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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #define NO_MINMAX
- #define WIN32_LEAN_AND_MEAN
- // This is a fix for mouse wheel support on
- // older versions of VC++.
- #if _MSC_VER < 1500
- #define _WIN32_WINNT 0x0400
- #endif
- #include <windows.h>
- #include "platform/platformInput.h"
- #include "windowManager/win32/winDispatch.h"
- #include "windowManager/win32/win32Window.h"
- #include "windowManager/win32/win32CursorController.h"
- #include "platformWin32/winDirectInput.h"
- #include "core/util/journal/process.h"
- #include "core/util/journal/journaledSignal.h"
- #if !defined( TORQUE_SDL )
- static U32 _ModifierKeys=0;
- static BYTE keyboardState[256];
- static bool initKBState = false;
- static bool sgDoubleByteEnabled = false;
- // is keyboard input a standard (non-changing) VK keycode
- #define dIsStandardVK(c) (((0x08 <= (c)) && ((c) <= 0x12)) || \
- ((c) == 0x1b) || \
- ((0x20 <= (c)) && ((c) <= 0x2e)) || \
- ((0x30 <= (c)) && ((c) <= 0x39)) || \
- ((0x41 <= (c)) && ((c) <= 0x5a)) || \
- ((0x70 <= (c)) && ((c) <= 0x7B)))
- extern InputObjectInstances DIK_to_Key( U8 dikCode );
- extern U8 TranslateOSKeyCode(U8 vcode );
- extern InputModifiers convertModifierBits(const U32 in);
- static void _keyboardEvent(Win32Window* window,UINT message, WPARAM wParam, WPARAM lParam)
- {
- if(!initKBState)
- {
- dMemset(keyboardState, 0, sizeof(keyboardState));
- initKBState = true;
- }
- // Extract windows key info:
- // S32 repeatCount = (lParam & 0xffff);
- U32 scanCode = (lParam >> 16) & 0xff;
- bool extended = lParam & (1 << 24); // Enhanced keyboard key
- bool previous = lParam & (1 << 30); // Previously down
- bool make = (message == WM_KEYDOWN || message == WM_SYSKEYDOWN);
- // Translate the OS virtual key code to a Torque KEY_XXXX.
- S32 nVirtkey = TranslateOSKeyCode( wParam );
- S32 keyCode;
- if ( wParam == VK_PROCESSKEY && sgDoubleByteEnabled )
- keyCode = MapVirtualKey( scanCode, 1 ); // This is the REAL virtual key...
- else
- keyCode = wParam;
- // Convert alt/shift/ctrl to left or right variant if needed.
- S32 newVirtKey = nVirtkey;
- switch(nVirtkey)
- {
- case KEY_ALT:
- newVirtKey = extended ? KEY_RALT : KEY_LALT;
- break;
- case KEY_CONTROL:
- newVirtKey = extended ? KEY_RCONTROL : KEY_LCONTROL;
- break;
- case KEY_SHIFT:
- newVirtKey = (scanCode == 54) ? KEY_RSHIFT : KEY_LSHIFT;
- break;
- case KEY_RETURN:
- if ( extended )
- newVirtKey = KEY_NUMPADENTER;
- break;
- }
- // Track modifier keys
- U32 modifier = 0;
- switch (newVirtKey)
- {
- case KEY_LALT: modifier = IM_LALT; break;
- case KEY_RALT: modifier = IM_RALT; break;
- case KEY_LSHIFT: modifier = IM_LSHIFT; break;
- case KEY_RSHIFT: modifier = IM_RSHIFT; break;
- case KEY_LCONTROL: modifier = IM_LCTRL; break;
- case KEY_RCONTROL: modifier = IM_RCTRL; break;
- }
- if (make)
- {
- _ModifierKeys |= modifier;
- keyboardState[keyCode] |= 0x80;
- }
- else
- {
- _ModifierKeys &= ~modifier;
- keyboardState[keyCode] &= 0x7f;
- }
- U32 torqueMods = convertModifierBits( _ModifierKeys );
- Input::setModifierKeys( torqueMods );
-
- // If character event translation is active and this isn't a key
- // mapped in the global action map, try converting the event into
- // a character event first.
-
- if( make
- && window->getKeyboardTranslation()
- && !window->shouldNotTranslate( torqueMods, newVirtKey ) )
- {
- wchar_t chars[ 64 ];
- dMemset( chars, 0, sizeof( chars ) );
- S32 res = ToUnicode( keyCode, scanCode, keyboardState, chars, sizeof( chars ) / sizeof( chars[ 0 ] ), 0 );
- // This should only happen on Window 9x/ME systems
- if( res == 0 )
- res = ToAscii( keyCode, scanCode, keyboardState, (LPWORD)chars, 0 );
- if( res >= 1 )
- {
- // Post chars, but filter them to not be control codes... this is a bit hacky.
- bool handledCharEvent = false;
- for( S32 i=0; i< res; i ++ )
- if( chars[i] >= 32)
- {
- window->charEvent.trigger(window->getWindowId(),_ModifierKeys,chars[i]);
- handledCharEvent = true;
- }
-
- if( handledCharEvent )
- return;
- }
- }
- // Produce a key event.
-
- U32 action = make ? (previous ? IA_REPEAT : IA_MAKE ) : IA_BREAK;
- window->keyEvent.trigger(window->getWindowId(),_ModifierKeys,action,newVirtKey);
- }
- //-----------------------------------------------------------------------------
- static bool _dispatch(HWND hWnd,UINT message,WPARAM wParam,WPARAM lParam)
- {
- static bool button[3] = {false,false,false};
- static S32 mouseNCState = -1; // -1 denotes unchanged,
- // 0 denotes changed but was hidden
- // 1 denotes changed but was visible
- Win32Window* window = hWnd?(Win32Window*)GetWindowLongPtr(hWnd, GWLP_USERDATA): 0;
- const WindowId devId = window ? window->getWindowId() : 0;
- // State tracking for focus/lose focus cursor management
- static bool cursorLocked = false;
- static bool cursorVisible = true;
- switch(message)
- {
- case WM_MOUSEMOVE:
- {
- // Skip it if we have no window!
- if (!window || !window->getCursorController())
- break;
- PlatformCursorController *pController = window->getCursorController();
- // If we're locked and unfocused, ignore it.
- if(window->shouldLockMouse() && !window->isFocused())
- break;
- // If the mouse was shown to accommodate a NC mouse move
- // we need to change it back to what it was
- if( mouseNCState != -1 )
- {
- pController->setCursorVisible( mouseNCState );
- mouseNCState = -1; // reset to unchanged
- }
- // Let the cursor manager update the native cursor.
- pController->refreshCursor();
- // Grab the mouse pos so we can modify it.
- S32 mouseX = S16(LOWORD(lParam));
- S32 mouseY = S16(HIWORD(lParam));
- // Ensure mouse lock when appropriate
- window->setMouseLocked( window->shouldLockMouse() );
- // Are we locked?
- if(window->isMouseLocked())
- {
- // Always invisible when locked.
- if( window->isCursorVisible() )
- window->setCursorVisible( false );
- RECT r;
- GetWindowRect(window->getHWND(), &r);
- // See Win32Window::setMouseLocked for explanation
- RECT rCopy = r;
- rCopy.top += 32; rCopy.bottom -= 64;
- rCopy.left += 32; rCopy.right -= 64;
- ClipCursor(&rCopy);
- // Recenter the mouse if necessary (don't flood the message pump)
- Point2I curPos;
- pController->getCursorPosition( curPos );
- const S32 centerX = (r.right + r.left) / 2;
- const S32 centerY = (r.bottom + r.top) / 2;
- if( curPos.x != centerX || curPos.y != centerY )
- pController->setCursorPosition(centerX, centerY);
- // Convert the incoming client pos into a screen pos, so we can
- // accurately convert to relative coordinates.
- POINT mousePos;
- mousePos.x = mouseX;
- mousePos.y = mouseY;
- ClientToScreen(window->getHWND(), &mousePos);
- // Now we can calculate the position relative to the center we set.
- mouseX = mousePos.x - centerX;
- mouseY = mousePos.y - centerY;
- }
- else
- {
- // Probably don't need to call this all the time but better
- // safe than sorry...
- ClipCursor(NULL);
- }
- window->mouseEvent.trigger(devId,_ModifierKeys,mouseX,mouseY,window->isMouseLocked());
- break;
- }
- // We want to show the system cursor whenever we leave
- // our window, and it'd be simple, except for one problem:
- // showcursor isn't a toggle. so, keep hammering it until
- // the cursor is *actually* going to be shown.
- case WM_NCMOUSEMOVE:
- {
- if( window )
- {
- mouseNCState = ( window->isCursorVisible() ? 1 : 0);
- window->setCursorVisible( true );
- }
- break;
- }
- case WM_LBUTTONDOWN:
- case WM_MBUTTONDOWN:
- case WM_RBUTTONDOWN: {
- S32 index = (message - WM_LBUTTONDOWN) / 3;
- button[index] = true;
- // Capture the mouse on button down to allow dragging outside
- // of the window boundary.
- if (GetCapture() != hWnd)
- SetCapture(hWnd);
- if (window)
- window->buttonEvent.trigger(devId,_ModifierKeys,IA_MAKE,index);
- break;
- }
- case WM_LBUTTONUP:
- case WM_MBUTTONUP:
- case WM_RBUTTONUP: {
- S32 index = (message - WM_LBUTTONUP) / 3;
- button[index] = false;
- // Release mouse capture from button down.
- if (!button[0] && !button[1] && !button[2])
- ReleaseCapture();
- if (window)
- window->buttonEvent.trigger(devId,_ModifierKeys,IA_BREAK,index);
- break;
- }
- case WM_MOUSEWHEEL: // Vertical wheel.
- if (window)
- window->wheelEvent.trigger(devId,_ModifierKeys,0,GET_WHEEL_DELTA_WPARAM(wParam));
- break;
- #ifdef WM_MOUSEHWHEEL // Vista
- case WM_MOUSEHWHEEL: // Horizontal wheel.
- if( window )
- window->wheelEvent.trigger( devId, _ModifierKeys, GET_WHEEL_DELTA_WPARAM( wParam ), 0 );
- break;
- #endif
- case WM_KEYUP:
- case WM_SYSKEYUP:
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (window)
- _keyboardEvent(window,message,wParam,lParam);
- break;
- // NOTE: if wParam is NOT equal to our window handle then we are GAINING focus
- case WM_SETFOCUS:
- // clear any key states
- _ModifierKeys = 0;
- dMemset(keyboardState, 0, 256);
- Input::setModifierKeys(0);
- // We must have a window present; otherwise there's nothing further
- // we can do about this event.
- if (window && window->getHWND() != (HWND)wParam)
- {
- if (cursorVisible == false)
- window->setCursorVisible(false);
- if (cursorLocked == true)
- window->setMouseLocked(true);
- // Update window state.
- window->setBackground(false);
- // Fire event.
- window->appEvent.trigger(devId, GainFocus);
- if (!Input::isActive())
- Input::activate();
- }
- break;
- // NOTE: if wParam is NOT equal to our window handle then we are LOSING focus
- case WM_KILLFOCUS:
- // clear any key states
- _ModifierKeys = 0;
- dMemset(keyboardState, 0, 256);
- Input::setModifierKeys(0);
- // We must have a window present; otherwise there's nothing further
- // we can do about this event.
- if (window && window->getHWND() != (HWND)wParam)
- {
- HWND hwnd = (HWND)wParam;
- UTF16 classBuf[256];
- if (hwnd)
- GetClassName(hwnd, classBuf, sizeof(classBuf));
- // We toggle the mouse lock when we become inactive
- // causing the subsequent lock call to defer itself
- // until the window becomes active again.
- if (window && window->isMouseLocked())
- {
- window->setMouseLocked( false );
- window->setMouseLocked( true );
- }
- // FIXME [tom, 5/1/2007] Hard coding this is lame since there's a const in win32Window.cpp
- // CodeReview - this fails if there is a second jug app in the arena.
- if (hwnd == NULL || String::compare(classBuf, L"TorqueJuggernaughtWindow") != 0)
- {
- // We are being made inactive and the window being made active isn't
- // a jugg window. Thus, we need to deactivate input.
- if (Input::isActive())
- Input::deactivate();
- }
- cursorVisible = window->isCursorVisible();
- if (!cursorVisible)
- window->setCursorVisible(true);
- cursorLocked = window->isMouseLocked();
- if (cursorLocked)
- window->setMouseLocked(false);
- // Update window state.
- window->setBackground(true);
- // Fire event.
- window->appEvent.trigger(devId, LoseFocus);
- }
- break;
- case WM_ACTIVATEAPP:
- if (wParam)
- {
- // Could extract current modifier state from windows.
- _ModifierKeys = 0;
- Input::setModifierKeys(_ModifierKeys);
- }
- break;
- case WM_CLOSE:
- if (window)
- window->appEvent.trigger(devId,WindowClose);
- // Force a quit if we're in play mode, otherwise there would be
- // no way to stop a journal playback.(
- if (Journal::IsPlaying())
- Process::requestShutdown();
- break;
- case WM_TIMER: {
- if (window)
- window->appEvent.trigger(devId,Timer);
- break;
- }
- case WM_DESTROY:{
- // Only people who care about this currently are web plugins, because
- // everyone else will just handle the WM_CLOSE app event.
- if(window)
- window->appEvent.trigger(devId,WindowDestroy);
- break;
- }
- case WM_QUIT: {
- // Quit indicates that we're not going to receive anymore Win32 messages.
- // Therefore, it's appropriate to flag our event loop for exit as well,
- // since we won't be getting any more messages.
- Process::requestShutdown((S32)wParam);
- break;
- }
- // CodeReview - This is not used now and will incur an overhead for rendering
- // since the renderThreadBlocked fix requires handling WM_PAINT and
- // triggering the displayEvent. May need to revisit this at a later
- // time if we want event driven rendering.
- //case WM_PAINT: {
- // // Checking for isOpen will keep us from generating an event
- // // during the window creation process, which can cause problems
- // // with the journaling.
- // if (window && window->isOpen() && !winState.renderThreadBlocked )
- // window->displayEvent.trigger(devId);
- //}
- case WM_SIZE: {
- if (window && wParam != SIZE_MINIMIZED && !Journal::IsPlaying())
- {
- window->resizeEvent.trigger(window->getWindowId(), LOWORD(lParam),HIWORD(lParam));
- // Consume all existing mouse events and those posted to our own dispatch queue
- MSG msg;
- PeekMessage( &msg, 0,WM_MOUSEFIRST,WM_MOUSELAST , PM_QS_POSTMESSAGE | PM_NOYIELD | PM_REMOVE );
- RemoveMessages( NULL, WM_MOUSEMOVE, WM_MOUSEMOVE );
- if( window->isMouseLocked())
- {
- RECT r;
- GetWindowRect(window->getHWND(), &r);
- S32 centerX = (r.right + r.left) >> 1;
- S32 centerY = ((r.bottom + r.top) >> 1);
- window->setCursorPosition( centerX, centerY );
- // Set the CursorPos
- SetCursorPos(centerX, centerY);
- }
- }
- }
- }
- return true;
- }
- //-----------------------------------------------------------------------------
- // Structure used to store Windows events for delayed dispatching
- struct WinMessageQueue
- {
- public:
- struct Message {
- HWND hWnd;
- UINT message;
- WPARAM wparam;
- WPARAM lparam;
- };
- WinMessageQueue()
- {
- VECTOR_SET_ASSOCIATION( _messageList );
- }
- bool isEmpty() {
- return !_messageList.size();
- }
- void post(HWND hWnd,UINT message,WPARAM wparam,WPARAM lparam) {
- Message msg;
- msg.hWnd = hWnd;
- msg.message = message;
- msg.wparam = wparam;
- msg.lparam = lparam;
- _messageList.push_back(msg);
- }
- bool next(Message* msg) {
- if (!_messageList.size())
- return false;
- *msg = _messageList.first();
- _messageList.pop_front();
- return true;
- }
- void remove(HWND hWnd, UINT msgBegin = -1, UINT msgEnd = -1) {
- for (S32 i = 0; i < _messageList.size(); i++)
- {
- // Match Window
- if( hWnd != NULL && _messageList[i].hWnd == hWnd)
- _messageList.erase_fast(i--);
- else if( msgBegin != -1 && msgEnd != -1 )
- {
- // CodeReview - Match Message Range [6/30/2007 justind]
- //
- // Word of caution : Use this only if you know what you're doing.
- // I cannot be responsible for you blowing your leg off destroying
- // a bunch of messages you didn't intend to if you specify a ridiculous
- // range of messages values.
- //
- // To filter a single message, pass the message as the begin and end.
- if( _messageList[i].message >= msgBegin && _messageList[i].message <= msgEnd )
- _messageList.erase_fast(i--);
- }
- }
- }
- private:
- Vector<Message> _messageList;
- };
- static WinMessageQueue _MessageQueue;
- void RemoveMessages(HWND hWnd,UINT msgBegin,UINT msgEnd )
- {
- _MessageQueue.remove( hWnd, msgBegin, msgEnd );
- }
- // Dispatch the window event, or queue up for later
- void Dispatch(DispatchType type,HWND hWnd,UINT message,WPARAM wparam,WPARAM lparam)
- {
- // If the message queue is not empty, then we'll need to delay
- // this dispatch in order to preserve message order.
- if (type == DelayedDispatch || !_MessageQueue.isEmpty())
- _MessageQueue.post(hWnd,message,wparam,lparam);
- else
- _dispatch(hWnd,message,wparam,lparam);
- }
- // Dispatch next even in the queue
- bool DispatchNext()
- {
- WinMessageQueue::Message msg;
- if (!_MessageQueue.next(&msg))
- return false;
- _dispatch(msg.hWnd,msg.message,msg.wparam,msg.lparam);
- return true;
- }
- // Remove events from the queue
- void DispatchRemove(HWND hWnd)
- {
- _MessageQueue.remove(hWnd);
- }
- #endif
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