InputHandler.cpp 6.8 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 "UserEventHandler.h"
  18. #include "../gui/CGuiHandler.h"
  19. #include "../gui/CursorHandler.h"
  20. #include "../gui/EventDispatcher.h"
  21. #include "../CMT.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../CGameInfo.h"
  24. #include "../../lib/CConfigHandler.h"
  25. #include <SDL_events.h>
  26. std::queue<SDL_Event> SDLEventsQueue;
  27. boost::mutex eventsM;
  28. InputHandler::InputHandler()
  29. : mouseHandler(std::make_unique<InputSourceMouse>())
  30. , keyboardHandler(std::make_unique<InputSourceKeyboard>())
  31. , fingerHandler(std::make_unique<InputSourceTouch>())
  32. , textHandler(std::make_unique<InputSourceText>())
  33. , userHandler(std::make_unique<UserEventHandler>())
  34. , mouseButtonsMask(0)
  35. , pointerSpeedMultiplier(settings["general"]["relativePointerSpeedMultiplier"].Float())
  36. {
  37. }
  38. InputHandler::~InputHandler() = default;
  39. void InputHandler::handleCurrentEvent(const SDL_Event & current)
  40. {
  41. switch (current.type)
  42. {
  43. case SDL_KEYDOWN:
  44. return keyboardHandler->handleEventKeyDown(current.key);
  45. case SDL_KEYUP:
  46. return keyboardHandler->handleEventKeyUp(current.key);
  47. case SDL_MOUSEMOTION:
  48. return mouseHandler->handleEventMouseMotion(current.motion);
  49. case SDL_MOUSEBUTTONDOWN:
  50. return mouseHandler->handleEventMouseButtonDown(current.button);
  51. case SDL_MOUSEWHEEL:
  52. return mouseHandler->handleEventMouseWheel(current.wheel);
  53. case SDL_TEXTINPUT:
  54. return textHandler->handleEventTextInput(current.text);
  55. case SDL_TEXTEDITING:
  56. return textHandler->handleEventTextEditing(current.edit);
  57. case SDL_MOUSEBUTTONUP:
  58. return mouseHandler->handleEventMouseButtonUp(current.button);
  59. case SDL_FINGERMOTION:
  60. return fingerHandler->handleEventFingerMotion(current.tfinger);
  61. case SDL_FINGERDOWN:
  62. return fingerHandler->handleEventFingerDown(current.tfinger);
  63. case SDL_FINGERUP:
  64. return fingerHandler->handleEventFingerUp(current.tfinger);
  65. }
  66. }
  67. void InputHandler::processEvents()
  68. {
  69. boost::unique_lock<boost::mutex> lock(eventsM);
  70. while(!SDLEventsQueue.empty())
  71. {
  72. GH.events().allowEventHandling(true);
  73. SDL_Event currentEvent = SDLEventsQueue.front();
  74. if (currentEvent.type == SDL_MOUSEMOTION)
  75. {
  76. cursorPosition = Point(currentEvent.motion.x, currentEvent.motion.y);
  77. mouseButtonsMask = currentEvent.motion.state;
  78. }
  79. SDLEventsQueue.pop();
  80. // In a sequence of mouse motion events, skip all but the last one.
  81. // This prevents freezes when every motion event takes longer to handle than interval at which
  82. // the events arrive (like dragging on the minimap in world view, with redraw at every event)
  83. // so that the events would start piling up faster than they can be processed.
  84. if ((currentEvent.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
  85. continue;
  86. handleCurrentEvent(currentEvent);
  87. }
  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. return;
  111. }
  112. else if(ev.type == SDL_USEREVENT)
  113. {
  114. userHandler->handleUserEvent(ev.user);
  115. return;
  116. }
  117. else if(ev.type == SDL_WINDOWEVENT)
  118. {
  119. switch (ev.window.event) {
  120. case SDL_WINDOWEVENT_RESTORED:
  121. #ifndef VCMI_IOS
  122. {
  123. boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
  124. GH.onScreenResize();
  125. }
  126. #endif
  127. break;
  128. }
  129. return;
  130. }
  131. else if(ev.type == SDL_SYSWMEVENT)
  132. {
  133. if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
  134. {
  135. NotificationHandler::handleSdlEvent(ev);
  136. }
  137. }
  138. //preprocessing
  139. if(ev.type == SDL_MOUSEMOTION)
  140. {
  141. CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
  142. }
  143. {
  144. boost::unique_lock<boost::mutex> lock(eventsM);
  145. SDLEventsQueue.push(ev);
  146. }
  147. }
  148. void InputHandler::fetchEvents()
  149. {
  150. SDL_Event ev;
  151. while(1 == SDL_PollEvent(&ev))
  152. {
  153. preprocessEvent(ev);
  154. }
  155. }
  156. bool InputHandler::isKeyboardCtrlDown() const
  157. {
  158. #ifdef VCMI_MAC
  159. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LGUI] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RGUI];
  160. #else
  161. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
  162. #endif
  163. }
  164. bool InputHandler::isKeyboardAltDown() const
  165. {
  166. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
  167. }
  168. bool InputHandler::isKeyboardShiftDown() const
  169. {
  170. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
  171. }
  172. void InputHandler::fakeMoveCursor(float dx, float dy)
  173. {
  174. int x, y, w, h;
  175. SDL_Event event;
  176. SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
  177. sme.state = SDL_GetMouseState(&x, &y);
  178. SDL_GetWindowSize(mainWindow, &w, &h);
  179. sme.x = GH.getCursorPosition().x + (int)(pointerSpeedMultiplier * w * dx);
  180. sme.y = GH.getCursorPosition().y + (int)(pointerSpeedMultiplier * h * dy);
  181. vstd::abetween(sme.x, 0, w);
  182. vstd::abetween(sme.y, 0, h);
  183. event.motion = sme;
  184. SDL_PushEvent(&event);
  185. }
  186. void InputHandler::startTextInput(const Rect & where)
  187. {
  188. textHandler->startTextInput(where);
  189. }
  190. void InputHandler::stopTextInput()
  191. {
  192. textHandler->stopTextInput();
  193. }
  194. bool InputHandler::isMouseButtonPressed(MouseButton button) const
  195. {
  196. static_assert(static_cast<uint32_t>(MouseButton::LEFT) == SDL_BUTTON_LEFT, "mismatch between VCMI and SDL enum!");
  197. static_assert(static_cast<uint32_t>(MouseButton::MIDDLE) == SDL_BUTTON_MIDDLE, "mismatch between VCMI and SDL enum!");
  198. static_assert(static_cast<uint32_t>(MouseButton::RIGHT) == SDL_BUTTON_RIGHT, "mismatch between VCMI and SDL enum!");
  199. static_assert(static_cast<uint32_t>(MouseButton::EXTRA1) == SDL_BUTTON_X1, "mismatch between VCMI and SDL enum!");
  200. static_assert(static_cast<uint32_t>(MouseButton::EXTRA2) == SDL_BUTTON_X2, "mismatch between VCMI and SDL enum!");
  201. uint32_t index = static_cast<uint32_t>(button);
  202. return mouseButtonsMask & SDL_BUTTON(index);
  203. }
  204. void InputHandler::pushUserEvent(EUserEvent usercode, void * userdata)
  205. {
  206. SDL_Event event;
  207. event.type = SDL_USEREVENT;
  208. event.user.code = static_cast<int32_t>(usercode);
  209. event.user.data1 = userdata;
  210. SDL_PushEvent(&event);
  211. }
  212. const Point & InputHandler::getCursorPosition() const
  213. {
  214. return cursorPosition;
  215. }