InputHandler.cpp 5.7 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 "../gui/MouseButton.h"
  22. #include "../CMT.h"
  23. #include "../CPlayerInterface.h"
  24. #include "../CGameInfo.h"
  25. #include "../../lib/CConfigHandler.h"
  26. #include <SDL_events.h>
  27. #include <SDL_hints.h>
  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. {
  35. }
  36. InputHandler::~InputHandler() = default;
  37. void InputHandler::handleCurrentEvent(const SDL_Event & current)
  38. {
  39. switch (current.type)
  40. {
  41. case SDL_KEYDOWN:
  42. return keyboardHandler->handleEventKeyDown(current.key);
  43. case SDL_KEYUP:
  44. return keyboardHandler->handleEventKeyUp(current.key);
  45. case SDL_MOUSEMOTION:
  46. return mouseHandler->handleEventMouseMotion(current.motion);
  47. case SDL_MOUSEBUTTONDOWN:
  48. return mouseHandler->handleEventMouseButtonDown(current.button);
  49. case SDL_MOUSEWHEEL:
  50. return mouseHandler->handleEventMouseWheel(current.wheel);
  51. case SDL_TEXTINPUT:
  52. return textHandler->handleEventTextInput(current.text);
  53. case SDL_TEXTEDITING:
  54. return textHandler->handleEventTextEditing(current.edit);
  55. case SDL_MOUSEBUTTONUP:
  56. return mouseHandler->handleEventMouseButtonUp(current.button);
  57. case SDL_FINGERMOTION:
  58. return fingerHandler->handleEventFingerMotion(current.tfinger);
  59. case SDL_FINGERDOWN:
  60. return fingerHandler->handleEventFingerDown(current.tfinger);
  61. case SDL_FINGERUP:
  62. return fingerHandler->handleEventFingerUp(current.tfinger);
  63. }
  64. }
  65. void InputHandler::processEvents()
  66. {
  67. boost::unique_lock<boost::mutex> lock(eventsMutex);
  68. for (auto const & currentEvent : eventsQueue)
  69. handleCurrentEvent(currentEvent);
  70. eventsQueue.clear();
  71. }
  72. bool InputHandler::ignoreEventsUntilInput()
  73. {
  74. bool inputFound = false;
  75. boost::unique_lock<boost::mutex> lock(eventsMutex);
  76. for (auto const & 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. 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. if (CCS && CCS->curh)
  142. CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
  143. }
  144. {
  145. boost::unique_lock<boost::mutex> lock(eventsMutex);
  146. if(ev.type == SDL_MOUSEMOTION && !eventsQueue.empty() && eventsQueue.back().type == SDL_MOUSEMOTION)
  147. {
  148. // In a sequence of mouse motion events, skip all but the last one.
  149. // This prevents freezes when every motion event takes longer to handle than interval at which
  150. // the events arrive (like dragging on the minimap in world view, with redraw at every event)
  151. // so that the events would start piling up faster than they can be processed.
  152. eventsQueue.back() = ev;
  153. return;
  154. }
  155. eventsQueue.push_back(ev);
  156. }
  157. }
  158. void InputHandler::fetchEvents()
  159. {
  160. SDL_Event ev;
  161. while(1 == SDL_PollEvent(&ev))
  162. {
  163. preprocessEvent(ev);
  164. }
  165. }
  166. bool InputHandler::isKeyboardCtrlDown() const
  167. {
  168. return keyboardHandler->isKeyboardCtrlDown();
  169. }
  170. bool InputHandler::isKeyboardAltDown() const
  171. {
  172. return keyboardHandler->isKeyboardAltDown();
  173. }
  174. bool InputHandler::isKeyboardShiftDown() const
  175. {
  176. return keyboardHandler->isKeyboardShiftDown();
  177. }
  178. void InputHandler::moveCursorPosition(const Point & distance)
  179. {
  180. setCursorPosition(getCursorPosition() + distance);
  181. }
  182. void InputHandler::setCursorPosition(const Point & position)
  183. {
  184. cursorPosition = position;
  185. GH.events().dispatchMouseMoved(position);
  186. }
  187. void InputHandler::startTextInput(const Rect & where)
  188. {
  189. textHandler->startTextInput(where);
  190. }
  191. void InputHandler::stopTextInput()
  192. {
  193. textHandler->stopTextInput();
  194. }
  195. bool InputHandler::isMouseButtonPressed(MouseButton button) const
  196. {
  197. return mouseHandler->isMouseButtonPressed(button) || fingerHandler->isMouseButtonPressed(button);
  198. }
  199. void InputHandler::pushUserEvent(EUserEvent usercode, void * userdata)
  200. {
  201. SDL_Event event;
  202. event.type = SDL_USEREVENT;
  203. event.user.code = static_cast<int32_t>(usercode);
  204. event.user.data1 = userdata;
  205. SDL_PushEvent(&event);
  206. }
  207. const Point & InputHandler::getCursorPosition() const
  208. {
  209. return cursorPosition;
  210. }