mirror of
				https://github.com/vcmi/vcmi.git
				synced 2025-10-31 00:07:39 +02:00 
			
		
		
		
	
		
			
				
	
	
		
			275 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			275 lines
		
	
	
		
			6.4 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 "../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>
 | |
| 
 | |
| InputHandler::InputHandler()
 | |
| 	: mouseHandler(std::make_unique<InputSourceMouse>())
 | |
| 	, keyboardHandler(std::make_unique<InputSourceKeyboard>())
 | |
| 	, fingerHandler(std::make_unique<InputSourceTouch>())
 | |
| 	, textHandler(std::make_unique<InputSourceText>())
 | |
| {
 | |
| }
 | |
| 
 | |
| 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);
 | |
| #ifndef VCMI_EMULATE_TOUCHSCREEN_WITH_MOUSE
 | |
| 		case SDL_MOUSEMOTION:
 | |
| 			return mouseHandler->handleEventMouseMotion(current.motion);
 | |
| 		case SDL_MOUSEBUTTONDOWN:
 | |
| 			return mouseHandler->handleEventMouseButtonDown(current.button);
 | |
| 		case SDL_MOUSEBUTTONUP:
 | |
| 			return mouseHandler->handleEventMouseButtonUp(current.button);
 | |
| 		case SDL_MOUSEWHEEL:
 | |
| 			return mouseHandler->handleEventMouseWheel(current.wheel);
 | |
| #endif
 | |
| 		case SDL_TEXTINPUT:
 | |
| 			return textHandler->handleEventTextInput(current.text);
 | |
| 		case SDL_TEXTEDITING:
 | |
| 			return textHandler->handleEventTextEditing(current.edit);
 | |
| 		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(const auto & currentEvent : eventsQueue)
 | |
| 		handleCurrentEvent(currentEvent);
 | |
| 
 | |
| 	eventsQueue.clear();
 | |
| 	fingerHandler->handleUpdate();
 | |
| }
 | |
| 
 | |
| bool InputHandler::ignoreEventsUntilInput()
 | |
| {
 | |
| 	bool inputFound = false;
 | |
| 
 | |
| 	boost::unique_lock<boost::mutex> lock(eventsMutex);
 | |
| 	for(const auto & 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();
 | |
| 
 | |
| 		GH.onScreenResize();
 | |
| 		return;
 | |
| 	}
 | |
| 	else if(ev.type == SDL_USEREVENT)
 | |
| 	{
 | |
| 		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);
 | |
| 
 | |
| 		// In a sequence of 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.
 | |
| 		if (!eventsQueue.empty())
 | |
| 		{
 | |
| 			const SDL_Event & prev = eventsQueue.back();
 | |
| 
 | |
| 			if(ev.type == SDL_MOUSEMOTION && prev.type == SDL_MOUSEMOTION)
 | |
| 			{
 | |
| 				SDL_Event accumulated = ev;
 | |
| 				accumulated.motion.xrel += prev.motion.xrel;
 | |
| 				accumulated.motion.yrel += prev.motion.yrel;
 | |
| 				eventsQueue.back() = accumulated;
 | |
| 				return;
 | |
| 			}
 | |
| 
 | |
| 			if(ev.type == SDL_FINGERMOTION && prev.type == SDL_FINGERMOTION && ev.tfinger.fingerId == prev.tfinger.fingerId)
 | |
| 			{
 | |
| 				SDL_Event accumulated = ev;
 | |
| 				accumulated.tfinger.dx += prev.tfinger.dx;
 | |
| 				accumulated.tfinger.dy += prev.tfinger.dy;
 | |
| 				eventsQueue.back() = accumulated;
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		eventsQueue.push_back(ev);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void InputHandler::fetchEvents()
 | |
| {
 | |
| 	SDL_Event ev;
 | |
| 
 | |
| 	while(1 == SDL_PollEvent(&ev))
 | |
| 	{
 | |
| 		preprocessEvent(ev);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool InputHandler::isKeyboardCtrlDown() const
 | |
| {
 | |
| 	return keyboardHandler->isKeyboardCtrlDown();
 | |
| }
 | |
| 
 | |
| bool InputHandler::isKeyboardAltDown() const
 | |
| {
 | |
| 	return keyboardHandler->isKeyboardAltDown();
 | |
| }
 | |
| 
 | |
| bool InputHandler::isKeyboardShiftDown() const
 | |
| {
 | |
| 	return keyboardHandler->isKeyboardShiftDown();
 | |
| }
 | |
| 
 | |
| void InputHandler::moveCursorPosition(const Point & distance)
 | |
| {
 | |
| 	setCursorPosition(getCursorPosition() + distance);
 | |
| }
 | |
| 
 | |
| void InputHandler::setCursorPosition(const Point & position)
 | |
| {
 | |
| 	cursorPosition = position;
 | |
| 	GH.events().dispatchMouseMoved(Point(0, 0), position);
 | |
| }
 | |
| 
 | |
| void InputHandler::startTextInput(const Rect & where)
 | |
| {
 | |
| 	textHandler->startTextInput(where);
 | |
| }
 | |
| 
 | |
| void InputHandler::stopTextInput()
 | |
| {
 | |
| 	textHandler->stopTextInput();
 | |
| }
 | |
| 
 | |
| void InputHandler::hapticFeedback()
 | |
| {
 | |
| 	fingerHandler->hapticFeedback();
 | |
| }
 | |
| 
 | |
| bool InputHandler::hasTouchInputDevice() const
 | |
| {
 | |
| 	return fingerHandler->hasTouchInputDevice();
 | |
| }
 | |
| 
 | |
| void InputHandler::dispatchMainThread(const std::function<void()> & functor)
 | |
| {
 | |
| 	auto heapFunctor = new std::function<void()>(functor);
 | |
| 
 | |
| 	SDL_Event event;
 | |
| 	event.type = SDL_USEREVENT;
 | |
| 	event.user.code = 0;
 | |
| 	event.user.data1 = static_cast <void*>(heapFunctor);
 | |
| 	event.user.data2 = nullptr;
 | |
| 	SDL_PushEvent(&event);
 | |
| }
 | |
| 
 | |
| void InputHandler::handleUserEvent(const SDL_UserEvent & current)
 | |
| {
 | |
| 	auto heapFunctor = static_cast<std::function<void()>*>(current.data1);
 | |
| 
 | |
| 	(*heapFunctor)();
 | |
| }
 | |
| 
 | |
| const Point & InputHandler::getCursorPosition() const
 | |
| {
 | |
| 	return cursorPosition;
 | |
| }
 |