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vcmi/client/eventsSDL/InputHandler.h
2024-08-15 23:09:04 +02:00

109 lines
2.8 KiB
C++

/*
* InputHandler.h, 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
*
*/
#pragma once
#include "../lib/Rect.h"
enum class EUserEvent;
enum class MouseButton;
union SDL_Event;
struct SDL_UserEvent;
class InputSourceMouse;
class InputSourceKeyboard;
class InputSourceTouch;
class InputSourceText;
class InputSourceGameController;
enum class InputMode
{
KEYBOARD_AND_MOUSE,
TOUCH,
CONTROLLER
};
class InputHandler
{
std::vector<SDL_Event> eventsQueue;
boost::mutex eventsMutex;
Point cursorPosition;
const bool enableMouse;
const bool enableTouch;
const bool enableController;
InputMode currentInputMode;
void setCurrentInputMode(InputMode modi);
std::vector<SDL_Event> acquireEvents();
void preprocessEvent(const SDL_Event & event);
void handleCurrentEvent(const SDL_Event & current);
void handleUserEvent(const SDL_UserEvent & current);
std::unique_ptr<InputSourceMouse> mouseHandler;
std::unique_ptr<InputSourceKeyboard> keyboardHandler;
std::unique_ptr<InputSourceTouch> fingerHandler;
std::unique_ptr<InputSourceText> textHandler;
std::unique_ptr<InputSourceGameController> gameControllerHandler;
public:
InputHandler();
~InputHandler();
/// Fetches events from SDL input system and prepares them for processing
void fetchEvents();
/// Performs actual processing and dispatching of previously fetched events
void processEvents();
/// drops all incoming events without processing them
/// returns true if input event has been found
bool ignoreEventsUntilInput();
/// Moves cursor by specified distance
void moveCursorPosition(const Point & distance);
/// Moves cursor to a specified position
void setCursorPosition(const Point & position);
/// Initiates text input in selected area, potentially creating IME popup (mobile systems only at the moment)
void startTextInput(const Rect & where);
/// Ends any existing text input state
void stopTextInput();
/// do a haptic feedback
void hapticFeedback();
/// Get the number of milliseconds since SDL library initialization
uint32_t getTicks();
/// returns true if system has active touchscreen
bool hasTouchInputDevice() const;
/// Calls provided functor in main thread on next execution frame
void dispatchMainThread(const std::function<void()> & functor);
/// Returns current position of cursor, in VCMI logical screen coordinates
const Point & getCursorPosition() const;
/// returns true if chosen keyboard key is currently pressed down
bool isKeyboardAltDown() const;
bool isKeyboardCmdDown() const;
bool isKeyboardCtrlDown() const;
bool isKeyboardShiftDown() const;
InputMode getCurrentInputMode();
void copyToClipBoard(const std::string & text);
};