empty() && eventsQueue.back().type == SDL_MOUSEMOTION)
{
// In a sequence of mouse 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.
eventsQueue.back() = ev;
return;
}
eventsQueue.push_back(ev);
}
}
void InputHandler::fetchEvents()
{
SDL_Event ev;
while(1 == SDL_PollEvent(&ev))
{
preprocessEvent(ev);
}
}
bool InputHandler::isKeyboardCtrlDown() const
{
#ifdef VCMI_MAC
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LGUI] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RGUI];
#else
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
#endif
}
bool InputHandler::isKeyboardAltDown() const
{
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
}
bool InputHandler::isKeyboardShiftDown() const
{
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
}
void InputHandler::moveCursorPosition(const Point & distance)
{
setCursorPosition(getCursorPosition() + distance);
}
void InputHandler::setCursorPosition(const Point & position)
{
cursorPosition = position;
GH.events().dispatchMouseMoved(position);
}
void InputHandler::startTextInput(const Rect & where)
{
textHandler->startTextInput(where);
}
void InputHandler::stopTextInput()
{
textHandler->stopTextInput();
}
bool InputHandler::isMouseButtonPressed(MouseButton button) const
{
return mouseHandler->isMouseButtonPressed(button) || fingerHandler->isMouseButtonPressed(button);
}
void InputHandler::pushUserEvent(EUserEvent usercode, void * userdata)
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = static_cast<int32_t>(usercode);
event.user.data1 = userdata;
SDL_PushEvent(&event);
}
const Point & InputHandler::getCursorPosition() const
{
return cursorPosition;
}