mirror of
https://github.com/vcmi/vcmi.git
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101 lines
3.2 KiB
C++
101 lines
3.2 KiB
C++
/*
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* InputSourceMouse.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "InputSourceMouse.h"
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#include "InputHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../gui/MouseButton.h"
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#include "../render/IScreenHandler.h"
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#include "../../lib/Point.h"
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#include "../../lib/CConfigHandler.h"
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#include <SDL_events.h>
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#include <SDL_hints.h>
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#include <SDL_version.h>
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InputSourceMouse::InputSourceMouse()
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:mouseToleranceDistance(settings["input"]["mouseToleranceDistance"].Integer())
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{
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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}
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void InputSourceMouse::handleEventMouseMotion(const SDL_MouseMotionEvent & motion)
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{
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Point newPosition = Point(motion.x, motion.y) / GH.screenHandler().getScalingFactor();
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Point distance = Point(-motion.xrel, -motion.yrel) / GH.screenHandler().getScalingFactor();
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mouseButtonsMask = motion.state;
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if (mouseButtonsMask & SDL_BUTTON(SDL_BUTTON_MIDDLE))
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GH.events().dispatchGesturePanning(middleClickPosition, newPosition, distance);
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else if (mouseButtonsMask & SDL_BUTTON(SDL_BUTTON_LEFT))
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GH.events().dispatchMouseDragged(newPosition, distance);
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else if (mouseButtonsMask & SDL_BUTTON(SDL_BUTTON_RIGHT))
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GH.events().dispatchMouseDraggedPopup(newPosition, distance);
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else
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GH.input().setCursorPosition(newPosition);
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}
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void InputSourceMouse::handleEventMouseButtonDown(const SDL_MouseButtonEvent & button)
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{
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Point position = Point(button.x, button.y) / GH.screenHandler().getScalingFactor();
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switch(button.button)
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{
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case SDL_BUTTON_LEFT:
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if(button.clicks > 1)
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GH.events().dispatchMouseDoubleClick(position, mouseToleranceDistance);
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else
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GH.events().dispatchMouseLeftButtonPressed(position, mouseToleranceDistance);
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break;
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case SDL_BUTTON_RIGHT:
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GH.events().dispatchShowPopup(position, mouseToleranceDistance);
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break;
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case SDL_BUTTON_MIDDLE:
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middleClickPosition = position;
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GH.events().dispatchGesturePanningStarted(position);
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break;
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}
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}
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void InputSourceMouse::handleEventMouseWheel(const SDL_MouseWheelEvent & wheel)
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{
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//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
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// This SDL bug was fixed in 2.30.1: https://github.com/libsdl-org/SDL/issues/9097
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#if SDL_VERSION_ATLEAST(2,30,1)
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GH.events().dispatchMouseScrolled(Point(wheel.x, wheel.y), Point(wheel.mouseX, wheel.mouseY) / GH.screenHandler().getScalingFactor());
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#else
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GH.events().dispatchMouseScrolled(Point(wheel.x, wheel.y), GH.getCursorPosition());
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#endif
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}
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void InputSourceMouse::handleEventMouseButtonUp(const SDL_MouseButtonEvent & button)
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{
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Point position = Point(button.x, button.y) / GH.screenHandler().getScalingFactor();
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switch(button.button)
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{
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case SDL_BUTTON_LEFT:
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GH.events().dispatchMouseLeftButtonReleased(position, mouseToleranceDistance);
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break;
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case SDL_BUTTON_RIGHT:
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GH.events().dispatchClosePopup(position);
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break;
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case SDL_BUTTON_MIDDLE:
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GH.events().dispatchGesturePanningEnded(middleClickPosition, position);
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break;
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}
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}
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