// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #include "../Precompiled.h" #include "../Core/Context.h" #include "../Core/CoreEvents.h" #include "../Core/Mutex.h" #include "../Core/ProcessUtils.h" #include "../Core/Profiler.h" #include "../Core/StringUtils.h" #include "../Graphics/Graphics.h" #include "../Graphics/GraphicsEvents.h" #include "../Input/Input.h" #include "../IO/FileSystem.h" #include "../IO/Log.h" #include "../IO/RWOpsWrapper.h" #include "../Resource/ResourceCache.h" // ATOMIC BEGIN // #include "../UI/Text.h" #include "../UI/UI.h" #include "../UI/UIWidget.h" #include // ATOMIC END #ifdef __EMSCRIPTEN__ #include #endif #include "../DebugNew.h" extern "C" int SDL_AddTouch(SDL_TouchID touchID, const char* name); // Use a "click inside window to focus" mechanism on desktop platforms when the mouse cursor is hidden #if defined(_WIN32) || (defined(__APPLE__) && !defined(IOS) && !defined(TVOS)) || (defined(__linux__) && !defined(__ANDROID__)) #define REQUIRE_CLICK_TO_FOCUS #endif namespace Atomic { const int SCREEN_JOYSTICK_START_ID = 0x40000000; const StringHash VAR_BUTTON_KEY_BINDING("VAR_BUTTON_KEY_BINDING"); const StringHash VAR_BUTTON_MOUSE_BUTTON_BINDING("VAR_BUTTON_MOUSE_BUTTON_BINDING"); const StringHash VAR_LAST_KEYSYM("VAR_LAST_KEYSYM"); const StringHash VAR_SCREEN_JOYSTICK_ID("VAR_SCREEN_JOYSTICK_ID"); const unsigned TOUCHID_MAX = 32; /// Convert SDL keycode if necessary. int ConvertSDLKeyCode(int keySym, int scanCode) { if (scanCode == SCANCODE_AC_BACK) return KEY_ESCAPE; else return SDL_tolower(keySym); } // ATOMIC BEGIN UIWidget* TouchState::GetTouchedElement() { return touchedWidget_.Get(); } // ATOMIC END #ifdef __EMSCRIPTEN__ #define EM_TRUE 1 #define EM_FALSE 0 /// Glue between Urho Input and Emscripten HTML5 /** HTML5 (Emscripten) is limited in the way it handles input. The EmscriptenInput class attempts to provide the glue between Urho3D Input behavior and HTML5, where SDL currently fails to do so. * * Mouse Input: * - The OS mouse cursor position can't be set. * - The mouse can be trapped within play area via 'PointerLock API', which requires a request and interaction between the user and browser. * - To request mouse lock, call SetMouseMode(MM_RELATIVE). The E_MOUSEMODECHANGED event will be sent if/when the user confirms the request. * NOTE: The request must be initiated by the user (eg: on mouse button down/up, key down/up). * - The user can press 'escape' key and browser will force user out of pointer lock. Urho will send the E_MOUSEMODECHANGED event. * - SetMouseMode(MM_ABSOLUTE) will leave pointer lock. * - MM_WRAP is unsupported. */ /// % Emscripten Input glue. Intended to be used by the Input subsystem only. class EmscriptenInput { friend class Input; public: /// Constructor, expecting pointer to constructing Input instance. EmscriptenInput(Input* inputInst); /// Static callback method for Pointer Lock API. Handles change in Pointer Lock state and sends events for mouse mode change. static EM_BOOL HandlePointerLockChange(int eventType, const EmscriptenPointerlockChangeEvent* keyEvent, void* userData); /// Static callback method for tracking focus change events. static EM_BOOL HandleFocusChange(int eventType, const EmscriptenFocusEvent* keyEvent, void* userData); /// Static callback method for suppressing mouse jump. static EM_BOOL HandleMouseJump(int eventType, const EmscriptenMouseEvent * mouseEvent, void* userData); /// Static callback method to handle SDL events. static int HandleSDLEvents(void* userData, SDL_Event* event); /// Send request to user to gain pointer lock. This requires a user-browser interaction on the first call. void RequestPointerLock(MouseMode mode, bool suppressEvent = false); /// Send request to exit pointer lock. This has the benefit of not requiring the user-browser interaction on the next pointer lock request. void ExitPointerLock(bool suppressEvent = false); /// Returns whether the page is visible. bool IsVisible(); private: /// Instance of Input subsystem that constructed this instance. Input* inputInst_; /// The mouse mode being requested for pointer-lock. static MouseMode requestedMouseMode_; /// Flag indicating whether to suppress the next mouse mode change event. static bool suppressMouseModeEvent_; /// The mouse mode of the previous request for pointer-lock. static MouseMode invalidatedRequestedMouseMode_; /// Flag indicating the previous request to suppress the next mouse mode change event. static bool invalidatedSuppressMouseModeEvent_; }; bool EmscriptenInput::suppressMouseModeEvent_ = false; MouseMode EmscriptenInput::requestedMouseMode_ = MM_INVALID; bool EmscriptenInput::invalidatedSuppressMouseModeEvent_ = false; MouseMode EmscriptenInput::invalidatedRequestedMouseMode_ = MM_INVALID; EmscriptenInput::EmscriptenInput(Input* inputInst) : inputInst_(inputInst) { void* vInputInst = (void*)inputInst; // Handle pointer lock emscripten_set_pointerlockchange_callback(NULL, vInputInst, false, EmscriptenInput::HandlePointerLockChange); // Handle mouse events to prevent mouse jumps emscripten_set_mousedown_callback(NULL, vInputInst, true, EmscriptenInput::HandleMouseJump); emscripten_set_mousemove_callback(NULL, vInputInst, true, EmscriptenInput::HandleMouseJump); // Handle focus changes emscripten_set_focusout_callback(NULL, vInputInst, false, EmscriptenInput::HandleFocusChange); emscripten_set_focus_callback(NULL, vInputInst, false, EmscriptenInput::HandleFocusChange); // Handle SDL events SDL_AddEventWatch(EmscriptenInput::HandleSDLEvents, vInputInst); } void EmscriptenInput::RequestPointerLock(MouseMode mode, bool suppressEvent) { requestedMouseMode_ = mode; suppressMouseModeEvent_ = suppressEvent; emscripten_request_pointerlock(NULL, true); } void EmscriptenInput::ExitPointerLock(bool suppressEvent) { if (requestedMouseMode_ != MM_INVALID) { invalidatedRequestedMouseMode_ = requestedMouseMode_; invalidatedSuppressMouseModeEvent_ = suppressMouseModeEvent_; } requestedMouseMode_ = MM_INVALID; suppressMouseModeEvent_ = suppressEvent; if (inputInst_->IsMouseLocked()) { inputInst_->emscriptenExitingPointerLock_ = true; emscripten_exit_pointerlock(); } } bool EmscriptenInput::IsVisible() { EmscriptenVisibilityChangeEvent visibilityStatus; if (emscripten_get_visibility_status(&visibilityStatus) >= EMSCRIPTEN_RESULT_SUCCESS) return visibilityStatus.hidden >= EM_TRUE ? false : true; // Assume visible ATOMIC_LOGWARNING("Could not determine visibility status."); return true; } EM_BOOL EmscriptenInput::HandlePointerLockChange(int eventType, const EmscriptenPointerlockChangeEvent* keyEvent, void* userData) { Input* const inputInst = (Input*)userData; bool invalid = false; const bool suppress = suppressMouseModeEvent_; if (requestedMouseMode_ == MM_INVALID && invalidatedRequestedMouseMode_ != MM_INVALID) { invalid = true; requestedMouseMode_ = invalidatedRequestedMouseMode_; suppressMouseModeEvent_ = invalidatedSuppressMouseModeEvent_; invalidatedRequestedMouseMode_ = MM_INVALID; invalidatedSuppressMouseModeEvent_ = false; } if (keyEvent->isActive >= EM_TRUE) { // Pointer Lock is now active inputInst->emscriptenPointerLock_ = true; inputInst->emscriptenEnteredPointerLock_ = true; inputInst->SetMouseModeEmscriptenFinal(requestedMouseMode_, suppressMouseModeEvent_); } else { // Pointer Lock is now inactive inputInst->emscriptenPointerLock_ = false; if (inputInst->mouseMode_ == MM_RELATIVE) inputInst->SetMouseModeEmscriptenFinal(MM_FREE, suppressMouseModeEvent_); else if (inputInst->mouseMode_ == MM_ABSOLUTE) inputInst->SetMouseModeEmscriptenFinal(MM_ABSOLUTE, suppressMouseModeEvent_); inputInst->emscriptenExitingPointerLock_ = false; } if (invalid) { if (keyEvent->isActive >= EM_TRUE) { // ExitPointerLock was called before the pointer-lock request was accepted. // Exit from pointer-lock to avoid unexpected behavior. invalidatedRequestedMouseMode_ = MM_INVALID; inputInst->emscriptenInput_->ExitPointerLock(suppress); return EM_TRUE; } } requestedMouseMode_ = MM_INVALID; suppressMouseModeEvent_ = false; invalidatedRequestedMouseMode_ = MM_INVALID; invalidatedSuppressMouseModeEvent_ = false; return EM_TRUE; } EM_BOOL EmscriptenInput::HandleFocusChange(int eventType, const EmscriptenFocusEvent* keyEvent, void* userData) { Input* const inputInst = (Input*)userData; inputInst->SuppressNextMouseMove(); if (eventType == EMSCRIPTEN_EVENT_FOCUSOUT) inputInst->LoseFocus(); else if (eventType == EMSCRIPTEN_EVENT_FOCUS) inputInst->GainFocus(); return EM_TRUE; } EM_BOOL EmscriptenInput::HandleMouseJump(int eventType, const EmscriptenMouseEvent * mouseEvent, void* userData) { // Suppress mouse jump on pointer-lock change Input* const inputInst = (Input*)userData; bool suppress = false; if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN && inputInst->emscriptenEnteredPointerLock_) { suppress = true; inputInst->emscriptenEnteredPointerLock_ = false; } else if (eventType == EMSCRIPTEN_EVENT_MOUSEMOVE && inputInst->emscriptenExitingPointerLock_) { suppress = true; } if (suppress) inputInst->SuppressNextMouseMove(); return EM_FALSE; } int EmscriptenInput::HandleSDLEvents(void* userData, SDL_Event* event) { Input* const inputInst = (Input*)userData; inputInst->HandleSDLEvent(event); return 0; } #endif void JoystickState::Initialize(unsigned numButtons, unsigned numAxes, unsigned numHats) { buttons_.Resize(numButtons); buttonPress_.Resize(numButtons); axes_.Resize(numAxes); hats_.Resize(numHats); Reset(); } void JoystickState::Reset() { // ATOMIC BEGIN StopRumble(); // ATOMIC END for (unsigned i = 0; i < buttons_.Size(); ++i) { buttons_[i] = false; buttonPress_[i] = false; } for (unsigned i = 0; i < axes_.Size(); ++i) axes_[i] = 0.0f; for (unsigned i = 0; i < hats_.Size(); ++i) hats_[i] = HAT_CENTER; } // ATOMIC BEGIN /// Initialize the Rumble section of SDL Haptics /// if an error occurs, unset the canRumble_ to stop further init attempts, until Reset is called. bool JoystickState::StartRumble() { if ( haptic_ == NULL && canRumble_ ) { const char *hname = SDL_HapticName(joystickID_); haptic_ = SDL_HapticOpen(joystickID_); if (haptic_ == NULL) { ATOMIC_LOGERRORF( "Unable to access haptic device[%d] %s", joystickID_, hname ? hname : "Unknown" ); canRumble_ = false; return false; } SDL_ClearError(); if ( SDL_HapticRumbleSupported(haptic_) == SDL_FALSE) { ATOMIC_LOGERRORF( "The device `%s` does not support haptic operations", hname ? hname : "Unknown"); SDL_HapticClose(haptic_); haptic_ = NULL; canRumble_ = false; return false; } SDL_ClearError(); if ( SDL_HapticRumbleInit(haptic_) != 0) { ATOMIC_LOGERRORF( "Failed to initialize rumble: %s", SDL_GetError()); canRumble_ = false; return false; } } return true; } /// clean up rumble void JoystickState::StopRumble() { if ( haptic_ ) { SDL_HapticRumbleStop(haptic_); SDL_HapticClose(haptic_); haptic_ = NULL; } canRumble_ = true; } /// return if the joystick or game controller supports the force feedback rumble. bool JoystickState::IsRumble() { if ( canRumble_ ) if ( !StartRumble() ) return false; if ( haptic_ ) { return SDL_HapticRumbleSupported(haptic_); } return false; } /// rumble player, strength is from 0.0 to 1.0, length is in milliseconds, 1000 is equal to 1 second. void JoystickState::DoRumble( float strength, unsigned int len) { StartRumble(); // lazy initialization if ( haptic_ && canRumble_ ) { float stren1 = Clamp (strength, 0.0f, 1.0f ); if (SDL_HapticRumblePlay(haptic_, stren1, len ) != 0 ) ATOMIC_LOGINFOF( "Failed to play rumble: %s\n", SDL_GetError() ); } } // ATOMIC END Input::Input(Context* context) : Object(context), mouseButtonDown_(0), mouseButtonPress_(0), lastVisibleMousePosition_(MOUSE_POSITION_OFFSCREEN), mouseMoveWheel_(0), inputScale_(Vector2::ONE), windowID_(0), toggleFullscreen_(true), // ATOMIC BEGIN // default mouse to visible mouseVisible_(true), lastMouseVisible_(true), // ATOMIC END mouseGrabbed_(false), lastMouseGrabbed_(false), mouseMode_(MM_ABSOLUTE), lastMouseMode_(MM_ABSOLUTE), #ifndef __EMSCRIPTEN__ sdlMouseRelative_(false), #else emscriptenPointerLock_(false), emscriptenEnteredPointerLock_(false), emscriptenExitingPointerLock_(false), #endif touchEmulation_(false), inputFocus_(false), minimized_(false), focusedThisFrame_(false), suppressNextMouseMove_(false), mouseMoveScaled_(false), initialized_(false) { context_->RequireSDL(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); for (int i = 0; i < TOUCHID_MAX; i++) availableTouchIDs_.Push(i); SubscribeToEvent(E_SCREENMODE, ATOMIC_HANDLER(Input, HandleScreenMode)); #if defined(__ANDROID__) SDL_SetHint(SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH, "1"); #elif defined(__EMSCRIPTEN__) emscriptenInput_ = new EmscriptenInput(this); #endif // Try to initialize right now, but skip if screen mode is not yet set Initialize(); } Input::~Input() { context_->ReleaseSDL(); } void Input::Update() { assert(initialized_); ATOMIC_PROFILE(UpdateInput); #ifndef __EMSCRIPTEN__ bool mouseMoved = false; if (mouseMove_ != IntVector2::ZERO) mouseMoved = true; ResetInputAccumulation(); SDL_Event evt; while (SDL_PollEvent(&evt)) HandleSDLEvent(&evt); if (suppressNextMouseMove_ && (mouseMove_ != IntVector2::ZERO || mouseMoved)) UnsuppressMouseMove(); #endif // Check for focus change this frame SDL_Window* window = graphics_->GetWindow(); unsigned flags = window ? SDL_GetWindowFlags(window) & (SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS) : 0; #ifndef __EMSCRIPTEN__ if (window) { #ifdef REQUIRE_CLICK_TO_FOCUS // When using the "click to focus" mechanism, only focus automatically in fullscreen or non-hidden mouse mode if (!inputFocus_ && ((mouseVisible_ || mouseMode_ == MM_FREE) || graphics_->GetFullscreen()) && (flags & SDL_WINDOW_INPUT_FOCUS)) #else if (!inputFocus_ && (flags & SDL_WINDOW_INPUT_FOCUS)) #endif focusedThisFrame_ = true; if (focusedThisFrame_) GainFocus(); // Check for losing focus. The window flags are not reliable when using an external window, so prevent losing focus in that case if (inputFocus_ && !graphics_->GetExternalWindow() && (flags & SDL_WINDOW_INPUT_FOCUS) == 0) LoseFocus(); } else return; // Handle mouse mode MM_WRAP if (mouseVisible_ && mouseMode_ == MM_WRAP) { IntVector2 windowPos = graphics_->GetWindowPosition(); IntVector2 mpos; SDL_GetGlobalMouseState(&mpos.x_, &mpos.y_); mpos -= windowPos; const int buffer = 5; const int width = graphics_->GetWidth() - buffer * 2; const int height = graphics_->GetHeight() - buffer * 2; // SetMousePosition utilizes backbuffer coordinate system, scale now from window coordinates mpos.x_ = (int)(mpos.x_ * inputScale_.x_); mpos.y_ = (int)(mpos.y_ * inputScale_.y_); bool warp = false; if (mpos.x_ < buffer) { warp = true; mpos.x_ += width; } if (mpos.x_ > buffer + width) { warp = true; mpos.x_ -= width; } if (mpos.y_ < buffer) { warp = true; mpos.y_ += height; } if (mpos.y_ > buffer + height) { warp = true; mpos.y_ -= height; } if (warp) { SetMousePosition(mpos); SuppressNextMouseMove(); } } #else if (!window) return; #endif #ifndef __EMSCRIPTEN__ if (!touchEmulation_ && (graphics_->GetExternalWindow() || ((!sdlMouseRelative_ && !mouseVisible_ && mouseMode_ != MM_FREE) && inputFocus_ && (flags & SDL_WINDOW_MOUSE_FOCUS)))) #else if (!touchEmulation_ && !emscriptenPointerLock_ && (graphics_->GetExternalWindow() || (!mouseVisible_ && inputFocus_ && (flags & SDL_WINDOW_MOUSE_FOCUS)))) #endif { const IntVector2 mousePosition = GetMousePosition(); mouseMove_ = mousePosition - lastMousePosition_; mouseMoveScaled_ = true; // Already in backbuffer scale, since GetMousePosition() operates in that #ifndef __EMSCRIPTEN__ if (graphics_->GetExternalWindow()) lastMousePosition_ = mousePosition; else { // Recenter the mouse cursor manually after move CenterMousePosition(); } #else if (mouseMode_ == MM_ABSOLUTE || mouseMode_ == MM_FREE) lastMousePosition_ = mousePosition; if (emscriptenExitingPointerLock_) SuppressNextMouseMove(); #endif // Send mouse move event if necessary if (mouseMove_ != IntVector2::ZERO) { if (!suppressNextMouseMove_) { using namespace MouseMove; VariantMap& eventData = GetEventDataMap(); eventData[P_X] = mousePosition.x_; eventData[P_Y] = mousePosition.y_; eventData[P_DX] = mouseMove_.x_; eventData[P_DY] = mouseMove_.y_; eventData[P_BUTTONS] = mouseButtonDown_; eventData[P_QUALIFIERS] = GetQualifiers(); SendEvent(E_MOUSEMOVE, eventData); } } } #ifndef __EMSCRIPTEN__ else if (!touchEmulation_ && !mouseVisible_ && sdlMouseRelative_ && inputFocus_ && (flags & SDL_WINDOW_MOUSE_FOCUS)) { // Keep the cursor trapped in window. CenterMousePosition(); } #endif } void Input::SetMouseVisible(bool enable, bool suppressEvent) { const bool startMouseVisible = mouseVisible_; // In touch emulation mode only enabled mouse is allowed if (touchEmulation_) enable = true; // In mouse mode relative, the mouse should be invisible if (mouseMode_ == MM_RELATIVE) { if (!suppressEvent) lastMouseVisible_ = enable; enable = false; } // SDL Raspberry Pi "video driver" does not have proper OS mouse support yet, so no-op for now #ifndef RPI if (enable != mouseVisible_) { if (initialized_) { // External windows can only support visible mouse cursor if (graphics_->GetExternalWindow()) { mouseVisible_ = true; if (!suppressEvent) lastMouseVisible_ = true; return; } if (!enable && inputFocus_) { #ifndef __EMSCRIPTEN__ if (mouseVisible_) lastVisibleMousePosition_ = GetMousePosition(); if (mouseMode_ == MM_ABSOLUTE) SetMouseModeAbsolute(SDL_TRUE); #else if (mouseMode_ == MM_ABSOLUTE && !emscriptenPointerLock_) emscriptenInput_->RequestPointerLock(MM_ABSOLUTE, suppressEvent); #endif SDL_ShowCursor(SDL_FALSE); mouseVisible_ = false; } else if (mouseMode_ != MM_RELATIVE) { SetMouseGrabbed(false, suppressEvent); SDL_ShowCursor(SDL_TRUE); mouseVisible_ = true; #ifndef __EMSCRIPTEN__ if (mouseMode_ == MM_ABSOLUTE) SetMouseModeAbsolute(SDL_FALSE); // ATOMIC BEGIN /* // Update cursor position UI* ui = GetSubsystem(); Cursor* cursor = ui->GetCursor(); // If the UI Cursor was visible, use that position instead of last visible OS cursor position if (cursor && cursor->IsVisible()) { IntVector2 pos = cursor->GetScreenPosition(); if (pos != MOUSE_POSITION_OFFSCREEN) { SetMousePosition(pos); lastMousePosition_ = pos; } } else */ //ATOMIC END { if (lastVisibleMousePosition_ != MOUSE_POSITION_OFFSCREEN) { SetMousePosition(lastVisibleMousePosition_); lastMousePosition_ = lastVisibleMousePosition_; } } #else if (mouseMode_ == MM_ABSOLUTE && emscriptenPointerLock_) emscriptenInput_->ExitPointerLock(suppressEvent); #endif } } else { // Allow to set desired mouse visibility before initialization mouseVisible_ = enable; } if (mouseVisible_ != startMouseVisible) { SuppressNextMouseMove(); if (!suppressEvent) { lastMouseVisible_ = mouseVisible_; using namespace MouseVisibleChanged; VariantMap& eventData = GetEventDataMap(); eventData[P_VISIBLE] = mouseVisible_; SendEvent(E_MOUSEVISIBLECHANGED, eventData); } } } #endif } void Input::ResetMouseVisible() { #ifndef __EMSCRIPTEN__ SetMouseVisible(lastMouseVisible_, false); #else SetMouseVisibleEmscripten(lastMouseVisible_, false); #endif } #ifdef __EMSCRIPTEN__ void Input::SetMouseVisibleEmscripten(bool enable, bool suppressEvent) { if (enable != mouseVisible_) { if (mouseMode_ == MM_ABSOLUTE) { if (enable) { mouseVisible_ = true; SDL_ShowCursor(SDL_TRUE); emscriptenInput_->ExitPointerLock(suppressEvent); } else { if (emscriptenPointerLock_) { mouseVisible_ = false; SDL_ShowCursor(SDL_FALSE); } else emscriptenInput_->RequestPointerLock(MM_ABSOLUTE, suppressEvent); } } else { mouseVisible_ = enable; SDL_ShowCursor(enable ? SDL_TRUE : SDL_FALSE); } } if (!suppressEvent) lastMouseVisible_ = mouseVisible_; } void Input::SetMouseModeEmscriptenFinal(MouseMode mode, bool suppressEvent) { if (!suppressEvent) lastMouseMode_ = mode; mouseMode_ = mode; if (mode == MM_ABSOLUTE) { if (emscriptenPointerLock_) { SetMouseVisibleEmscripten(false, suppressEvent); } else { SetMouseVisibleEmscripten(true, suppressEvent); } //ATOMIC BEGIN // UI* const ui = GetSubsystem(); // Cursor* const cursor = ui->GetCursor(); //ATOMIC END SetMouseGrabbed(!(mouseVisible_), suppressEvent); } else if (mode == MM_RELATIVE && emscriptenPointerLock_) { SetMouseGrabbed(true, suppressEvent); SetMouseVisibleEmscripten(false, suppressEvent); } else { SetMouseGrabbed(false, suppressEvent); } SuppressNextMouseMove(); if (!suppressEvent) { VariantMap& eventData = GetEventDataMap(); eventData[MouseModeChanged::P_MODE] = mode; eventData[MouseModeChanged::P_MOUSELOCKED] = IsMouseLocked(); SendEvent(E_MOUSEMODECHANGED, eventData); } } void Input::SetMouseModeEmscripten(MouseMode mode, bool suppressEvent) { if (mode != mouseMode_) SuppressNextMouseMove(); const MouseMode previousMode = mouseMode_; mouseMode_ = mode; //ATOMIC BEGIN // UI* const ui = GetSubsystem(); // Cursor* const cursor = ui->GetCursor(); //ATOMIC END // Handle changing from previous mode if (previousMode == MM_RELATIVE) ResetMouseVisible(); // Handle changing to new mode if (mode == MM_FREE) { // Attempt to cancel pending pointer-lock requests emscriptenInput_->ExitPointerLock(suppressEvent); SetMouseGrabbed(!(mouseVisible_), suppressEvent); } else if (mode == MM_ABSOLUTE) { if (!mouseVisible_) { if (emscriptenPointerLock_) { SetMouseVisibleEmscripten(false, suppressEvent); } else { if (! mouseVisible_ ) SetMouseVisible(true, suppressEvent); // Deferred mouse mode change to pointer-lock callback mouseMode_ = previousMode; emscriptenInput_->RequestPointerLock(MM_ABSOLUTE, suppressEvent); } SetMouseGrabbed(!(mouseVisible_), suppressEvent); } } else if (mode == MM_RELATIVE) { if (emscriptenPointerLock_) { SetMouseVisibleEmscripten(false, true); SetMouseGrabbed(!mouseVisible_, suppressEvent); } else { // Defer mouse mode change to pointer-lock callback SetMouseGrabbed(false, true); mouseMode_ = previousMode; emscriptenInput_->RequestPointerLock(MM_RELATIVE, suppressEvent); } } } #endif void Input::SetMouseGrabbed(bool grab, bool suppressEvent) { // To not interfere with touch UI operation, never report the mouse as grabbed on Android / iOS #if !defined(__ANDROID__) && !defined(IOS) mouseGrabbed_ = grab; if (!suppressEvent) lastMouseGrabbed_ = grab; #endif } void Input::ResetMouseGrabbed() { SetMouseGrabbed(lastMouseGrabbed_, true); } #ifndef __EMSCRIPTEN__ void Input::SetMouseModeAbsolute(SDL_bool enable) { SDL_Window* const window = graphics_->GetWindow(); SDL_SetWindowGrab(window, enable); } void Input::SetMouseModeRelative(SDL_bool enable) { SDL_Window* const window = graphics_->GetWindow(); int result = SDL_SetRelativeMouseMode(enable); sdlMouseRelative_ = enable && (result == 0); if (result == -1) SDL_SetWindowGrab(window, enable); } #endif void Input::SetMouseMode(MouseMode mode, bool suppressEvent) { const MouseMode previousMode = mouseMode_; #ifdef __EMSCRIPTEN__ SetMouseModeEmscripten(mode, suppressEvent); #else if (mode != mouseMode_) { if (initialized_) { SuppressNextMouseMove(); mouseMode_ = mode; SDL_Window* const window = graphics_->GetWindow(); // ATOMIC BEGIN //UI* const ui = GetSubsystem(); //Cursor* const cursor = ui->GetCursor(); // ATOMIC END // Handle changing from previous mode if (previousMode == MM_ABSOLUTE) { if (!mouseVisible_) SetMouseModeAbsolute(SDL_FALSE); } if (previousMode == MM_RELATIVE) { SetMouseModeRelative(SDL_FALSE); ResetMouseVisible(); } else if (previousMode == MM_WRAP) SDL_SetWindowGrab(window, SDL_FALSE); // Handle changing to new mode if (mode == MM_ABSOLUTE) { if (!mouseVisible_) SetMouseModeAbsolute(SDL_TRUE); } else if (mode == MM_RELATIVE) { SetMouseVisible(false, true); SetMouseModeRelative(SDL_TRUE); } else if (mode == MM_WRAP) { SetMouseGrabbed(true, suppressEvent); SDL_SetWindowGrab(window, SDL_TRUE); } // ATOMIC BEGIN if (mode != MM_WRAP) // SetMouseGrabbed(!(mouseVisible_ || (cursor && cursor->IsVisible())), suppressEvent); SetMouseGrabbed(!mouseVisible_, suppressEvent); // ATOMIC END } else { // Allow to set desired mouse mode before initialization mouseMode_ = mode; } } #endif if (!suppressEvent) { lastMouseMode_ = mode; if (mouseMode_ != previousMode) { VariantMap& eventData = GetEventDataMap(); eventData[MouseModeChanged::P_MODE] = mode; eventData[MouseModeChanged::P_MOUSELOCKED] = IsMouseLocked(); SendEvent(E_MOUSEMODECHANGED, eventData); } } } void Input::ResetMouseMode() { SetMouseMode(lastMouseMode_, false); } void Input::SetToggleFullscreen(bool enable) { toggleFullscreen_ = enable; } static void PopulateKeyBindingMap(HashMap& keyBindingMap) { if (keyBindingMap.Empty()) { keyBindingMap.Insert(MakePair("SPACE", KEY_SPACE)); keyBindingMap.Insert(MakePair("LCTRL", KEY_LCTRL)); keyBindingMap.Insert(MakePair("RCTRL", KEY_RCTRL)); keyBindingMap.Insert(MakePair("LSHIFT", KEY_LSHIFT)); keyBindingMap.Insert(MakePair("RSHIFT", KEY_RSHIFT)); keyBindingMap.Insert(MakePair("LALT", KEY_LALT)); keyBindingMap.Insert(MakePair("RALT", KEY_RALT)); keyBindingMap.Insert(MakePair("LGUI", KEY_LGUI)); keyBindingMap.Insert(MakePair("RGUI", KEY_RGUI)); keyBindingMap.Insert(MakePair("TAB", KEY_TAB)); keyBindingMap.Insert(MakePair("RETURN", KEY_RETURN)); keyBindingMap.Insert(MakePair("RETURN2", KEY_RETURN2)); keyBindingMap.Insert(MakePair("ENTER", KEY_KP_ENTER)); keyBindingMap.Insert(MakePair("SELECT", KEY_SELECT)); keyBindingMap.Insert(MakePair("LEFT", KEY_LEFT)); keyBindingMap.Insert(MakePair("RIGHT", KEY_RIGHT)); keyBindingMap.Insert(MakePair("UP", KEY_UP)); keyBindingMap.Insert(MakePair("DOWN", KEY_DOWN)); keyBindingMap.Insert(MakePair("PAGEUP", KEY_PAGEUP)); keyBindingMap.Insert(MakePair("PAGEDOWN", KEY_PAGEDOWN)); keyBindingMap.Insert(MakePair("F1", KEY_F1)); keyBindingMap.Insert(MakePair("F2", KEY_F2)); keyBindingMap.Insert(MakePair("F3", KEY_F3)); keyBindingMap.Insert(MakePair("F4", KEY_F4)); keyBindingMap.Insert(MakePair("F5", KEY_F5)); keyBindingMap.Insert(MakePair("F6", KEY_F6)); keyBindingMap.Insert(MakePair("F7", KEY_F7)); keyBindingMap.Insert(MakePair("F8", KEY_F8)); keyBindingMap.Insert(MakePair("F9", KEY_F9)); keyBindingMap.Insert(MakePair("F10", KEY_F10)); keyBindingMap.Insert(MakePair("F11", KEY_F11)); keyBindingMap.Insert(MakePair("F12", KEY_F12)); } } static void PopulateMouseButtonBindingMap(HashMap& mouseButtonBindingMap) { if (mouseButtonBindingMap.Empty()) { mouseButtonBindingMap.Insert(MakePair("LEFT", SDL_BUTTON_LEFT)); mouseButtonBindingMap.Insert(MakePair("MIDDLE", SDL_BUTTON_MIDDLE)); mouseButtonBindingMap.Insert(MakePair("RIGHT", SDL_BUTTON_RIGHT)); mouseButtonBindingMap.Insert(MakePair("X1", SDL_BUTTON_X1)); mouseButtonBindingMap.Insert(MakePair("X2", SDL_BUTTON_X2)); } } SDL_JoystickID Input::AddScreenJoystick(XMLFile* layoutFile, XMLFile* styleFile) { // ATOMIC BEGIN /* static HashMap keyBindingMap; static HashMap mouseButtonBindingMap; if (!graphics_) { ATOMIC_LOGWARNING("Cannot add screen joystick in headless mode"); return -1; } // If layout file is not given, use the default screen joystick layout if (!layoutFile) { ResourceCache* cache = GetSubsystem(); layoutFile = cache->GetResource("UI/ScreenJoystick.xml"); if (!layoutFile) // Error is already logged return -1; } UI* ui = GetSubsystem(); SharedPtr screenJoystick = ui->LoadLayout(layoutFile, styleFile); if (!screenJoystick) // Error is already logged return -1; screenJoystick->SetSize(ui->GetRoot()->GetSize()); ui->GetRoot()->AddChild(screenJoystick); // Get an unused ID for the screen joystick /// \todo After a real joystick has been plugged in 1073741824 times, the ranges will overlap SDL_JoystickID joystickID = SCREEN_JOYSTICK_START_ID; while (joysticks_.Contains(joystickID)) ++joystickID; JoystickState& state = joysticks_[joystickID]; state.joystickID_ = joystickID; state.name_ = screenJoystick->GetName(); state.screenJoystick_ = screenJoystick; unsigned numButtons = 0; unsigned numAxes = 0; unsigned numHats = 0; const Vector >& children = state.screenJoystick_->GetChildren(); for (Vector >::ConstIterator iter = children.Begin(); iter != children.End(); ++iter) { UIElement* element = iter->Get(); String name = element->GetName(); if (name.StartsWith("Button")) { ++numButtons; // Check whether the button has key binding Text* text = element->GetChildDynamicCast("KeyBinding", false); if (text) { text->SetVisible(false); const String& key = text->GetText(); int keyBinding; if (key.Length() == 1) keyBinding = key[0]; else { PopulateKeyBindingMap(keyBindingMap); HashMap::Iterator i = keyBindingMap.Find(key); if (i != keyBindingMap.End()) keyBinding = i->second_; else { ATOMIC_LOGERRORF("Unsupported key binding: %s", key.CString()); keyBinding = M_MAX_INT; } } if (keyBinding != M_MAX_INT) element->SetVar(VAR_BUTTON_KEY_BINDING, keyBinding); } // Check whether the button has mouse button binding text = element->GetChildDynamicCast("MouseButtonBinding", false); if (text) { text->SetVisible(false); const String& mouseButton = text->GetText(); PopulateMouseButtonBindingMap(mouseButtonBindingMap); HashMap::Iterator i = mouseButtonBindingMap.Find(mouseButton); if (i != mouseButtonBindingMap.End()) element->SetVar(VAR_BUTTON_MOUSE_BUTTON_BINDING, i->second_); else ATOMIC_LOGERRORF("Unsupported mouse button binding: %s", mouseButton.CString()); } } else if (name.StartsWith("Axis")) { ++numAxes; ///\todo Axis emulation for screen joystick is not fully supported yet. ATOMIC_LOGWARNING("Axis emulation for screen joystick is not fully supported yet"); } else if (name.StartsWith("Hat")) { ++numHats; Text* text = element->GetChildDynamicCast("KeyBinding", false); if (text) { text->SetVisible(false); String keyBinding = text->GetText(); int mappedKeyBinding[4] = {KEY_W, KEY_S, KEY_A, KEY_D}; Vector keyBindings; if (keyBinding.Contains(' ')) // e.g.: "UP DOWN LEFT RIGHT" keyBindings = keyBinding.Split(' '); // Attempt to split the text using ' ' as separator else if (keyBinding.Length() == 4) { keyBindings.Resize(4); // e.g.: "WSAD" for (unsigned i = 0; i < 4; ++i) keyBindings[i] = keyBinding.Substring(i, 1); } if (keyBindings.Size() == 4) { PopulateKeyBindingMap(keyBindingMap); for (unsigned j = 0; j < 4; ++j) { if (keyBindings[j].Length() == 1) mappedKeyBinding[j] = keyBindings[j][0]; else { HashMap::Iterator i = keyBindingMap.Find(keyBindings[j]); if (i != keyBindingMap.End()) mappedKeyBinding[j] = i->second_; else ATOMIC_LOGERRORF("%s - %s cannot be mapped, fallback to '%c'", name.CString(), keyBindings[j].CString(), mappedKeyBinding[j]); } } } else ATOMIC_LOGERRORF("%s has invalid key binding %s, fallback to WSAD", name.CString(), keyBinding.CString()); element->SetVar(VAR_BUTTON_KEY_BINDING, IntRect(mappedKeyBinding)); } } element->SetVar(VAR_SCREEN_JOYSTICK_ID, joystickID); } // Make sure all the children are non-focusable so they do not mistakenly to be considered as active UI input controls by application PODVector allChildren; state.screenJoystick_->GetChildren(allChildren, true); for (PODVector::Iterator iter = allChildren.Begin(); iter != allChildren.End(); ++iter) (*iter)->SetFocusMode(FM_NOTFOCUSABLE); state.Initialize(numButtons, numAxes, numHats); // There could be potentially more than one screen joystick, however they all will be handled by a same handler method // So there is no harm to replace the old handler with the new handler in each call to SubscribeToEvent() SubscribeToEvent(E_TOUCHBEGIN, ATOMIC_HANDLER(Input, HandleScreenJoystickTouch)); SubscribeToEvent(E_TOUCHMOVE, ATOMIC_HANDLER(Input, HandleScreenJoystickTouch)); SubscribeToEvent(E_TOUCHEND, ATOMIC_HANDLER(Input, HandleScreenJoystickTouch)); return joystickID; */ return 0; // ATOMIC END } bool Input::RemoveScreenJoystick(SDL_JoystickID id) { if (!joysticks_.Contains(id)) { ATOMIC_LOGERRORF("Failed to remove non-existing screen joystick ID #%d", id); return false; } // ATOMIC BEGIN /* JoystickState& state = joysticks_[id]; if (!state.screenJoystick_) { ATOMIC_LOGERRORF("Failed to remove joystick with ID #%d which is not a screen joystick", id); return false; } state.screenJoystick_->Remove(); joysticks_.Erase(id); */ // ATOMIC END return true; } void Input::SetScreenJoystickVisible(SDL_JoystickID id, bool enable) { if (joysticks_.Contains(id)) { // ATOMIC BEGIN // JoystickState& state = joysticks_[id]; // if (state.screenJoystick_) // state.screenJoystick_->SetVisible(enable); // ATOMIC END } } void Input::SetScreenKeyboardVisible(bool enable) { if (enable != SDL_IsTextInputActive()) { if (enable) SDL_StartTextInput(); else SDL_StopTextInput(); } } void Input::SetTouchEmulation(bool enable) { #if !defined(__ANDROID__) && !defined(IOS) if (enable != touchEmulation_) { if (enable) { // Touch emulation needs the mouse visible if (!mouseVisible_) SetMouseVisible(true); // Add a virtual touch device the first time we are enabling emulated touch if (!SDL_GetNumTouchDevices()) SDL_AddTouch(0, "Emulated Touch"); } else ResetTouches(); touchEmulation_ = enable; } #endif } bool Input::RecordGesture() { // If have no touch devices, fail if (!SDL_GetNumTouchDevices()) { ATOMIC_LOGERROR("Can not record gesture: no touch devices"); return false; } return SDL_RecordGesture(-1) != 0; } bool Input::SaveGestures(Serializer& dest) { RWOpsWrapper wrapper(dest); return SDL_SaveAllDollarTemplates(wrapper.GetRWOps()) != 0; } bool Input::SaveGesture(Serializer& dest, unsigned gestureID) { RWOpsWrapper wrapper(dest); return SDL_SaveDollarTemplate(gestureID, wrapper.GetRWOps()) != 0; } unsigned Input::LoadGestures(Deserializer& source) { // If have no touch devices, fail if (!SDL_GetNumTouchDevices()) { ATOMIC_LOGERROR("Can not load gestures: no touch devices"); return 0; } RWOpsWrapper wrapper(source); return (unsigned)SDL_LoadDollarTemplates(-1, wrapper.GetRWOps()); } bool Input::RemoveGesture(unsigned gestureID) { #ifdef __EMSCRIPTEN__ return false; #else return SDL_RemoveDollarTemplate(gestureID) != 0; #endif } void Input::RemoveAllGestures() { #ifndef __EMSCRIPTEN__ SDL_RemoveAllDollarTemplates(); #endif } SDL_JoystickID Input::OpenJoystick(unsigned index) { SDL_Joystick* joystick = SDL_JoystickOpen(index); if (!joystick) { ATOMIC_LOGERRORF("Cannot open joystick #%d", index); return -1; } // Create joystick state for the new joystick int joystickID = SDL_JoystickInstanceID(joystick); // ATOMIC BEGIN SharedPtr nstate(new JoystickState()); joysticks_[joystickID] = nstate; JoystickState& state = *nstate; // ATOMIC END state.joystick_ = joystick; state.joystickID_ = joystickID; state.name_ = SDL_JoystickName(joystick); if (SDL_IsGameController(index)) state.controller_ = SDL_GameControllerOpen(index); unsigned numButtons = (unsigned)SDL_JoystickNumButtons(joystick); unsigned numAxes = (unsigned)SDL_JoystickNumAxes(joystick); unsigned numHats = (unsigned)SDL_JoystickNumHats(joystick); // When the joystick is a controller, make sure there's enough axes & buttons for the standard controller mappings if (state.controller_) { if (numButtons < SDL_CONTROLLER_BUTTON_MAX) numButtons = SDL_CONTROLLER_BUTTON_MAX; if (numAxes < SDL_CONTROLLER_AXIS_MAX) numAxes = SDL_CONTROLLER_AXIS_MAX; } state.Initialize(numButtons, numAxes, numHats); return joystickID; } int Input::GetKeyFromName(const String& name) const { return SDL_GetKeyFromName(name.CString()); } int Input::GetKeyFromScancode(int scancode) const { return SDL_GetKeyFromScancode((SDL_Scancode)scancode); } String Input::GetKeyName(int key) const { return String(SDL_GetKeyName(key)); } int Input::GetScancodeFromKey(int key) const { return SDL_GetScancodeFromKey(key); } int Input::GetScancodeFromName(const String& name) const { return SDL_GetScancodeFromName(name.CString()); } String Input::GetScancodeName(int scancode) const { return SDL_GetScancodeName((SDL_Scancode)scancode); } bool Input::GetKeyDown(int key) const { return keyDown_.Contains(SDL_tolower(key)); } bool Input::GetKeyPress(int key) const { return keyPress_.Contains(SDL_tolower(key)); } bool Input::GetScancodeDown(int scancode) const { return scancodeDown_.Contains(scancode); } bool Input::GetScancodePress(int scancode) const { return scancodePress_.Contains(scancode); } bool Input::GetMouseButtonDown(int button) const { return (mouseButtonDown_ & button) != 0; } bool Input::GetMouseButtonPress(int button) const { return (mouseButtonPress_ & button) != 0; } bool Input::GetQualifierDown(int qualifier) const { if (qualifier == QUAL_SHIFT) return GetKeyDown(KEY_LSHIFT) || GetKeyDown(KEY_RSHIFT); if (qualifier == QUAL_CTRL) return GetKeyDown(KEY_LCTRL) || GetKeyDown(KEY_RCTRL); if (qualifier == QUAL_ALT) return GetKeyDown(KEY_LALT) || GetKeyDown(KEY_RALT); return false; } bool Input::GetQualifierPress(int qualifier) const { if (qualifier == QUAL_SHIFT) return GetKeyPress(KEY_LSHIFT) || GetKeyPress(KEY_RSHIFT); if (qualifier == QUAL_CTRL) return GetKeyPress(KEY_LCTRL) || GetKeyPress(KEY_RCTRL); if (qualifier == QUAL_ALT) return GetKeyPress(KEY_LALT) || GetKeyPress(KEY_RALT); return false; } int Input::GetQualifiers() const { int ret = 0; if (GetQualifierDown(QUAL_SHIFT)) ret |= QUAL_SHIFT; if (GetQualifierDown(QUAL_CTRL)) ret |= QUAL_CTRL; if (GetQualifierDown(QUAL_ALT)) ret |= QUAL_ALT; return ret; } IntVector2 Input::GetMousePosition() const { IntVector2 ret = IntVector2::ZERO; if (!initialized_) return ret; SDL_GetMouseState(&ret.x_, &ret.y_); ret.x_ = (int)(ret.x_ * inputScale_.x_); ret.y_ = (int)(ret.y_ * inputScale_.y_); return ret; } IntVector2 Input::GetMouseMove() const { if (!suppressNextMouseMove_) return mouseMoveScaled_ ? mouseMove_ : IntVector2((int)(mouseMove_.x_ * inputScale_.x_), (int)(mouseMove_.y_ * inputScale_.y_)); else return IntVector2::ZERO; } int Input::GetMouseMoveX() const { if (!suppressNextMouseMove_) return mouseMoveScaled_ ? mouseMove_.x_ : (int)(mouseMove_.x_ * inputScale_.x_); else return 0; } int Input::GetMouseMoveY() const { if (!suppressNextMouseMove_) return mouseMoveScaled_ ? mouseMove_.y_ : mouseMove_.y_ * inputScale_.y_; else return 0; } TouchState* Input::GetTouch(unsigned index) const { if (index >= touches_.Size()) return 0; HashMap::ConstIterator i = touches_.Begin(); while (index--) ++i; return const_cast(&i->second_); } JoystickState* Input::GetJoystickByIndex(unsigned index) { unsigned compare = 0; // ATOMIC BEGIN for (HashMap>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i) { if (compare++ == index) return (i->second_); } // ATOMIC END return 0; } JoystickState* Input::GetJoystickByName(const String& name) { // ATOMIC BEGIN for (HashMap>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i) { if (i->second_->name_ == name) return (i->second_); } // ATOMIC END return 0; } JoystickState* Input::GetJoystick(SDL_JoystickID id) { // ATOMIC BEGIN HashMap>::Iterator i = joysticks_.Find(id); return i != joysticks_.End() ? (i->second_) : 0; // ATOMIC END } bool Input::IsScreenJoystickVisible(SDL_JoystickID id) const { // ATOMIC BEGIN //HashMap::ConstIterator i = joysticks_.Find(id); //return i != joysticks_.End() && i->second_.screenJoystick_ && i->second_.screenJoystick_->IsVisible(); return false; // ATOMIC END } bool Input::GetScreenKeyboardSupport() const { return SDL_HasScreenKeyboardSupport(); } bool Input::IsScreenKeyboardVisible() const { return SDL_IsTextInputActive(); } bool Input::IsMouseLocked() const { #ifdef __EMSCRIPTEN__ return emscriptenPointerLock_; #else return !((mouseMode_ == MM_ABSOLUTE && mouseVisible_) || mouseMode_ == MM_FREE); #endif } bool Input::IsMinimized() const { // Return minimized state also when unfocused in fullscreen if (!inputFocus_ && graphics_ && graphics_->GetFullscreen()) return true; else return minimized_; } void Input::Initialize() { Graphics* graphics = GetSubsystem(); if (!graphics || !graphics->IsInitialized()) return; graphics_ = graphics; // ATOMIC BEGIN // get user gamecontroller configs for SDL FileSystem* fs = GetSubsystem(); const String configName = fs->GetUserDocumentsDir() + "/gamecontrollerdb.txt"; SDL_GameControllerAddMappingsFromFile(configName.CString()); // ATOMIC END // In external window mode only visible mouse is supported if (graphics_->GetExternalWindow()) mouseVisible_ = true; // Set the initial activation initialized_ = true; #ifndef __EMSCRIPTEN__ GainFocus(); #else // Note: Page visibility and focus are slightly different, however we can't query last focus with Emscripten (1.29.0) if (emscriptenInput_->IsVisible()) GainFocus(); else LoseFocus(); #endif ResetJoysticks(); ResetState(); SubscribeToEvent(E_BEGINFRAME, ATOMIC_HANDLER(Input, HandleBeginFrame)); #ifdef __EMSCRIPTEN__ SubscribeToEvent(E_ENDFRAME, ATOMIC_HANDLER(Input, HandleEndFrame)); #endif ATOMIC_LOGINFO("Initialized input"); } void Input::ResetJoysticks() { joysticks_.Clear(); // Open each detected joystick automatically on startup unsigned size = static_cast(SDL_NumJoysticks()); for (unsigned i = 0; i < size; ++i) OpenJoystick(i); } void Input::ResetInputAccumulation() { // Reset input accumulation for this frame keyPress_.Clear(); scancodePress_.Clear(); mouseButtonPress_ = 0; mouseMove_ = IntVector2::ZERO; mouseMoveWheel_ = 0; // ATOMIC BEGIN for (HashMap>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i) { for (unsigned j = 0; j < i->second_->buttonPress_.Size(); ++j) i->second_->buttonPress_[j] = false; } // ATOMIC END // Reset touch delta movement for (HashMap::Iterator i = touches_.Begin(); i != touches_.End(); ++i) { TouchState& state = i->second_; state.lastPosition_ = state.position_; state.delta_ = IntVector2::ZERO; } } void Input::GainFocus() { ResetState(); inputFocus_ = true; focusedThisFrame_ = false; // Restore mouse mode #ifndef __EMSCRIPTEN__ const MouseMode mm = mouseMode_; mouseMode_ = MM_FREE; SetMouseMode(mm, true); #endif SuppressNextMouseMove(); // Re-establish mouse cursor hiding as necessary if (!mouseVisible_) SDL_ShowCursor(SDL_FALSE); SendInputFocusEvent(); } void Input::LoseFocus() { ResetState(); inputFocus_ = false; focusedThisFrame_ = false; // Show the mouse cursor when inactive SDL_ShowCursor(SDL_TRUE); // Change mouse mode -- removing any cursor grabs, etc. #ifndef __EMSCRIPTEN__ const MouseMode mm = mouseMode_; SetMouseMode(MM_FREE, true); // Restore flags to reflect correct mouse state. mouseMode_ = mm; #endif SendInputFocusEvent(); } void Input::ResetState() { keyDown_.Clear(); keyPress_.Clear(); scancodeDown_.Clear(); scancodePress_.Clear(); /// \todo Check if resetting joystick state on input focus loss is even necessary // ATOMIC BEGIN for (HashMap>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i) i->second_->Reset(); // ATOMIC END ResetTouches(); // Use SetMouseButton() to reset the state so that mouse events will be sent properly SetMouseButton(MOUSEB_LEFT, false); SetMouseButton(MOUSEB_RIGHT, false); SetMouseButton(MOUSEB_MIDDLE, false); mouseMove_ = IntVector2::ZERO; mouseMoveWheel_ = 0; mouseButtonPress_ = 0; } void Input::ResetTouches() { for (HashMap::Iterator i = touches_.Begin(); i != touches_.End(); ++i) { TouchState& state = i->second_; using namespace TouchEnd; VariantMap& eventData = GetEventDataMap(); eventData[P_TOUCHID] = state.touchID_; eventData[P_X] = state.position_.x_; eventData[P_Y] = state.position_.y_; SendEvent(E_TOUCHEND, eventData); } touches_.Clear(); touchIDMap_.Clear(); availableTouchIDs_.Clear(); for (int i = 0; i < TOUCHID_MAX; i++) availableTouchIDs_.Push(i); } unsigned Input::GetTouchIndexFromID(int touchID) { HashMap::ConstIterator i = touchIDMap_.Find(touchID); if (i != touchIDMap_.End()) { return (unsigned)i->second_; } unsigned index = PopTouchIndex(); touchIDMap_[touchID] = index; return index; } unsigned Input::PopTouchIndex() { if (availableTouchIDs_.Empty()) return 0; unsigned index = (unsigned)availableTouchIDs_.Front(); availableTouchIDs_.PopFront(); return index; } void Input::PushTouchIndex(int touchID) { HashMap::ConstIterator ci = touchIDMap_.Find(touchID); if (ci == touchIDMap_.End()) return; int index = touchIDMap_[touchID]; touchIDMap_.Erase(touchID); // Sorted insertion bool inserted = false; for (List::Iterator i = availableTouchIDs_.Begin(); i != availableTouchIDs_.End(); ++i) { if (*i == index) { // This condition can occur when TOUCHID_MAX is reached. inserted = true; break; } if (*i > index) { availableTouchIDs_.Insert(i, index); inserted = true; break; } } // If empty, or the lowest value then insert at end. if (!inserted) availableTouchIDs_.Push(index); } // ATOMIC BEGIN bool Input::GetJoystickRumble(unsigned int id) { JoystickState *jss = GetJoystick((SDL_JoystickID)id); if (jss) return jss->IsRumble(); return false; } void Input::JoystickRumble(unsigned int id, float strength, unsigned int length) { JoystickState *jss = GetJoystick((SDL_JoystickID)id); if (jss) jss->DoRumble( strength, length); } void Input::JoystickSimulateMouseMove(int xpos, int ypos) /// moves the on screen cursor { IntVector2 position(xpos,ypos); SetMousePosition(position); } void Input::JoystickSimulateMouseButton(int button) /// simulated mouse press down & up { SetMouseButton( button, true ); SetMouseButton( button, false ); } // ATOMIC END void Input::SendInputFocusEvent() { using namespace InputFocus; VariantMap& eventData = GetEventDataMap(); eventData[P_FOCUS] = HasFocus(); eventData[P_MINIMIZED] = IsMinimized(); SendEvent(E_INPUTFOCUS, eventData); } void Input::SetMouseButton(int button, bool newState) { if (newState) { if (!(mouseButtonDown_ & button)) mouseButtonPress_ |= button; mouseButtonDown_ |= button; } else { if (!(mouseButtonDown_ & button)) return; mouseButtonDown_ &= ~button; } using namespace MouseButtonDown; VariantMap& eventData = GetEventDataMap(); eventData[P_BUTTON] = button; eventData[P_BUTTONS] = mouseButtonDown_; eventData[P_QUALIFIERS] = GetQualifiers(); SendEvent(newState ? E_MOUSEBUTTONDOWN : E_MOUSEBUTTONUP, eventData); } void Input::SetKey(int key, int scancode, bool newState) { bool repeat = false; if (newState) { scancodeDown_.Insert(scancode); scancodePress_.Insert(scancode); if (!keyDown_.Contains(key)) { keyDown_.Insert(key); keyPress_.Insert(key); } else repeat = true; } else { scancodeDown_.Erase(scancode); if (!keyDown_.Erase(key)) return; } using namespace KeyDown; VariantMap& eventData = GetEventDataMap(); eventData[P_KEY] = key; eventData[P_SCANCODE] = scancode; eventData[P_BUTTONS] = mouseButtonDown_; eventData[P_QUALIFIERS] = GetQualifiers(); if (newState) eventData[P_REPEAT] = repeat; SendEvent(newState ? E_KEYDOWN : E_KEYUP, eventData); if ((key == KEY_RETURN || key == KEY_RETURN2 || key == KEY_KP_ENTER) && newState && !repeat && toggleFullscreen_ && (GetKeyDown(KEY_LALT) || GetKeyDown(KEY_RALT))) graphics_->ToggleFullscreen(); } void Input::SetMouseWheel(int delta) { if (delta) { mouseMoveWheel_ += delta; using namespace MouseWheel; VariantMap& eventData = GetEventDataMap(); eventData[P_WHEEL] = delta; eventData[P_BUTTONS] = mouseButtonDown_; eventData[P_QUALIFIERS] = GetQualifiers(); SendEvent(E_MOUSEWHEEL, eventData); } } void Input::SetMousePosition(const IntVector2& position) { if (!graphics_) return; SDL_WarpMouseInWindow(graphics_->GetWindow(), (int)(position.x_ / inputScale_.x_), (int)(position.y_ / inputScale_.y_)); } void Input::CenterMousePosition() { const IntVector2 center(graphics_->GetWidth() / 2, graphics_->GetHeight() / 2); if (GetMousePosition() != center) { SetMousePosition(center); lastMousePosition_ = center; } } void Input::SuppressNextMouseMove() { suppressNextMouseMove_ = true; mouseMove_ = IntVector2::ZERO; } void Input::UnsuppressMouseMove() { suppressNextMouseMove_ = false; mouseMove_ = IntVector2::ZERO; lastMousePosition_ = GetMousePosition(); } void Input::HandleSDLEvent(void* sdlEvent) { SDL_Event& evt = *static_cast(sdlEvent); // While not having input focus, skip key/mouse/touch/joystick events, except for the "click to focus" mechanism if (!inputFocus_ && evt.type >= SDL_KEYDOWN && evt.type <= SDL_MULTIGESTURE) { #ifdef REQUIRE_CLICK_TO_FOCUS // Require the click to be at least 1 pixel inside the window to disregard clicks in the title bar if (evt.type == SDL_MOUSEBUTTONDOWN && evt.button.x > 0 && evt.button.y > 0 && evt.button.x < graphics_->GetWidth() - 1 && evt.button.y < graphics_->GetHeight() - 1) { focusedThisFrame_ = true; // Do not cause the click to actually go throughfin return; } else if (evt.type == SDL_FINGERDOWN) { // When focusing by touch, call GainFocus() immediately as it resets the state; a touch has sustained state // which should be kept GainFocus(); } else #endif return; } // Possibility for custom handling or suppression of default handling for the SDL event { using namespace SDLRawInput; VariantMap eventData = GetEventDataMap(); eventData[P_SDLEVENT] = &evt; eventData[P_CONSUMED] = false; SendEvent(E_SDLRAWINPUT, eventData); if (eventData[P_CONSUMED].GetBool()) return; } switch (evt.type) { case SDL_KEYDOWN: SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), evt.key.keysym.scancode, true); break; case SDL_KEYUP: SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), evt.key.keysym.scancode, false); break; case SDL_TEXTINPUT: { using namespace TextInput; VariantMap textInputEventData; textInputEventData[P_TEXT] = textInput_ = &evt.text.text[0]; SendEvent(E_TEXTINPUT, textInputEventData); } break; case SDL_TEXTEDITING: { using namespace TextEditing; VariantMap textEditingEventData; textEditingEventData[P_COMPOSITION] = &evt.edit.text[0]; textEditingEventData[P_CURSOR] = evt.edit.start; textEditingEventData[P_SELECTION_LENGTH] = evt.edit.length; SendEvent(E_TEXTEDITING, textEditingEventData); } break; case SDL_MOUSEBUTTONDOWN: if (!touchEmulation_) SetMouseButton(1 << (evt.button.button - 1), true); else { int x, y; SDL_GetMouseState(&x, &y); x = (int)(x * inputScale_.x_); y = (int)(y * inputScale_.y_); SDL_Event event; event.type = SDL_FINGERDOWN; event.tfinger.touchId = 0; event.tfinger.fingerId = evt.button.button - 1; event.tfinger.pressure = 1.0f; event.tfinger.x = (float)x / (float)graphics_->GetWidth(); event.tfinger.y = (float)y / (float)graphics_->GetHeight(); event.tfinger.dx = 0; event.tfinger.dy = 0; SDL_PushEvent(&event); } break; case SDL_MOUSEBUTTONUP: if (!touchEmulation_) SetMouseButton(1 << (evt.button.button - 1), false); else { int x, y; SDL_GetMouseState(&x, &y); x = (int)(x * inputScale_.x_); y = (int)(y * inputScale_.y_); SDL_Event event; event.type = SDL_FINGERUP; event.tfinger.touchId = 0; event.tfinger.fingerId = evt.button.button - 1; event.tfinger.pressure = 0.0f; event.tfinger.x = (float)x / (float)graphics_->GetWidth(); event.tfinger.y = (float)y / (float)graphics_->GetHeight(); event.tfinger.dx = 0; event.tfinger.dy = 0; SDL_PushEvent(&event); } break; case SDL_MOUSEMOTION: #ifndef __EMSCRIPTEN__ if ((sdlMouseRelative_ || mouseVisible_ || mouseMode_ == MM_FREE) && !touchEmulation_) #else if ((mouseVisible_ || emscriptenPointerLock_ || mouseMode_ == MM_FREE) && !touchEmulation_) #endif { #ifdef __EMSCRIPTEN__ if (emscriptenExitingPointerLock_) { SuppressNextMouseMove(); break; } #endif // Accumulate without scaling for accuracy, needs to be scaled to backbuffer coordinates when asked mouseMove_.x_ += evt.motion.xrel; mouseMove_.y_ += evt.motion.yrel; mouseMoveScaled_ = false; if (!suppressNextMouseMove_) { using namespace MouseMove; VariantMap& eventData = GetEventDataMap(); eventData[P_X] = (int)(evt.motion.x * inputScale_.x_); eventData[P_Y] = (int)(evt.motion.y * inputScale_.y_); // The "on-the-fly" motion data needs to be scaled now, though this may reduce accuracy eventData[P_DX] = (int)(evt.motion.xrel * inputScale_.x_); eventData[P_DY] = (int)(evt.motion.yrel * inputScale_.y_); eventData[P_BUTTONS] = mouseButtonDown_; eventData[P_QUALIFIERS] = GetQualifiers(); SendEvent(E_MOUSEMOVE, eventData); } } // Only the left mouse button "finger" moves along with the mouse movement else if (touchEmulation_ && touches_.Contains(0)) { int x, y; SDL_GetMouseState(&x, &y); x = (int)(x * inputScale_.x_); y = (int)(y * inputScale_.y_); SDL_Event event; event.type = SDL_FINGERMOTION; event.tfinger.touchId = 0; event.tfinger.fingerId = 0; event.tfinger.pressure = 1.0f; event.tfinger.x = (float)x / (float)graphics_->GetWidth(); event.tfinger.y = (float)y / (float)graphics_->GetHeight(); event.tfinger.dx = (float)evt.motion.xrel * inputScale_.x_ / (float)graphics_->GetWidth(); event.tfinger.dy = (float)evt.motion.yrel * inputScale_.y_ / (float)graphics_->GetHeight(); SDL_PushEvent(&event); } break; case SDL_MOUSEWHEEL: if (!touchEmulation_) SetMouseWheel(evt.wheel.y); break; case SDL_FINGERDOWN: if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID) { int touchID = GetTouchIndexFromID(evt.tfinger.fingerId & 0x7ffffff); TouchState& state = touches_[touchID]; state.touchID_ = touchID; state.lastPosition_ = state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()), (int)(evt.tfinger.y * graphics_->GetHeight())); state.delta_ = IntVector2::ZERO; state.pressure_ = evt.tfinger.pressure; using namespace TouchBegin; VariantMap& eventData = GetEventDataMap(); eventData[P_TOUCHID] = touchID; eventData[P_X] = state.position_.x_; eventData[P_Y] = state.position_.y_; eventData[P_PRESSURE] = state.pressure_; SendEvent(E_TOUCHBEGIN, eventData); // Finger touch may move the mouse cursor. Suppress next mouse move when cursor hidden to prevent jumps if (!mouseVisible_) SuppressNextMouseMove(); } break; case SDL_FINGERUP: if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID) { int touchID = GetTouchIndexFromID(evt.tfinger.fingerId & 0x7ffffff); TouchState& state = touches_[touchID]; using namespace TouchEnd; VariantMap& eventData = GetEventDataMap(); // Do not trust the position in the finger up event. Instead use the last position stored in the // touch structure eventData[P_TOUCHID] = touchID; eventData[P_X] = state.position_.x_; eventData[P_Y] = state.position_.y_; SendEvent(E_TOUCHEND, eventData); // Add touch index back to list of available touch Ids PushTouchIndex(evt.tfinger.fingerId & 0x7ffffff); touches_.Erase(touchID); } break; case SDL_FINGERMOTION: if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID) { int touchID = GetTouchIndexFromID(evt.tfinger.fingerId & 0x7ffffff); // We don't want this event to create a new touches_ event if it doesn't exist (touchEmulation) if (touchEmulation_ && !touches_.Contains(touchID)) break; TouchState& state = touches_[touchID]; state.touchID_ = touchID; state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()), (int)(evt.tfinger.y * graphics_->GetHeight())); state.delta_ = state.position_ - state.lastPosition_; state.pressure_ = evt.tfinger.pressure; // ATOMIC BEGIN state.touchedWidget_ = GetSubsystem()->GetWidgetAt(state.position_.x_, state.position_.y_, true); // ATOMIC END using namespace TouchMove; VariantMap& eventData = GetEventDataMap(); eventData[P_TOUCHID] = touchID; eventData[P_X] = state.position_.x_; eventData[P_Y] = state.position_.y_; eventData[P_DX] = (int)(evt.tfinger.dx * graphics_->GetWidth()); eventData[P_DY] = (int)(evt.tfinger.dy * graphics_->GetHeight()); eventData[P_PRESSURE] = state.pressure_; SendEvent(E_TOUCHMOVE, eventData); // Finger touch may move the mouse cursor. Suppress next mouse move when cursor hidden to prevent jumps if (!mouseVisible_) SuppressNextMouseMove(); } break; case SDL_DOLLARRECORD: { using namespace GestureRecorded; VariantMap& eventData = GetEventDataMap(); eventData[P_GESTUREID] = (int)evt.dgesture.gestureId; SendEvent(E_GESTURERECORDED, eventData); } break; case SDL_DOLLARGESTURE: { using namespace GestureInput; VariantMap& eventData = GetEventDataMap(); eventData[P_GESTUREID] = (int)evt.dgesture.gestureId; eventData[P_CENTERX] = (int)(evt.dgesture.x * graphics_->GetWidth()); eventData[P_CENTERY] = (int)(evt.dgesture.y * graphics_->GetHeight()); eventData[P_NUMFINGERS] = (int)evt.dgesture.numFingers; eventData[P_ERROR] = evt.dgesture.error; SendEvent(E_GESTUREINPUT, eventData); } break; case SDL_MULTIGESTURE: { using namespace MultiGesture; VariantMap& eventData = GetEventDataMap(); eventData[P_CENTERX] = (int)(evt.mgesture.x * graphics_->GetWidth()); eventData[P_CENTERY] = (int)(evt.mgesture.y * graphics_->GetHeight()); eventData[P_NUMFINGERS] = (int)evt.mgesture.numFingers; eventData[P_DTHETA] = M_RADTODEG * evt.mgesture.dTheta; eventData[P_DDIST] = evt.mgesture.dDist; SendEvent(E_MULTIGESTURE, eventData); } break; case SDL_JOYDEVICEADDED: { using namespace JoystickConnected; SDL_JoystickID joystickID = OpenJoystick((unsigned)evt.jdevice.which); VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; SendEvent(E_JOYSTICKCONNECTED, eventData); } break; case SDL_JOYDEVICEREMOVED: { using namespace JoystickDisconnected; joysticks_.Erase(evt.jdevice.which); VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = evt.jdevice.which; SendEvent(E_JOYSTICKDISCONNECTED, eventData); } break; case SDL_JOYBUTTONDOWN: { using namespace JoystickButtonDown; unsigned button = evt.jbutton.button; SDL_JoystickID joystickID = evt.jbutton.which; // ATOMIC BEGIN if (joysticks_.Contains(joystickID)) { JoystickState* state = joysticks_[joystickID]; // Skip ordinary joystick event for a controller if (!state->controller_) { VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; eventData[P_BUTTON] = button; if (button < state->buttons_.Size()) { state->buttons_[button] = true; state->buttonPress_[button] = true; SendEvent(E_JOYSTICKBUTTONDOWN, eventData); } } } // ATOMIC END } break; case SDL_JOYBUTTONUP: { using namespace JoystickButtonUp; unsigned button = evt.jbutton.button; SDL_JoystickID joystickID = evt.jbutton.which; // ATOMIC BEGIN if (joysticks_.Contains(joystickID)) { JoystickState* state = joysticks_[joystickID]; if (!state->controller_) { VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; eventData[P_BUTTON] = button; if (button < state->buttons_.Size()) { if (!state->controller_) state->buttons_[button] = false; SendEvent(E_JOYSTICKBUTTONUP, eventData); } } } // ATOMIC END } break; case SDL_JOYAXISMOTION: { using namespace JoystickAxisMove; SDL_JoystickID joystickID = evt.jaxis.which; // ATOMIC BEGIN if (joysticks_.Contains(joystickID)) { JoystickState* state = joysticks_[joystickID]; if (!state->controller_) { VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; eventData[P_AXIS] = evt.jaxis.axis; eventData[P_POSITION] = Clamp((float)evt.jaxis.value / 32767.0f, -1.0f, 1.0f); if (evt.jaxis.axis < state->axes_.Size()) { // If the joystick is a controller, only use the controller axis mappings // (we'll also get the controller event) if (!state->controller_) state->axes_[evt.jaxis.axis] = eventData[P_POSITION].GetFloat(); SendEvent(E_JOYSTICKAXISMOVE, eventData); } } } // ATOMIC END } break; case SDL_JOYHATMOTION: { using namespace JoystickHatMove; SDL_JoystickID joystickID = evt.jaxis.which; // ATOMIC BEGIN if (joysticks_.Contains(joystickID)) { JoystickState* state = joysticks_[joystickID]; VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; eventData[P_HAT] = evt.jhat.hat; eventData[P_POSITION] = evt.jhat.value; if (evt.jhat.hat < state->hats_.Size()) { state->hats_[evt.jhat.hat] = evt.jhat.value; SendEvent(E_JOYSTICKHATMOVE, eventData); } } // ATOMIC END } break; case SDL_CONTROLLERBUTTONDOWN: { using namespace JoystickButtonDown; unsigned button = evt.cbutton.button; SDL_JoystickID joystickID = evt.cbutton.which; // ATOMIC BEGIN if (joysticks_.Contains(joystickID)) { JoystickState* state = joysticks_[joystickID]; VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; eventData[P_BUTTON] = button; if (button < state->buttons_.Size()) { state->buttons_[button] = true; state->buttonPress_[button] = true; SendEvent(E_JOYSTICKBUTTONDOWN, eventData); } } // ATOMIC END } break; case SDL_CONTROLLERBUTTONUP: { using namespace JoystickButtonUp; unsigned button = evt.cbutton.button; SDL_JoystickID joystickID = evt.cbutton.which; // ATOMIC BEGIN if (joysticks_.Contains(joystickID)) { JoystickState* state = joysticks_[joystickID]; VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; eventData[P_BUTTON] = button; if (button < state->buttons_.Size()) { state->buttons_[button] = false; SendEvent(E_JOYSTICKBUTTONUP, eventData); } } // ATOMIC END } break; case SDL_CONTROLLERAXISMOTION: { using namespace JoystickAxisMove; SDL_JoystickID joystickID = evt.caxis.which; // ATOMIC BEGIN if (joysticks_.Contains(joystickID)) { JoystickState* state = joysticks_[joystickID]; VariantMap& eventData = GetEventDataMap(); eventData[P_JOYSTICKID] = joystickID; eventData[P_AXIS] = evt.caxis.axis; eventData[P_POSITION] = Clamp((float)evt.caxis.value / 32767.0f, -1.0f, 1.0f); if (evt.caxis.axis < state->axes_.Size()) { state->axes_[evt.caxis.axis] = eventData[P_POSITION].GetFloat(); SendEvent(E_JOYSTICKAXISMOVE, eventData); } } } break; case SDL_WINDOWEVENT: { switch (evt.window.event) { case SDL_WINDOWEVENT_MINIMIZED: minimized_ = true; SendInputFocusEvent(); break; case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_RESTORED: #if defined(IOS) || defined(TVOS) || defined (__ANDROID__) // On iOS/tvOS we never lose the GL context, but may have done GPU object changes that could not be applied yet. Apply them now // On Android the old GL context may be lost already, restore GPU objects to the new GL context graphics_->Restore(); #endif minimized_ = false; SendInputFocusEvent(); break; case SDL_WINDOWEVENT_RESIZED: graphics_->OnWindowResized(); break; case SDL_WINDOWEVENT_MOVED: graphics_->OnWindowMoved(); break; default: break; } } break; case SDL_DROPFILE: { using namespace DropFile; VariantMap& eventData = GetEventDataMap(); eventData[P_FILENAME] = GetInternalPath(String(evt.drop.file)); SDL_free(evt.drop.file); SendEvent(E_DROPFILE, eventData); } break; case SDL_QUIT: SendEvent(E_EXITREQUESTED); break; default: break; } } void Input::HandleScreenMode(StringHash eventType, VariantMap& eventData) { if (!initialized_) Initialize(); // Re-enable cursor clipping, and re-center the cursor (if needed) to the new screen size, so that there is no erroneous // mouse move event. Also get new window ID if it changed SDL_Window* window = graphics_->GetWindow(); windowID_ = SDL_GetWindowID(window); // ATOMIC BEGIN /* // Resize screen joysticks to new screen size for (HashMap::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i) { UIElement* screenjoystick = i->second_.screenJoystick_; if (screenjoystick) screenjoystick->SetSize(graphics_->GetWidth(), graphics_->GetHeight()); } */ // ATOMIC END if (graphics_->GetFullscreen() || !mouseVisible_) focusedThisFrame_ = true; // After setting a new screen mode we should not be minimized minimized_ = (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) != 0; // Calculate input coordinate scaling from SDL window to backbuffer ratio int winWidth, winHeight; int gfxWidth = graphics_->GetWidth(); int gfxHeight = graphics_->GetHeight(); SDL_GetWindowSize(window, &winWidth, &winHeight); if (winWidth > 0 && winHeight > 0 && gfxWidth > 0 && gfxHeight > 0) { inputScale_.x_ = (float)gfxWidth / (float)winWidth; inputScale_.y_ = (float)gfxHeight / (float)winHeight; } else inputScale_ = Vector2::ONE; } void Input::HandleBeginFrame(StringHash eventType, VariantMap& eventData) { // Update input right at the beginning of the frame SendEvent(E_INPUTBEGIN); Update(); SendEvent(E_INPUTEND); } #ifdef __EMSCRIPTEN__ void Input::HandleEndFrame(StringHash eventType, VariantMap& eventData) { if (suppressNextMouseMove_ && mouseMove_ != IntVector2::ZERO) UnsuppressMouseMove(); ResetInputAccumulation(); } #endif void Input::HandleScreenJoystickTouch(StringHash eventType, VariantMap& eventData) { // ATOMIC BEGIN /* using namespace TouchBegin; // Only interested in events from screen joystick(s) TouchState& state = touches_[eventData[P_TOUCHID].GetInt()]; IntVector2 position(int(state.position_.x_ / GetSubsystem()->GetScale()), int(state.position_.y_ / GetSubsystem()->GetScale())); UIElement* element = eventType == E_TOUCHBEGIN ? GetSubsystem()->GetElementAt(position) : state.touchedElement_; if (!element) return; Variant variant = element->GetVar(VAR_SCREEN_JOYSTICK_ID); if (variant.IsEmpty()) return; SDL_JoystickID joystickID = variant.GetInt(); if (eventType == E_TOUCHEND) state.touchedElement_.Reset(); else state.touchedElement_ = element; // Prepare a fake SDL event SDL_Event evt; const String& name = element->GetName(); if (name.StartsWith("Button")) { if (eventType == E_TOUCHMOVE) return; // Determine whether to inject a joystick event or keyboard/mouse event Variant keyBindingVar = element->GetVar(VAR_BUTTON_KEY_BINDING); Variant mouseButtonBindingVar = element->GetVar(VAR_BUTTON_MOUSE_BUTTON_BINDING); if (keyBindingVar.IsEmpty() && mouseButtonBindingVar.IsEmpty()) { evt.type = eventType == E_TOUCHBEGIN ? SDL_JOYBUTTONDOWN : SDL_JOYBUTTONUP; evt.jbutton.which = joystickID; evt.jbutton.button = (Uint8)ToUInt(name.Substring(6)); } else { if (!keyBindingVar.IsEmpty()) { evt.type = eventType == E_TOUCHBEGIN ? SDL_KEYDOWN : SDL_KEYUP; evt.key.keysym.sym = ToLower(keyBindingVar.GetInt()); evt.key.keysym.scancode = SDL_SCANCODE_UNKNOWN; } if (!mouseButtonBindingVar.IsEmpty()) { // Mouse button are sent as extra events besides key events // Disable touch emulation handling during this to prevent endless loop bool oldTouchEmulation = touchEmulation_; touchEmulation_ = false; SDL_Event mouseEvent; mouseEvent.type = eventType == E_TOUCHBEGIN ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP; mouseEvent.button.button = (Uint8)mouseButtonBindingVar.GetInt(); HandleSDLEvent(&mouseEvent); touchEmulation_ = oldTouchEmulation; } } } else if (name.StartsWith("Hat")) { Variant keyBindingVar = element->GetVar(VAR_BUTTON_KEY_BINDING); if (keyBindingVar.IsEmpty()) { evt.type = SDL_JOYHATMOTION; evt.jaxis.which = joystickID; evt.jhat.hat = (Uint8)ToUInt(name.Substring(3)); evt.jhat.value = HAT_CENTER; if (eventType != E_TOUCHEND) { IntVector2 relPosition = position - element->GetScreenPosition() - element->GetSize() / 2; if (relPosition.y_ < 0 && Abs(relPosition.x_ * 3 / 2) < Abs(relPosition.y_)) evt.jhat.value |= HAT_UP; if (relPosition.y_ > 0 && Abs(relPosition.x_ * 3 / 2) < Abs(relPosition.y_)) evt.jhat.value |= HAT_DOWN; if (relPosition.x_ < 0 && Abs(relPosition.y_ * 3 / 2) < Abs(relPosition.x_)) evt.jhat.value |= HAT_LEFT; if (relPosition.x_ > 0 && Abs(relPosition.y_ * 3 / 2) < Abs(relPosition.x_)) evt.jhat.value |= HAT_RIGHT; } } else { // Hat is binded by 4 integers representing keysyms for 'w', 's', 'a', 'd' or something similar IntRect keyBinding = keyBindingVar.GetIntRect(); if (eventType == E_TOUCHEND) { evt.type = SDL_KEYUP; evt.key.keysym.sym = element->GetVar(VAR_LAST_KEYSYM).GetInt(); if (!evt.key.keysym.sym) return; element->SetVar(VAR_LAST_KEYSYM, 0); } else { evt.type = SDL_KEYDOWN; IntVector2 relPosition = position - element->GetScreenPosition() - element->GetSize() / 2; if (relPosition.y_ < 0 && Abs(relPosition.x_ * 3 / 2) < Abs(relPosition.y_)) evt.key.keysym.sym = keyBinding.left_; // The integers are encoded in WSAD order to l-t-r-b else if (relPosition.y_ > 0 && Abs(relPosition.x_ * 3 / 2) < Abs(relPosition.y_)) evt.key.keysym.sym = keyBinding.top_; else if (relPosition.x_ < 0 && Abs(relPosition.y_ * 3 / 2) < Abs(relPosition.x_)) evt.key.keysym.sym = keyBinding.right_; else if (relPosition.x_ > 0 && Abs(relPosition.y_ * 3 / 2) < Abs(relPosition.x_)) evt.key.keysym.sym = keyBinding.bottom_; else return; if (eventType == E_TOUCHMOVE && evt.key.keysym.sym != element->GetVar(VAR_LAST_KEYSYM).GetInt()) { // Dragging past the directional boundary will cause an additional key up event for previous key symbol SDL_Event keyEvent; keyEvent.type = SDL_KEYUP; keyEvent.key.keysym.sym = element->GetVar(VAR_LAST_KEYSYM).GetInt(); if (keyEvent.key.keysym.sym) { keyEvent.key.keysym.scancode = SDL_SCANCODE_UNKNOWN; HandleSDLEvent(&keyEvent); } element->SetVar(VAR_LAST_KEYSYM, 0); } evt.key.keysym.scancode = SDL_SCANCODE_UNKNOWN; element->SetVar(VAR_LAST_KEYSYM, evt.key.keysym.sym); } } } else return; // Handle the fake SDL event to turn it into Urho3D genuine event HandleSDLEvent(&evt); */ // ATOMIC END } // ATOMIC BEGIN void Input::BindButton(UIButton* touchButton, int button) { touchButton->SetEmulationButton(button); } void Input::SimulateButtonDown(int button) { SDL_Event evt; evt.type = SDL_KEYDOWN; evt.key.keysym.sym = button; HandleSDLEvent(&evt); } void Input::SimulateButtonUp(int button) { SDL_Event evt; evt.type = SDL_KEYUP; evt.key.keysym.sym = button; HandleSDLEvent(&evt); } // ATOMIC END }