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Files
vcmi/client/eventsSDL/InputSourceMouse.cpp
Ivan Savenko cacceda950 Renamed CGuiHandler to GameEngine
- class CGuiHandler is now called GameEngine to better describe its
functionality
- renamed global GH to more clear ENGINE
- GH/ENGINE is now unique_ptr to make construction / deconstruction
order more clear and to allow interface / implementation split
- CGuiHandler.cpp/h is now called GameEngine.cpp/h and located in root
directory of client dir
2025-02-21 16:53:13 +00:00

101 lines
3.3 KiB
C++

/*
* InputSourceMouse.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 "InputSourceMouse.h"
#include "InputHandler.h"
#include "../GameEngine.h"
#include "../gui/EventDispatcher.h"
#include "../gui/MouseButton.h"
#include "../render/IScreenHandler.h"
#include "../../lib/Point.h"
#include "../../lib/CConfigHandler.h"
#include <SDL_events.h>
#include <SDL_hints.h>
#include <SDL_version.h>
InputSourceMouse::InputSourceMouse()
:mouseToleranceDistance(settings["input"]["mouseToleranceDistance"].Integer())
{
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
}
void InputSourceMouse::handleEventMouseMotion(const SDL_MouseMotionEvent & motion)
{
Point newPosition = Point(motion.x, motion.y) / ENGINE->screenHandler().getScalingFactor();
Point distance = Point(-motion.xrel, -motion.yrel) / ENGINE->screenHandler().getScalingFactor();
mouseButtonsMask = motion.state;
if (mouseButtonsMask & SDL_BUTTON(SDL_BUTTON_MIDDLE))
ENGINE->events().dispatchGesturePanning(middleClickPosition, newPosition, distance);
else if (mouseButtonsMask & SDL_BUTTON(SDL_BUTTON_LEFT))
ENGINE->events().dispatchMouseDragged(newPosition, distance);
else if (mouseButtonsMask & SDL_BUTTON(SDL_BUTTON_RIGHT))
ENGINE->events().dispatchMouseDraggedPopup(newPosition, distance);
else
ENGINE->input().setCursorPosition(newPosition);
}
void InputSourceMouse::handleEventMouseButtonDown(const SDL_MouseButtonEvent & button)
{
Point position = Point(button.x, button.y) / ENGINE->screenHandler().getScalingFactor();
switch(button.button)
{
case SDL_BUTTON_LEFT:
if(button.clicks > 1)
ENGINE->events().dispatchMouseDoubleClick(position, mouseToleranceDistance);
else
ENGINE->events().dispatchMouseLeftButtonPressed(position, mouseToleranceDistance);
break;
case SDL_BUTTON_RIGHT:
ENGINE->events().dispatchShowPopup(position, mouseToleranceDistance);
break;
case SDL_BUTTON_MIDDLE:
middleClickPosition = position;
ENGINE->events().dispatchGesturePanningStarted(position);
break;
}
}
void InputSourceMouse::handleEventMouseWheel(const SDL_MouseWheelEvent & wheel)
{
//NOTE: while mouseX / mouseY properties are available since 2.26.0, they are not converted into logical coordinates so don't account for resolution scaling
// This SDL bug was fixed in 2.30.1: https://github.com/libsdl-org/SDL/issues/9097
#if SDL_VERSION_ATLEAST(2,30,1)
ENGINE->events().dispatchMouseScrolled(Point(wheel.x, wheel.y), Point(wheel.mouseX, wheel.mouseY) / ENGINE->screenHandler().getScalingFactor());
#else
ENGINE->events().dispatchMouseScrolled(Point(wheel.x, wheel.y), ENGINE->getCursorPosition());
#endif
}
void InputSourceMouse::handleEventMouseButtonUp(const SDL_MouseButtonEvent & button)
{
Point position = Point(button.x, button.y) / ENGINE->screenHandler().getScalingFactor();
switch(button.button)
{
case SDL_BUTTON_LEFT:
ENGINE->events().dispatchMouseLeftButtonReleased(position, mouseToleranceDistance);
break;
case SDL_BUTTON_RIGHT:
ENGINE->events().dispatchClosePopup(position);
break;
case SDL_BUTTON_MIDDLE:
ENGINE->events().dispatchGesturePanningEnded(middleClickPosition, position);
break;
}
}