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@@ -17,6 +17,7 @@
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#include "FramerateManager.h"
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#include "WindowHandler.h"
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#include "EventDispatcher.h"
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+#include "../eventsSDL/InputHandler.h"
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#include "../CGameInfo.h"
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#include "../render/Colors.h"
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@@ -30,17 +31,6 @@
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#include "../../lib/CConfigHandler.h"
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#include <SDL_render.h>
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-#include <SDL_timer.h>
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-#include <SDL_events.h>
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-#include <SDL_keycode.h>
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-
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-#ifdef VCMI_APPLE
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-#include <dispatch/dispatch.h>
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-#endif
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-
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-#ifdef VCMI_IOS
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-#include "ios/utils.h"
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-#endif
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CGuiHandler GH;
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@@ -80,382 +70,38 @@ SSetCaptureState::~SSetCaptureState()
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void CGuiHandler::init()
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{
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+ inputHandlerInstance = std::make_unique<InputHandler>();
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eventDispatcherInstance = std::make_unique<EventDispatcher>();
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windowHandlerInstance = std::make_unique<WindowHandler>();
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screenHandlerInstance = std::make_unique<ScreenHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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-
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- isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
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- pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
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}
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void CGuiHandler::handleEvents()
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{
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- eventDispatcher().dispatchTimer(framerateManager().getElapsedMilliseconds());
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+ events().dispatchTimer(framerate().getElapsedMilliseconds());
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//player interface may want special event handling
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if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
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return;
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- boost::unique_lock<boost::mutex> lock(eventsM);
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- while(!SDLEventsQueue.empty())
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- {
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- eventDispatcher().allowEventHandling(true);
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- SDL_Event currentEvent = SDLEventsQueue.front();
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-
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- if (currentEvent.type == SDL_MOUSEMOTION)
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- {
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- cursorPosition = Point(currentEvent.motion.x, currentEvent.motion.y);
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- mouseButtonsMask = currentEvent.motion.state;
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- }
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- SDLEventsQueue.pop();
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-
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- // In a sequence of mouse 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 ((currentEvent.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
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- continue;
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-
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- handleCurrentEvent(currentEvent);
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- }
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-}
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-
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-void CGuiHandler::convertTouchToMouse(SDL_Event * current)
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-{
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- int rLogicalWidth, rLogicalHeight;
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-
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- SDL_RenderGetLogicalSize(mainRenderer, &rLogicalWidth, &rLogicalHeight);
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-
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- int adjustedMouseY = (int)(current->tfinger.y * rLogicalHeight);
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- int adjustedMouseX = (int)(current->tfinger.x * rLogicalWidth);
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-
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- current->button.x = adjustedMouseX;
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- current->motion.x = adjustedMouseX;
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- current->button.y = adjustedMouseY;
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- current->motion.y = adjustedMouseY;
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-}
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-
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-void CGuiHandler::fakeMoveCursor(float dx, float dy)
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-{
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- int x, y, w, h;
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-
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- SDL_Event event;
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- SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
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-
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- sme.state = SDL_GetMouseState(&x, &y);
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- SDL_GetWindowSize(mainWindow, &w, &h);
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-
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- sme.x = CCS->curh->position().x + (int)(GH.pointerSpeedMultiplier * w * dx);
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- sme.y = CCS->curh->position().y + (int)(GH.pointerSpeedMultiplier * h * dy);
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-
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- vstd::abetween(sme.x, 0, w);
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- vstd::abetween(sme.y, 0, h);
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-
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- event.motion = sme;
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- SDL_PushEvent(&event);
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+ input().processEvents();
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}
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void CGuiHandler::fakeMouseMove()
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{
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- fakeMoveCursor(0, 0);
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+ input().fakeMoveCursor(0, 0);
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}
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void CGuiHandler::startTextInput(const Rect & whereInput)
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{
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-#ifdef VCMI_APPLE
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- dispatch_async(dispatch_get_main_queue(), ^{
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-#endif
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-
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- // TODO ios: looks like SDL bug actually, try fixing there
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- auto renderer = SDL_GetRenderer(mainWindow);
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- float scaleX, scaleY;
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- SDL_Rect viewport;
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- SDL_RenderGetScale(renderer, &scaleX, &scaleY);
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- SDL_RenderGetViewport(renderer, &viewport);
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-
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-#ifdef VCMI_IOS
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- const auto nativeScale = iOS_utils::screenScale();
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- scaleX /= nativeScale;
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- scaleY /= nativeScale;
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-#endif
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-
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- SDL_Rect rectInScreenCoordinates;
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- rectInScreenCoordinates.x = (viewport.x + whereInput.x) * scaleX;
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- rectInScreenCoordinates.y = (viewport.y + whereInput.y) * scaleY;
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- rectInScreenCoordinates.w = whereInput.w * scaleX;
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- rectInScreenCoordinates.h = whereInput.h * scaleY;
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-
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- SDL_SetTextInputRect(&rectInScreenCoordinates);
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-
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- if (SDL_IsTextInputActive() == SDL_FALSE)
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- {
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- SDL_StartTextInput();
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- }
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-
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-#ifdef VCMI_APPLE
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- });
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-#endif
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+ input().startTextInput(whereInput);
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}
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void CGuiHandler::stopTextInput()
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{
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-#ifdef VCMI_APPLE
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- dispatch_async(dispatch_get_main_queue(), ^{
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-#endif
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-
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- if (SDL_IsTextInputActive() == SDL_TRUE)
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- {
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- SDL_StopTextInput();
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- }
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-
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-#ifdef VCMI_APPLE
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- });
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-#endif
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-}
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-
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-void CGuiHandler::fakeMouseButtonEventRelativeMode(bool down, bool right)
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-{
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- SDL_Event event;
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- SDL_MouseButtonEvent sme = {SDL_MOUSEBUTTONDOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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-
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- if(!down)
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- {
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- sme.type = SDL_MOUSEBUTTONUP;
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- }
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-
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- sme.button = right ? SDL_BUTTON_RIGHT : SDL_BUTTON_LEFT;
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-
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- sme.x = CCS->curh->position().x;
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- sme.y = CCS->curh->position().y;
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-
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- float xScale, yScale;
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- int w, h, rLogicalWidth, rLogicalHeight;
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-
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- SDL_GetWindowSize(mainWindow, &w, &h);
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- SDL_RenderGetLogicalSize(mainRenderer, &rLogicalWidth, &rLogicalHeight);
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- SDL_RenderGetScale(mainRenderer, &xScale, &yScale);
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-
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- SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
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- moveCursorToPosition( Point(
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- (int)(sme.x * xScale) + (w - rLogicalWidth * xScale) / 2,
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- (int)(sme.y * yScale + (h - rLogicalHeight * yScale) / 2)));
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- SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
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-
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- event.button = sme;
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- SDL_PushEvent(&event);
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-}
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-
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-void CGuiHandler::handleCurrentEvent( 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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- return handleEventKeyDown(current);
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- case SDL_KEYUP:
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- return handleEventKeyUp(current);
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- case SDL_MOUSEMOTION:
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- return handleEventMouseMotion(current);
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- case SDL_MOUSEBUTTONDOWN:
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- return handleEventMouseButtonDown(current);
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- case SDL_MOUSEWHEEL:
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- return handleEventMouseWheel(current);
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- case SDL_TEXTINPUT:
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- return handleEventTextInput(current);
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- case SDL_TEXTEDITING:
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- return handleEventTextEditing(current);
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- case SDL_MOUSEBUTTONUP:
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- return handleEventMouseButtonUp(current);
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- case SDL_FINGERMOTION:
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- return handleEventFingerMotion(current);
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- case SDL_FINGERDOWN:
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- return handleEventFingerDown(current);
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- case SDL_FINGERUP:
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- return handleEventFingerUp(current);
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- }
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-}
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-
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-void CGuiHandler::handleEventKeyDown(SDL_Event & current)
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-{
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- SDL_KeyboardEvent key = current.key;
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-
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- if(key.repeat != 0)
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- return; // ignore periodic event resends
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-
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- assert(key.state == SDL_PRESSED);
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-
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- if(current.type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
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- {
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- //TODO: we need some central place for all interface-independent hotkeys
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- Settings s = settings.write["session"];
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- switch(key.keysym.sym)
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- {
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- case SDLK_F5:
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- if(settings["session"]["spectate-locked-pim"].Bool())
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- LOCPLINT->pim->unlock();
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- else
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- LOCPLINT->pim->lock();
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- s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
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- break;
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-
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- case SDLK_F6:
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- s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
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- break;
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-
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- case SDLK_F7:
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- s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
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- break;
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-
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- case SDLK_F8:
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- s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
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- break;
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-
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- default:
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- break;
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- }
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- return;
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- }
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-
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- auto shortcutsVector = shortcutsHandler().translateKeycode(key.keysym.sym);
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-
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- eventDispatcher().dispatchShortcutPressed(shortcutsVector);
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-}
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-
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-void CGuiHandler::handleEventKeyUp(SDL_Event & current)
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-{
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- SDL_KeyboardEvent key = current.key;
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-
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- if(key.repeat != 0)
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- return; // ignore periodic event resends
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-
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- assert(key.state == SDL_RELEASED);
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-
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- auto shortcutsVector = shortcutsHandler().translateKeycode(key.keysym.sym);
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-
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- eventDispatcher().dispatchShortcutReleased(shortcutsVector);
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-}
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-
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-void CGuiHandler::handleEventMouseMotion(SDL_Event & current)
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-{
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- eventDispatcher().dispatchMouseMoved(Point(current.motion.x, current.motion.y));
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-}
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-
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-void CGuiHandler::handleEventMouseButtonDown(SDL_Event & current)
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-{
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- switch(current.button.button)
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- {
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- case SDL_BUTTON_LEFT:
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- if (current.button.clicks > 1)
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- eventDispatcher().dispatchMouseDoubleClick(Point(current.button.x, current.button.y));
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- else
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- eventDispatcher().dispatchMouseButtonPressed(MouseButton::LEFT, Point(current.button.x, current.button.y));
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- break;
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- case SDL_BUTTON_RIGHT:
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- eventDispatcher().dispatchMouseButtonPressed(MouseButton::RIGHT, Point(current.button.x, current.button.y));
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- break;
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- case SDL_BUTTON_MIDDLE:
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- eventDispatcher().dispatchMouseButtonPressed(MouseButton::MIDDLE, Point(current.button.x, current.button.y));
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- break;
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- }
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-}
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-
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-void CGuiHandler::handleEventMouseWheel(SDL_Event & current)
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-{
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- // SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
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- int x = 0, y = 0;
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- SDL_GetMouseState(&x, &y);
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-
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- eventDispatcher().dispatchMouseScrolled(Point(current.wheel.x, current.wheel.y), Point(x, y));
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-}
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-
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-void CGuiHandler::handleEventTextInput(SDL_Event & current)
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-{
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- eventDispatcher().dispatchTextInput(current.text.text);
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-}
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-
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-void CGuiHandler::handleEventTextEditing(SDL_Event & current)
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-{
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- eventDispatcher().dispatchTextEditing(current.text.text);
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-}
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-
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-void CGuiHandler::handleEventMouseButtonUp(SDL_Event & current)
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-{
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- if(!multifinger)
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- {
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- switch(current.button.button)
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- {
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- case SDL_BUTTON_LEFT:
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- eventDispatcher().dispatchMouseButtonReleased(MouseButton::LEFT, Point(current.button.x, current.button.y));
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- break;
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- case SDL_BUTTON_RIGHT:
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- eventDispatcher().dispatchMouseButtonReleased(MouseButton::RIGHT, Point(current.button.x, current.button.y));
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- break;
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- case SDL_BUTTON_MIDDLE:
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- eventDispatcher().dispatchMouseButtonReleased(MouseButton::MIDDLE, Point(current.button.x, current.button.y));
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- break;
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- }
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- }
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-}
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-
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-void CGuiHandler::handleEventFingerMotion(SDL_Event & current)
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-{
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- if(isPointerRelativeMode)
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- {
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- fakeMoveCursor(current.tfinger.dx, current.tfinger.dy);
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- }
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-}
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-
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-void CGuiHandler::handleEventFingerDown(SDL_Event & current)
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-{
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- auto fingerCount = SDL_GetNumTouchFingers(current.tfinger.touchId);
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-
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- multifinger = fingerCount > 1;
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-
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- if(isPointerRelativeMode)
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- {
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- if(current.tfinger.x > 0.5)
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- {
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- bool isRightClick = current.tfinger.y < 0.5;
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-
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- fakeMouseButtonEventRelativeMode(true, isRightClick);
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- }
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- }
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-#ifndef VCMI_IOS
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- else if(fingerCount == 2)
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- {
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- convertTouchToMouse(¤t);
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-
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- eventDispatcher().dispatchMouseMoved(Point(current.button.x, current.button.y));
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- eventDispatcher().dispatchMouseButtonPressed(MouseButton::RIGHT, Point(current.button.x, current.button.y));
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- }
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-#endif //VCMI_IOS
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-}
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-
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-void CGuiHandler::handleEventFingerUp(SDL_Event & current)
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-{
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-#ifndef VCMI_IOS
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- auto fingerCount = SDL_GetNumTouchFingers(current.tfinger.touchId);
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-#endif //VCMI_IOS
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-
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- if(isPointerRelativeMode)
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- {
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- if(current.tfinger.x > 0.5)
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- {
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- bool isRightClick = current.tfinger.y < 0.5;
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-
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- fakeMouseButtonEventRelativeMode(false, isRightClick);
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- }
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- }
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-#ifndef VCMI_IOS
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- else if(multifinger)
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- {
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- convertTouchToMouse(¤t);
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- eventDispatcher().dispatchMouseMoved(Point(current.button.x, current.button.y));
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- eventDispatcher().dispatchMouseButtonReleased(MouseButton::RIGHT, Point(current.button.x, current.button.y));
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- multifinger = fingerCount != 0;
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- }
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-#endif //VCMI_IOS
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+ input().stopTextInput();
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}
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void CGuiHandler::renderFrame()
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@@ -493,14 +139,12 @@ void CGuiHandler::renderFrame()
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windows().onFrameRendered();
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}
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- framerateManager().framerateDelay(); // holds a constant FPS
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+ framerate().framerateDelay(); // holds a constant FPS
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}
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CGuiHandler::CGuiHandler()
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: defActionsDef(0)
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, captureChildren(false)
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- , multifinger(false)
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- , mouseButtonsMask(0)
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, curInt(nullptr)
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, fakeStatusBar(std::make_shared<EmptyStatusBar>())
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, terminate_cond (new CondSh<bool>(false))
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@@ -512,50 +156,41 @@ CGuiHandler::~CGuiHandler()
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delete terminate_cond;
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}
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-ShortcutHandler & CGuiHandler::shortcutsHandler()
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+ShortcutHandler & CGuiHandler::shortcuts()
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{
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assert(shortcutsHandlerInstance);
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return *shortcutsHandlerInstance;
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}
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-FramerateManager & CGuiHandler::framerateManager()
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+FramerateManager & CGuiHandler::framerate()
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{
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assert(framerateManagerInstance);
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return *framerateManagerInstance;
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}
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-void CGuiHandler::moveCursorToPosition(const Point & position)
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-{
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- SDL_WarpMouseInWindow(mainWindow, position.x, position.y);
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-}
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-
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bool CGuiHandler::isKeyboardCtrlDown() const
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{
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-#ifdef VCMI_MAC
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- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LGUI] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RGUI];
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-#else
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- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
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-#endif
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+ return inputHandlerInstance->isKeyboardCtrlDown();
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}
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bool CGuiHandler::isKeyboardAltDown() const
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{
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- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
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+ return inputHandlerInstance->isKeyboardAltDown();
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}
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bool CGuiHandler::isKeyboardShiftDown() const
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{
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- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
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+ return inputHandlerInstance->isKeyboardShiftDown();
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}
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void CGuiHandler::breakEventHandling()
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{
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- eventDispatcher().allowEventHandling(false);
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+ events().allowEventHandling(false);
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}
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const Point & CGuiHandler::getCursorPosition() const
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{
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- return cursorPosition;
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+ return inputHandlerInstance->getCursorPosition();
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}
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Point CGuiHandler::screenDimensions() const
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@@ -565,19 +200,12 @@ Point CGuiHandler::screenDimensions() const
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bool CGuiHandler::isMouseButtonPressed() const
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{
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- return mouseButtonsMask > 0;
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+ return isMouseButtonPressed(MouseButton::LEFT) || isMouseButtonPressed(MouseButton::MIDDLE) || isMouseButtonPressed(MouseButton::RIGHT);
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}
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bool CGuiHandler::isMouseButtonPressed(MouseButton button) const
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{
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- static_assert(static_cast<uint32_t>(MouseButton::LEFT) == SDL_BUTTON_LEFT, "mismatch between VCMI and SDL enum!");
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- static_assert(static_cast<uint32_t>(MouseButton::MIDDLE) == SDL_BUTTON_MIDDLE, "mismatch between VCMI and SDL enum!");
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- static_assert(static_cast<uint32_t>(MouseButton::RIGHT) == SDL_BUTTON_RIGHT, "mismatch between VCMI and SDL enum!");
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- static_assert(static_cast<uint32_t>(MouseButton::EXTRA1) == SDL_BUTTON_X1, "mismatch between VCMI and SDL enum!");
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- static_assert(static_cast<uint32_t>(MouseButton::EXTRA2) == SDL_BUTTON_X2, "mismatch between VCMI and SDL enum!");
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-
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- uint32_t index = static_cast<uint32_t>(button);
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- return mouseButtonsMask & SDL_BUTTON(index);
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+ return inputHandlerInstance->isMouseButtonPressed(button);
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}
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void CGuiHandler::drawFPSCounter()
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@@ -585,7 +213,7 @@ void CGuiHandler::drawFPSCounter()
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static SDL_Rect overlay = { 0, 0, 64, 32};
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uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
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SDL_FillRect(screen, &overlay, black);
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- std::string fps = std::to_string(framerateManager().getFramerate());
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+ std::string fps = std::to_string(framerate().getFramerate());
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graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(10, 10));
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}
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@@ -596,16 +224,12 @@ bool CGuiHandler::amIGuiThread()
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void CGuiHandler::pushUserEvent(EUserEvent usercode)
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{
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- pushUserEvent(usercode, nullptr);
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+ inputHandlerInstance->pushUserEvent(usercode, nullptr);
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}
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void CGuiHandler::pushUserEvent(EUserEvent usercode, void * userdata)
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{
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- SDL_Event event;
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- event.type = SDL_USEREVENT;
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- event.user.code = static_cast<int32_t>(usercode);
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- event.user.data1 = userdata;
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- SDL_PushEvent(&event);
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+ inputHandlerInstance->pushUserEvent(usercode, userdata);
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}
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IScreenHandler & CGuiHandler::screenHandler()
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@@ -613,11 +237,16 @@ IScreenHandler & CGuiHandler::screenHandler()
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return *screenHandlerInstance;
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}
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-EventDispatcher & CGuiHandler::eventDispatcher()
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+EventDispatcher & CGuiHandler::events()
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{
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return *eventDispatcherInstance;
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}
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+InputHandler & CGuiHandler::input()
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+{
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+ return *inputHandlerInstance;
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+}
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+
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WindowHandler & CGuiHandler::windows()
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{
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assert(windowHandlerInstance);
|