InputHandler.cpp 6.4 KB

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  1. /*
  2. * InputHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "InputHandler.h"
  12. #include "NotificationHandler.h"
  13. #include "InputSourceMouse.h"
  14. #include "InputSourceKeyboard.h"
  15. #include "InputSourceTouch.h"
  16. #include "InputSourceText.h"
  17. #include "../gui/CGuiHandler.h"
  18. #include "../gui/CursorHandler.h"
  19. #include "../gui/EventDispatcher.h"
  20. #include "../gui/MouseButton.h"
  21. #include "../CMT.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../CGameInfo.h"
  24. #include "../../lib/CConfigHandler.h"
  25. #include <SDL_events.h>
  26. InputHandler::InputHandler()
  27. : mouseHandler(std::make_unique<InputSourceMouse>())
  28. , keyboardHandler(std::make_unique<InputSourceKeyboard>())
  29. , fingerHandler(std::make_unique<InputSourceTouch>())
  30. , textHandler(std::make_unique<InputSourceText>())
  31. {
  32. }
  33. InputHandler::~InputHandler() = default;
  34. void InputHandler::handleCurrentEvent(const SDL_Event & current)
  35. {
  36. switch (current.type)
  37. {
  38. case SDL_KEYDOWN:
  39. return keyboardHandler->handleEventKeyDown(current.key);
  40. case SDL_KEYUP:
  41. return keyboardHandler->handleEventKeyUp(current.key);
  42. #ifndef VCMI_EMULATE_TOUCHSCREEN_WITH_MOUSE
  43. case SDL_MOUSEMOTION:
  44. return mouseHandler->handleEventMouseMotion(current.motion);
  45. case SDL_MOUSEBUTTONDOWN:
  46. return mouseHandler->handleEventMouseButtonDown(current.button);
  47. case SDL_MOUSEBUTTONUP:
  48. return mouseHandler->handleEventMouseButtonUp(current.button);
  49. case SDL_MOUSEWHEEL:
  50. return mouseHandler->handleEventMouseWheel(current.wheel);
  51. #endif
  52. case SDL_TEXTINPUT:
  53. return textHandler->handleEventTextInput(current.text);
  54. case SDL_TEXTEDITING:
  55. return textHandler->handleEventTextEditing(current.edit);
  56. case SDL_FINGERMOTION:
  57. return fingerHandler->handleEventFingerMotion(current.tfinger);
  58. case SDL_FINGERDOWN:
  59. return fingerHandler->handleEventFingerDown(current.tfinger);
  60. case SDL_FINGERUP:
  61. return fingerHandler->handleEventFingerUp(current.tfinger);
  62. }
  63. }
  64. void InputHandler::processEvents()
  65. {
  66. boost::unique_lock<boost::mutex> lock(eventsMutex);
  67. for(const auto & currentEvent : eventsQueue)
  68. handleCurrentEvent(currentEvent);
  69. eventsQueue.clear();
  70. fingerHandler->handleUpdate();
  71. }
  72. bool InputHandler::ignoreEventsUntilInput()
  73. {
  74. bool inputFound = false;
  75. boost::unique_lock<boost::mutex> lock(eventsMutex);
  76. for(const auto & event : eventsQueue)
  77. {
  78. switch(event.type)
  79. {
  80. case SDL_MOUSEBUTTONDOWN:
  81. case SDL_FINGERDOWN:
  82. case SDL_KEYDOWN:
  83. inputFound = true;
  84. }
  85. }
  86. eventsQueue.clear();
  87. return inputFound;
  88. }
  89. void InputHandler::preprocessEvent(const SDL_Event & ev)
  90. {
  91. if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
  92. {
  93. #ifdef VCMI_ANDROID
  94. handleQuit(false);
  95. #else
  96. handleQuit();
  97. #endif
  98. return;
  99. }
  100. #ifdef VCMI_ANDROID
  101. else if (ev.type == SDL_KEYDOWN && ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
  102. {
  103. handleQuit(true);
  104. }
  105. #endif
  106. else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
  107. {
  108. Settings full = settings.write["video"]["fullscreen"];
  109. full->Bool() = !full->Bool();
  110. GH.onScreenResize();
  111. return;
  112. }
  113. else if(ev.type == SDL_USEREVENT)
  114. {
  115. handleUserEvent(ev.user);
  116. return;
  117. }
  118. else if(ev.type == SDL_WINDOWEVENT)
  119. {
  120. switch (ev.window.event) {
  121. case SDL_WINDOWEVENT_RESTORED:
  122. #ifndef VCMI_IOS
  123. {
  124. boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
  125. GH.onScreenResize();
  126. }
  127. #endif
  128. break;
  129. }
  130. return;
  131. }
  132. else if(ev.type == SDL_SYSWMEVENT)
  133. {
  134. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  135. {
  136. NotificationHandler::handleSdlEvent(ev);
  137. }
  138. }
  139. //preprocessing
  140. if(ev.type == SDL_MOUSEMOTION)
  141. {
  142. if (CCS && CCS->curh)
  143. CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
  144. }
  145. {
  146. boost::unique_lock<boost::mutex> lock(eventsMutex);
  147. // In a sequence of motion events, skip all but the last one.
  148. // This prevents freezes when every motion event takes longer to handle than interval at which
  149. // the events arrive (like dragging on the minimap in world view, with redraw at every event)
  150. // so that the events would start piling up faster than they can be processed.
  151. if (!eventsQueue.empty())
  152. {
  153. const SDL_Event & prev = eventsQueue.back();
  154. if(ev.type == SDL_MOUSEMOTION && prev.type == SDL_MOUSEMOTION)
  155. {
  156. SDL_Event accumulated = ev;
  157. accumulated.motion.xrel += prev.motion.xrel;
  158. accumulated.motion.yrel += prev.motion.yrel;
  159. eventsQueue.back() = accumulated;
  160. return;
  161. }
  162. if(ev.type == SDL_FINGERMOTION && prev.type == SDL_FINGERMOTION && ev.tfinger.fingerId == prev.tfinger.fingerId)
  163. {
  164. SDL_Event accumulated = ev;
  165. accumulated.tfinger.dx += prev.tfinger.dx;
  166. accumulated.tfinger.dy += prev.tfinger.dy;
  167. eventsQueue.back() = accumulated;
  168. return;
  169. }
  170. }
  171. eventsQueue.push_back(ev);
  172. }
  173. }
  174. void InputHandler::fetchEvents()
  175. {
  176. SDL_Event ev;
  177. while(1 == SDL_PollEvent(&ev))
  178. {
  179. preprocessEvent(ev);
  180. }
  181. }
  182. bool InputHandler::isKeyboardCtrlDown() const
  183. {
  184. return keyboardHandler->isKeyboardCtrlDown();
  185. }
  186. bool InputHandler::isKeyboardAltDown() const
  187. {
  188. return keyboardHandler->isKeyboardAltDown();
  189. }
  190. bool InputHandler::isKeyboardShiftDown() const
  191. {
  192. return keyboardHandler->isKeyboardShiftDown();
  193. }
  194. void InputHandler::moveCursorPosition(const Point & distance)
  195. {
  196. setCursorPosition(getCursorPosition() + distance);
  197. }
  198. void InputHandler::setCursorPosition(const Point & position)
  199. {
  200. cursorPosition = position;
  201. GH.events().dispatchMouseMoved(Point(0, 0), position);
  202. }
  203. void InputHandler::startTextInput(const Rect & where)
  204. {
  205. textHandler->startTextInput(where);
  206. }
  207. void InputHandler::stopTextInput()
  208. {
  209. textHandler->stopTextInput();
  210. }
  211. bool InputHandler::hasTouchInputDevice() const
  212. {
  213. return fingerHandler->hasTouchInputDevice();
  214. }
  215. void InputHandler::dispatchMainThread(const std::function<void()> & functor)
  216. {
  217. auto heapFunctor = new std::function<void()>(functor);
  218. SDL_Event event;
  219. event.type = SDL_USEREVENT;
  220. event.user.code = 0;
  221. event.user.data1 = static_cast <void*>(heapFunctor);
  222. event.user.data2 = nullptr;
  223. SDL_PushEvent(&event);
  224. }
  225. void InputHandler::handleUserEvent(const SDL_UserEvent & current)
  226. {
  227. auto heapFunctor = static_cast<std::function<void()>*>(current.data1);
  228. (*heapFunctor)();
  229. }
  230. const Point & InputHandler::getCursorPosition() const
  231. {
  232. return cursorPosition;
  233. }