mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
408 lines
9.6 KiB
C++
408 lines
9.6 KiB
C++
/*
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* InputHandler.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 "InputHandler.h"
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#include "NotificationHandler.h"
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#include "InputSourceMouse.h"
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#include "InputSourceKeyboard.h"
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#include "InputSourceTouch.h"
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#include "InputSourceText.h"
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#include "InputSourceGameController.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../gui/MouseButton.h"
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#include "../media/IMusicPlayer.h"
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#include "../media/ISoundPlayer.h"
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#include "../CMT.h"
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#include "../CPlayerInterface.h"
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#include "../CGameInfo.h"
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#include "../../lib/CConfigHandler.h"
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#include <SDL_events.h>
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#include <SDL_timer.h>
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InputHandler::InputHandler()
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: enableMouse(settings["input"]["enableMouse"].Bool())
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, enableTouch(settings["input"]["enableTouch"].Bool())
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, enableController(settings["input"]["enableController"].Bool())
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, currentInputModi(InputModi::MOUSE)
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, mouseHandler(std::make_unique<InputSourceMouse>())
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, keyboardHandler(std::make_unique<InputSourceKeyboard>())
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, fingerHandler(std::make_unique<InputSourceTouch>())
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, textHandler(std::make_unique<InputSourceText>())
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, gameControllerHandler(std::make_unique<InputSourceGameController>())
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{
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}
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InputHandler::~InputHandler() = default;
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void InputHandler::handleCurrentEvent(const SDL_Event & current)
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{
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switch (current.type)
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{
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case SDL_KEYDOWN:
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keyboardHandler->handleEventKeyDown(current.key);
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return;
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case SDL_KEYUP:
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keyboardHandler->handleEventKeyUp(current.key);
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return;
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#ifndef VCMI_EMULATE_TOUCHSCREEN_WITH_MOUSE
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case SDL_MOUSEMOTION:
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if (enableMouse)
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{
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setCurrentInputModi(InputModi::MOUSE);
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mouseHandler->handleEventMouseMotion(current.motion);
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}
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return;
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case SDL_MOUSEBUTTONDOWN:
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if (enableMouse)
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{
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setCurrentInputModi(InputModi::MOUSE);
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mouseHandler->handleEventMouseButtonDown(current.button);
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}
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return;
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case SDL_MOUSEBUTTONUP:
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if (enableMouse)
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mouseHandler->handleEventMouseButtonUp(current.button);
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return;
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case SDL_MOUSEWHEEL:
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if (enableMouse)
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mouseHandler->handleEventMouseWheel(current.wheel);
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return;
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#endif
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case SDL_TEXTINPUT:
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textHandler->handleEventTextInput(current.text);
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return;
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case SDL_TEXTEDITING:
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textHandler->handleEventTextEditing(current.edit);
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return;
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case SDL_FINGERMOTION:
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if (enableTouch)
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{
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setCurrentInputModi(InputModi::TOUCH);
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fingerHandler->handleEventFingerMotion(current.tfinger);
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}
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return;
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case SDL_FINGERDOWN:
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if (enableTouch)
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{
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setCurrentInputModi(InputModi::TOUCH);
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fingerHandler->handleEventFingerDown(current.tfinger);
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}
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return;
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case SDL_FINGERUP:
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if (enableTouch)
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fingerHandler->handleEventFingerUp(current.tfinger);
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return;
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case SDL_CONTROLLERAXISMOTION:
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if (enableController)
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{
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setCurrentInputModi(InputModi::CONTROLLER);
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gameControllerHandler->handleEventAxisMotion(current.caxis);
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}
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return;
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case SDL_CONTROLLERBUTTONDOWN:
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if (enableController)
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{
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setCurrentInputModi(InputModi::CONTROLLER);
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gameControllerHandler->handleEventButtonDown(current.cbutton);
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}
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return;
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case SDL_CONTROLLERBUTTONUP:
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if (enableController)
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gameControllerHandler->handleEventButtonUp(current.cbutton);
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return;
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}
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}
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void InputHandler::setCurrentInputModi(InputModi modi)
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{
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if(currentInputModi != modi)
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GH.events().dispatchInputModiChanged(modi);
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currentInputModi = modi;
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}
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InputModi InputHandler::getCurrentInputModi()
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{
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return currentInputModi;
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}
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std::vector<SDL_Event> InputHandler::acquireEvents()
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{
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boost::unique_lock<boost::mutex> lock(eventsMutex);
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std::vector<SDL_Event> result;
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std::swap(result, eventsQueue);
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return result;
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}
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void InputHandler::processEvents()
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{
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std::vector<SDL_Event> eventsToProcess = acquireEvents();
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for(const auto & currentEvent : eventsToProcess)
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handleCurrentEvent(currentEvent);
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gameControllerHandler->handleUpdate();
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fingerHandler->handleUpdate();
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}
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bool InputHandler::ignoreEventsUntilInput()
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{
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bool inputFound = false;
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boost::unique_lock<boost::mutex> lock(eventsMutex);
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for(const auto & event : eventsQueue)
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{
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switch(event.type)
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{
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case SDL_MOUSEBUTTONDOWN:
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case SDL_FINGERDOWN:
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case SDL_KEYDOWN:
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case SDL_CONTROLLERBUTTONDOWN:
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inputFound = true;
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}
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}
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eventsQueue.clear();
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return inputFound;
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}
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void InputHandler::preprocessEvent(const SDL_Event & ev)
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{
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if(ev.type == SDL_QUIT)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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#ifdef VCMI_ANDROID
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handleQuit(false);
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#else
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handleQuit(true);
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#endif
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return;
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}
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else if(ev.type == SDL_KEYDOWN)
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{
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if(ev.key.keysym.sym == SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT))
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{
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// FIXME: dead code? Looks like intercepted by OS/SDL and delivered as SDL_Quit instead?
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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handleQuit(true);
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return;
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}
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if(ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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handleQuit(true);
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return;
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}
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}
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else if(ev.type == SDL_USEREVENT)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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handleUserEvent(ev.user);
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return;
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}
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else if(ev.type == SDL_WINDOWEVENT)
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{
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switch (ev.window.event) {
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case SDL_WINDOWEVENT_RESTORED:
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#ifndef VCMI_IOS
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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GH.onScreenResize(false);
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}
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#endif
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(settings["general"]["audioMuteFocus"].Bool()) {
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CCS->musich->setVolume(settings["general"]["music"].Integer());
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CCS->soundh->setVolume(settings["general"]["sound"].Integer());
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}
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}
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(settings["general"]["audioMuteFocus"].Bool()) {
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CCS->musich->setVolume(0);
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CCS->soundh->setVolume(0);
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}
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}
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break;
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}
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return;
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}
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else if(ev.type == SDL_SYSWMEVENT)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
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{
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NotificationHandler::handleSdlEvent(ev);
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}
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}
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else if(ev.type == SDL_CONTROLLERDEVICEADDED)
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{
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gameControllerHandler->handleEventDeviceAdded(ev.cdevice);
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return;
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}
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else if(ev.type == SDL_CONTROLLERDEVICEREMOVED)
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{
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gameControllerHandler->handleEventDeviceRemoved(ev.cdevice);
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return;
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}
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else if(ev.type == SDL_CONTROLLERDEVICEREMAPPED)
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{
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gameControllerHandler->handleEventDeviceRemapped(ev.cdevice);
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return;
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}
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//preprocessing
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if(ev.type == SDL_MOUSEMOTION)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if (CCS && CCS->curh)
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CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
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}
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{
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boost::unique_lock<boost::mutex> lock(eventsMutex);
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// In a sequence of motion events, skip all but the last one.
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// This prevents freezes when every motion event takes longer to handle than interval at which
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// the events arrive (like dragging on the minimap in world view, with redraw at every event)
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// so that the events would start piling up faster than they can be processed.
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if (!eventsQueue.empty())
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{
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const SDL_Event & prev = eventsQueue.back();
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if(ev.type == SDL_MOUSEMOTION && prev.type == SDL_MOUSEMOTION)
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{
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SDL_Event accumulated = ev;
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accumulated.motion.xrel += prev.motion.xrel;
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accumulated.motion.yrel += prev.motion.yrel;
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eventsQueue.back() = accumulated;
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return;
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}
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if(ev.type == SDL_FINGERMOTION && prev.type == SDL_FINGERMOTION && ev.tfinger.fingerId == prev.tfinger.fingerId)
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{
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SDL_Event accumulated = ev;
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accumulated.tfinger.dx += prev.tfinger.dx;
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accumulated.tfinger.dy += prev.tfinger.dy;
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eventsQueue.back() = accumulated;
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return;
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}
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}
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eventsQueue.push_back(ev);
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}
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}
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void InputHandler::fetchEvents()
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{
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SDL_Event ev;
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while(1 == SDL_PollEvent(&ev))
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{
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preprocessEvent(ev);
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}
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}
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bool InputHandler::isKeyboardCmdDown() const
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{
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return keyboardHandler->isKeyboardCmdDown();
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}
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bool InputHandler::isKeyboardCtrlDown() const
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{
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return keyboardHandler->isKeyboardCtrlDown();
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}
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bool InputHandler::isKeyboardAltDown() const
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{
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return keyboardHandler->isKeyboardAltDown();
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}
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bool InputHandler::isKeyboardShiftDown() const
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{
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return keyboardHandler->isKeyboardShiftDown();
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}
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void InputHandler::moveCursorPosition(const Point & distance)
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{
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setCursorPosition(getCursorPosition() + distance);
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}
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void InputHandler::setCursorPosition(const Point & position)
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{
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cursorPosition = position;
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GH.events().dispatchMouseMoved(Point(0, 0), position);
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}
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void InputHandler::startTextInput(const Rect & where)
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{
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textHandler->startTextInput(where);
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}
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void InputHandler::stopTextInput()
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{
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textHandler->stopTextInput();
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}
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void InputHandler::hapticFeedback()
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{
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if(currentInputModi == InputModi::TOUCH)
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fingerHandler->hapticFeedback();
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}
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uint32_t InputHandler::getTicks()
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{
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return SDL_GetTicks();
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}
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bool InputHandler::hasTouchInputDevice() const
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{
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return fingerHandler->hasTouchInputDevice();
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}
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void InputHandler::dispatchMainThread(const std::function<void()> & functor)
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{
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auto heapFunctor = new std::function<void()>(functor);
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SDL_Event event;
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event.user.type = SDL_USEREVENT;
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event.user.code = 0;
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event.user.data1 = static_cast <void*>(heapFunctor);
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event.user.data2 = nullptr;
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SDL_PushEvent(&event);
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}
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void InputHandler::handleUserEvent(const SDL_UserEvent & current)
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{
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auto heapFunctor = static_cast<std::function<void()>*>(current.data1);
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(*heapFunctor)();
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delete heapFunctor;
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}
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const Point & InputHandler::getCursorPosition() const
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{
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return cursorPosition;
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}
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