Input.cpp 26 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Context.h"
  24. #include "CoreEvents.h"
  25. #include "FileSystem.h"
  26. #include "Graphics.h"
  27. #include "GraphicsEvents.h"
  28. #include "GraphicsImpl.h"
  29. #include "Input.h"
  30. #include "Log.h"
  31. #include "Mutex.h"
  32. #include "ProcessUtils.h"
  33. #include "Profiler.h"
  34. #include "StringUtils.h"
  35. #include <cstring>
  36. #include <SDL.h>
  37. #include "DebugNew.h"
  38. // Require a click inside window before re-hiding mouse cursor on OSX, otherwise dragging the window
  39. // can be incorrectly interpreted as mouse movement inside the window
  40. #if defined(__APPLE__) && !defined(IOS)
  41. #define REQUIRE_CLICK_TO_FOCUS
  42. #endif
  43. namespace Urho3D
  44. {
  45. /// Convert SDL keycode if necessary
  46. int ConvertSDLKeyCode(int keySym, int scanCode)
  47. {
  48. if (scanCode == SDL_SCANCODE_AC_BACK)
  49. return KEY_ESC;
  50. else
  51. return SDL_toupper(keySym);
  52. }
  53. Input::Input(Context* context) :
  54. Object(context),
  55. mouseButtonDown_(0),
  56. mouseButtonPress_(0),
  57. mouseMoveWheel_(0),
  58. windowID_(0),
  59. toggleFullscreen_(true),
  60. mouseVisible_(false),
  61. inputFocus_(false),
  62. minimized_(false),
  63. focusedThisFrame_(false),
  64. suppressNextMouseMove_(false),
  65. initialized_(false)
  66. {
  67. SubscribeToEvent(E_SCREENMODE, HANDLER(Input, HandleScreenMode));
  68. // Try to initialize right now, but skip if screen mode is not yet set
  69. Initialize();
  70. }
  71. Input::~Input()
  72. {
  73. }
  74. void Input::Update()
  75. {
  76. assert(initialized_);
  77. PROFILE(UpdateInput);
  78. // Reset input accumulation for this frame
  79. keyPress_.Clear();
  80. mouseButtonPress_ = 0;
  81. mouseMove_ = IntVector2::ZERO;
  82. mouseMoveWheel_ = 0;
  83. for (Vector<JoystickState>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i)
  84. {
  85. for (unsigned j = 0; j < i->buttonPress_.Size(); ++j)
  86. i->buttonPress_[j] = false;
  87. }
  88. // Reset touch delta movement
  89. for (HashMap<int, TouchState>::Iterator i = touches_.Begin(); i != touches_.End(); ++i)
  90. {
  91. TouchState& state = i->second_;
  92. state.lastPosition_ = state.position_;
  93. state.delta_ = IntVector2::ZERO;
  94. }
  95. // Check and handle SDL events
  96. SDL_PumpEvents();
  97. SDL_Event evt;
  98. while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0)
  99. HandleSDLEvent(&evt);
  100. // Check for activation and inactivation from SDL window flags. Must nullcheck the window pointer because it may have
  101. // been closed due to input events
  102. SDL_Window* window = graphics_->GetImpl()->GetWindow();
  103. unsigned flags = window ? SDL_GetWindowFlags(window) & (SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS) : 0;
  104. if (window)
  105. {
  106. #ifdef REQUIRE_CLICK_TO_FOCUS
  107. if (!inputFocus_ && (graphics_->GetFullscreen() || mouseVisible_) && flags == (SDL_WINDOW_INPUT_FOCUS |
  108. SDL_WINDOW_MOUSE_FOCUS))
  109. #else
  110. if (!inputFocus_ && (flags & SDL_WINDOW_INPUT_FOCUS))
  111. #endif
  112. focusedThisFrame_ = true;
  113. if (focusedThisFrame_)
  114. GainFocus();
  115. if (inputFocus_ && (flags & SDL_WINDOW_INPUT_FOCUS) == 0)
  116. LoseFocus();
  117. }
  118. else
  119. return;
  120. // Check for relative mode mouse move
  121. if (!mouseVisible_ && inputFocus_ && (flags & SDL_WINDOW_MOUSE_FOCUS))
  122. {
  123. IntVector2 mousePosition = GetMousePosition();
  124. mouseMove_ = mousePosition - lastMousePosition_;
  125. // Recenter the mouse cursor manually
  126. IntVector2 center(graphics_->GetWidth() / 2, graphics_->GetHeight() / 2);
  127. if (mousePosition != center)
  128. {
  129. SetMousePosition(center);
  130. lastMousePosition_ = center;
  131. }
  132. // Send mouse move event if necessary
  133. if (mouseMove_ != IntVector2::ZERO)
  134. {
  135. if (suppressNextMouseMove_)
  136. {
  137. mouseMove_ = IntVector2::ZERO;
  138. suppressNextMouseMove_ = false;
  139. }
  140. else
  141. {
  142. using namespace MouseMove;
  143. VariantMap eventData;
  144. if (mouseVisible_)
  145. {
  146. eventData[P_X] = mousePosition.x_;
  147. eventData[P_Y] = mousePosition.y_;
  148. }
  149. eventData[P_DX] = mouseMove_.x_;
  150. eventData[P_DY] = mouseMove_.y_;
  151. eventData[P_BUTTONS] = mouseButtonDown_;
  152. eventData[P_QUALIFIERS] = GetQualifiers();
  153. SendEvent(E_MOUSEMOVE, eventData);
  154. }
  155. }
  156. }
  157. }
  158. void Input::SetMouseVisible(bool enable)
  159. {
  160. // Urho3D implementation of SDL Raspberry Pi "video driver" does not have OS mouse support, so no-op
  161. #ifndef RASPI
  162. if (enable != mouseVisible_)
  163. {
  164. mouseVisible_ = enable;
  165. if (initialized_)
  166. {
  167. // External windows can only support visible mouse cursor
  168. if (graphics_->GetExternalWindow())
  169. {
  170. mouseVisible_ = true;
  171. return;
  172. }
  173. if (!mouseVisible_ && inputFocus_)
  174. SDL_ShowCursor(SDL_FALSE);
  175. else
  176. SDL_ShowCursor(SDL_TRUE);
  177. }
  178. using namespace MouseVisibleChanged;
  179. VariantMap eventData;
  180. eventData[P_VISIBLE] = mouseVisible_;
  181. SendEvent(E_MOUSEVISIBLECHANGED, eventData);
  182. }
  183. #endif
  184. }
  185. void Input::SetToggleFullscreen(bool enable)
  186. {
  187. toggleFullscreen_ = enable;
  188. }
  189. bool Input::DetectJoysticks()
  190. {
  191. SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
  192. SDL_InitSubSystem(SDL_INIT_JOYSTICK);
  193. ResetJoysticks();
  194. return true;
  195. }
  196. bool Input::OpenJoystick(unsigned index)
  197. {
  198. if (index >= joysticks_.Size())
  199. return false;
  200. // Check if already opened
  201. if (joysticks_[index].joystick_)
  202. return true;
  203. SDL_Joystick* joystick = SDL_JoystickOpen(index);
  204. if (joystick)
  205. {
  206. // Map SDL joystick index to internal index (which starts at 0)
  207. int sdl_joy_instance_id = SDL_JoystickInstanceID(joystick);
  208. joystickIDMap_[sdl_joy_instance_id] = index;
  209. JoystickState& state = joysticks_[index];
  210. state.joystick_ = joystick;
  211. state.buttons_.Resize(SDL_JoystickNumButtons(joystick));
  212. state.buttonPress_.Resize(state.buttons_.Size());
  213. state.axes_.Resize(SDL_JoystickNumAxes(joystick));
  214. state.hats_.Resize(SDL_JoystickNumHats(joystick));
  215. for (unsigned i = 0; i < state.buttons_.Size(); ++i)
  216. {
  217. state.buttons_[i] = false;
  218. state.buttonPress_[i] = false;
  219. }
  220. for (unsigned i = 0; i < state.axes_.Size(); ++i)
  221. state.axes_[i] = 0.0f;
  222. for (unsigned i = 0; i < state.hats_.Size(); ++i)
  223. state.hats_[i] = HAT_CENTER;
  224. return true;
  225. }
  226. else
  227. return false;
  228. }
  229. void Input::CloseJoystick(unsigned index)
  230. {
  231. if (index < joysticks_.Size() && joysticks_[index].joystick_)
  232. {
  233. JoystickState& state = joysticks_[index];
  234. SDL_JoystickClose(state.joystick_);
  235. state.joystick_ = 0;
  236. state.buttons_.Clear();
  237. state.axes_.Clear();
  238. state.hats_.Clear();
  239. }
  240. }
  241. bool Input::GetKeyDown(int key) const
  242. {
  243. return keyDown_.Contains(key);
  244. }
  245. bool Input::GetKeyPress(int key) const
  246. {
  247. return keyPress_.Contains(key);
  248. }
  249. bool Input::GetMouseButtonDown(int button) const
  250. {
  251. return (mouseButtonDown_ & button) != 0;
  252. }
  253. bool Input::GetMouseButtonPress(int button) const
  254. {
  255. return (mouseButtonPress_ & button) != 0;
  256. }
  257. bool Input::GetQualifierDown(int qualifier) const
  258. {
  259. if (qualifier == QUAL_SHIFT)
  260. return GetKeyDown(KEY_LSHIFT) || GetKeyDown(KEY_RSHIFT);
  261. if (qualifier == QUAL_CTRL)
  262. return GetKeyDown(KEY_LCTRL) || GetKeyDown(KEY_RCTRL);
  263. if (qualifier == QUAL_ALT)
  264. return GetKeyDown(KEY_LALT) || GetKeyDown(KEY_RALT);
  265. return false;
  266. }
  267. bool Input::GetQualifierPress(int qualifier) const
  268. {
  269. if (qualifier == QUAL_SHIFT)
  270. return GetKeyPress(KEY_LSHIFT) || GetKeyPress(KEY_RSHIFT);
  271. if (qualifier == QUAL_CTRL)
  272. return GetKeyPress(KEY_LCTRL) || GetKeyPress(KEY_RCTRL);
  273. if (qualifier == QUAL_ALT)
  274. return GetKeyPress(KEY_LALT) || GetKeyPress(KEY_RALT);
  275. return false;
  276. }
  277. int Input::GetQualifiers() const
  278. {
  279. int ret = 0;
  280. if (GetQualifierDown(QUAL_SHIFT))
  281. ret |= QUAL_SHIFT;
  282. if (GetQualifierDown(QUAL_CTRL))
  283. ret |= QUAL_CTRL;
  284. if (GetQualifierDown(QUAL_ALT))
  285. ret |= QUAL_ALT;
  286. return ret;
  287. }
  288. IntVector2 Input::GetMousePosition() const
  289. {
  290. IntVector2 ret = IntVector2::ZERO;
  291. if (!initialized_)
  292. return ret;
  293. SDL_GetMouseState(&ret.x_, &ret.y_);
  294. return ret;
  295. }
  296. TouchState* Input::GetTouch(unsigned index) const
  297. {
  298. if (index >= touches_.Size())
  299. return 0;
  300. HashMap<int, TouchState>::ConstIterator i = touches_.Begin();
  301. while (index--)
  302. ++i;
  303. return const_cast<TouchState*>(&i->second_);
  304. }
  305. const String& Input::GetJoystickName(unsigned index) const
  306. {
  307. if (index < joysticks_.Size())
  308. return joysticks_[index].name_;
  309. else
  310. return String::EMPTY;
  311. }
  312. JoystickState* Input::GetJoystick(unsigned index)
  313. {
  314. if (index < joysticks_.Size())
  315. {
  316. // If necessary, automatically open the joystick first
  317. if (!joysticks_[index].joystick_)
  318. OpenJoystick(index);
  319. return const_cast<JoystickState*>(&joysticks_[index]);
  320. }
  321. else
  322. return 0;
  323. }
  324. bool Input::IsMinimized() const
  325. {
  326. // Return minimized state also when unfocused in fullscreen
  327. if (!inputFocus_ && graphics_ && graphics_->GetFullscreen())
  328. return true;
  329. else
  330. return minimized_;
  331. }
  332. void Input::Initialize()
  333. {
  334. Graphics* graphics = GetSubsystem<Graphics>();
  335. if (!graphics || !graphics->IsInitialized())
  336. return;
  337. graphics_ = graphics;
  338. // In external window mode only visible mouse is supported
  339. if (graphics_->GetExternalWindow())
  340. mouseVisible_ = true;
  341. // Set the initial activation
  342. focusedThisFrame_ = true;
  343. initialized_ = true;
  344. ResetJoysticks();
  345. ResetState();
  346. SubscribeToEvent(E_BEGINFRAME, HANDLER(Input, HandleBeginFrame));
  347. LOGINFO("Initialized input");
  348. }
  349. void Input::ResetJoysticks()
  350. {
  351. joysticks_.Clear();
  352. joysticks_.Resize(SDL_NumJoysticks());
  353. for (unsigned i = 0; i < joysticks_.Size(); ++i)
  354. joysticks_[i].name_ = SDL_JoystickNameForIndex(i);
  355. }
  356. void Input::GainFocus()
  357. {
  358. ResetState();
  359. inputFocus_ = true;
  360. focusedThisFrame_ = false;
  361. // Re-establish mouse cursor hiding as necessary
  362. if (!mouseVisible_)
  363. {
  364. SDL_ShowCursor(SDL_FALSE);
  365. suppressNextMouseMove_ = true;
  366. }
  367. else
  368. lastMousePosition_ = GetMousePosition();
  369. SendInputFocusEvent();
  370. }
  371. void Input::LoseFocus()
  372. {
  373. ResetState();
  374. inputFocus_ = false;
  375. focusedThisFrame_ = false;
  376. // Show the mouse cursor when inactive
  377. SDL_ShowCursor(SDL_TRUE);
  378. SendInputFocusEvent();
  379. }
  380. void Input::ResetState()
  381. {
  382. keyDown_.Clear();
  383. keyPress_.Clear();
  384. /// \todo Check if this is necessary
  385. for (Vector<JoystickState>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i)
  386. {
  387. for (unsigned j = 0; j < i->buttons_.Size(); ++j)
  388. i->buttons_[j] = false;
  389. for (unsigned j = 0; j < i->hats_.Size(); ++j)
  390. i->hats_[j] = HAT_CENTER;
  391. }
  392. // When clearing touch states, send the corresponding touch end events
  393. for (HashMap<int, TouchState>::Iterator i = touches_.Begin(); i != touches_.End(); ++i)
  394. {
  395. TouchState& state = i->second_;
  396. using namespace TouchEnd;
  397. VariantMap eventData;
  398. eventData[P_TOUCHID] = state.touchID_;
  399. eventData[P_X] = state.position_.x_;
  400. eventData[P_Y] = state.position_.y_;
  401. SendEvent(E_TOUCHEND, eventData);
  402. }
  403. // Use SetMouseButton() to reset the state so that mouse events will be sent properly
  404. SetMouseButton(MOUSEB_LEFT, false);
  405. SetMouseButton(MOUSEB_RIGHT, false);
  406. SetMouseButton(MOUSEB_MIDDLE, false);
  407. mouseMove_ = IntVector2::ZERO;
  408. mouseMoveWheel_ = 0;
  409. mouseButtonPress_ = 0;
  410. }
  411. void Input::SendInputFocusEvent()
  412. {
  413. using namespace InputFocus;
  414. VariantMap eventData;
  415. eventData[P_FOCUS] = HasFocus();
  416. eventData[P_MINIMIZED] = IsMinimized();
  417. SendEvent(E_INPUTFOCUS, eventData);
  418. }
  419. void Input::SetMouseButton(int button, bool newState)
  420. {
  421. #ifdef REQUIRE_CLICK_TO_FOCUS
  422. if (!mouseVisible_ && !graphics_->GetFullscreen())
  423. {
  424. if (!inputFocus_ && newState && button == MOUSEB_LEFT)
  425. focusedThisFrame_ = true;
  426. }
  427. #endif
  428. // If we do not have focus yet, do not react to the mouse button down
  429. if (newState && !inputFocus_)
  430. return;
  431. if (newState)
  432. {
  433. if (!(mouseButtonDown_ & button))
  434. mouseButtonPress_ |= button;
  435. mouseButtonDown_ |= button;
  436. }
  437. else
  438. {
  439. if (!(mouseButtonDown_ & button))
  440. return;
  441. mouseButtonDown_ &= ~button;
  442. }
  443. using namespace MouseButtonDown;
  444. VariantMap eventData;
  445. eventData[P_BUTTON] = button;
  446. eventData[P_BUTTONS] = mouseButtonDown_;
  447. eventData[P_QUALIFIERS] = GetQualifiers();
  448. SendEvent(newState ? E_MOUSEBUTTONDOWN : E_MOUSEBUTTONUP, eventData);
  449. }
  450. void Input::SetKey(int key, bool newState)
  451. {
  452. // If we do not have focus yet, do not react to the key down
  453. if (newState && !inputFocus_)
  454. return;
  455. bool repeat = false;
  456. if (newState)
  457. {
  458. if (!keyDown_.Contains(key))
  459. {
  460. keyDown_.Insert(key);
  461. keyPress_.Insert(key);
  462. }
  463. else
  464. repeat = true;
  465. }
  466. else
  467. {
  468. if (!keyDown_.Erase(key))
  469. return;
  470. }
  471. using namespace KeyDown;
  472. VariantMap eventData;
  473. eventData[P_KEY] = key;
  474. eventData[P_BUTTONS] = mouseButtonDown_;
  475. eventData[P_QUALIFIERS] = GetQualifiers();
  476. if (newState)
  477. eventData[P_REPEAT] = repeat;
  478. SendEvent(newState ? E_KEYDOWN : E_KEYUP, eventData);
  479. if ((key == KEY_RETURN || key == KEY_RETURN2 || key == KEY_KP_ENTER) && newState && !repeat && toggleFullscreen_ && (GetKeyDown(KEY_LALT) || GetKeyDown(KEY_RALT)))
  480. graphics_->ToggleFullscreen();
  481. }
  482. void Input::SetMouseWheel(int delta)
  483. {
  484. // If we do not have focus yet, do not react to the wheel
  485. if (!inputFocus_)
  486. return;
  487. if (delta)
  488. {
  489. mouseMoveWheel_ += delta;
  490. using namespace MouseWheel;
  491. VariantMap eventData;
  492. eventData[P_WHEEL] = delta;
  493. eventData[P_BUTTONS] = mouseButtonDown_;
  494. eventData[P_QUALIFIERS] = GetQualifiers();
  495. SendEvent(E_MOUSEWHEEL, eventData);
  496. }
  497. }
  498. void Input::SetMousePosition(const IntVector2& position)
  499. {
  500. if (!graphics_)
  501. return;
  502. SDL_WarpMouseInWindow(graphics_->GetImpl()->GetWindow(), position.x_, position.y_);
  503. }
  504. void Input::HandleSDLEvent(void* sdlEvent)
  505. {
  506. SDL_Event& evt = *static_cast<SDL_Event*>(sdlEvent);
  507. switch (evt.type)
  508. {
  509. case SDL_KEYDOWN:
  510. // Convert to uppercase to match Win32 virtual key codes
  511. SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), true);
  512. break;
  513. case SDL_KEYUP:
  514. SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), false);
  515. break;
  516. case SDL_TEXTINPUT:
  517. {
  518. String text(&evt.text.text[0]);
  519. unsigned unicode = text.AtUTF8(0);
  520. if (unicode)
  521. {
  522. using namespace Char;
  523. VariantMap keyEventData;
  524. keyEventData[P_CHAR] = unicode;
  525. keyEventData[P_BUTTONS] = mouseButtonDown_;
  526. keyEventData[P_QUALIFIERS] = GetQualifiers();
  527. SendEvent(E_CHAR, keyEventData);
  528. }
  529. }
  530. break;
  531. case SDL_MOUSEBUTTONDOWN:
  532. SetMouseButton(1 << (evt.button.button - 1), true);
  533. break;
  534. case SDL_MOUSEBUTTONUP:
  535. SetMouseButton(1 << (evt.button.button - 1), false);
  536. break;
  537. case SDL_MOUSEMOTION:
  538. if (mouseVisible_)
  539. {
  540. mouseMove_.x_ += evt.motion.xrel;
  541. mouseMove_.y_ += evt.motion.yrel;
  542. using namespace MouseMove;
  543. VariantMap eventData;
  544. if (mouseVisible_)
  545. {
  546. eventData[P_X] = evt.motion.x;
  547. eventData[P_Y] = evt.motion.y;
  548. }
  549. eventData[P_DX] = evt.motion.xrel;
  550. eventData[P_DY] = evt.motion.yrel;
  551. eventData[P_BUTTONS] = mouseButtonDown_;
  552. eventData[P_QUALIFIERS] = GetQualifiers();
  553. SendEvent(E_MOUSEMOVE, eventData);
  554. }
  555. break;
  556. case SDL_MOUSEWHEEL:
  557. SetMouseWheel(evt.wheel.y);
  558. break;
  559. case SDL_FINGERDOWN:
  560. {
  561. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  562. TouchState& state = touches_[touchID];
  563. state.touchID_ = touchID;
  564. state.lastPosition_ = state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()),
  565. (int)(evt.tfinger.y * graphics_->GetHeight()));
  566. state.delta_ = IntVector2::ZERO;
  567. state.pressure_ = evt.tfinger.pressure;
  568. using namespace TouchBegin;
  569. VariantMap eventData;
  570. eventData[P_TOUCHID] = touchID;
  571. eventData[P_X] = state.position_.x_;
  572. eventData[P_Y] = state.position_.y_;
  573. eventData[P_PRESSURE] = state.pressure_;
  574. SendEvent(E_TOUCHBEGIN, eventData);
  575. }
  576. break;
  577. case SDL_FINGERUP:
  578. {
  579. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  580. TouchState& state = touches_[touchID];
  581. using namespace TouchEnd;
  582. VariantMap eventData;
  583. // Do not trust the position in the finger up event. Instead use the last position stored in the
  584. // touch structure
  585. eventData[P_TOUCHID] = touchID;
  586. eventData[P_X] = state.position_.x_;
  587. eventData[P_Y] = state.position_.y_;
  588. touches_.Erase(touchID);
  589. SendEvent(E_TOUCHEND, eventData);
  590. }
  591. break;
  592. case SDL_FINGERMOTION:
  593. {
  594. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  595. TouchState& state = touches_[touchID];
  596. state.touchID_ = touchID;
  597. state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()),
  598. (int)(evt.tfinger.y * graphics_->GetHeight()));
  599. state.delta_ = state.position_ - state.lastPosition_;
  600. state.pressure_ = evt.tfinger.pressure;
  601. using namespace TouchMove;
  602. VariantMap eventData;
  603. eventData[P_TOUCHID] = touchID;
  604. eventData[P_X] = state.position_.x_;
  605. eventData[P_Y] = state.position_.y_;
  606. eventData[P_DX] = (int)(evt.tfinger.dx * graphics_->GetWidth());
  607. eventData[P_DY] = (int)(evt.tfinger.dy * graphics_->GetHeight());
  608. eventData[P_PRESSURE] = state.pressure_;
  609. SendEvent(E_TOUCHMOVE, eventData);
  610. }
  611. break;
  612. case SDL_JOYBUTTONDOWN:
  613. {
  614. using namespace JoystickButtonDown;
  615. unsigned button = evt.jbutton.button;
  616. unsigned joystickIndex = joystickIDMap_[evt.jbutton.which];
  617. VariantMap eventData;
  618. eventData[P_JOYSTICK] = joystickIndex;
  619. eventData[P_BUTTON] = button;
  620. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  621. joysticks_[joystickIndex].buttons_[button] = true;
  622. joysticks_[joystickIndex].buttonPress_[button] = true;
  623. SendEvent(E_JOYSTICKBUTTONDOWN, eventData);
  624. }
  625. }
  626. break;
  627. case SDL_JOYBUTTONUP:
  628. {
  629. using namespace JoystickButtonUp;
  630. unsigned button = evt.jbutton.button;
  631. unsigned joystickIndex = joystickIDMap_[evt.jbutton.which];
  632. VariantMap eventData;
  633. eventData[P_JOYSTICK] = joystickIndex;
  634. eventData[P_BUTTON] = button;
  635. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  636. joysticks_[joystickIndex].buttons_[button] = false;
  637. SendEvent(E_JOYSTICKBUTTONUP, eventData);
  638. }
  639. }
  640. break;
  641. case SDL_JOYAXISMOTION:
  642. {
  643. using namespace JoystickAxisMove;
  644. unsigned joystickIndex = joystickIDMap_[evt.jaxis.which];
  645. VariantMap eventData;
  646. eventData[P_JOYSTICK] = joystickIndex;
  647. eventData[P_AXIS] = evt.jaxis.axis;
  648. eventData[P_POSITION] = Clamp((float)evt.jaxis.value / 32767.0f, -1.0f, 1.0f);
  649. if (joystickIndex < joysticks_.Size() && evt.jaxis.axis <
  650. joysticks_[joystickIndex].axes_.Size())
  651. {
  652. joysticks_[joystickIndex].axes_[evt.jaxis.axis] = eventData[P_POSITION].GetFloat();
  653. SendEvent(E_JOYSTICKAXISMOVE, eventData);
  654. }
  655. }
  656. break;
  657. case SDL_JOYHATMOTION:
  658. {
  659. using namespace JoystickHatMove;
  660. unsigned joystickIndex = joystickIDMap_[evt.jaxis.which];
  661. VariantMap eventData;
  662. eventData[P_JOYSTICK] = joystickIndex;
  663. eventData[P_HAT] = evt.jhat.hat;
  664. eventData[P_POSITION] = evt.jhat.value;
  665. if (joystickIndex < joysticks_.Size() && evt.jhat.hat <
  666. joysticks_[joystickIndex].hats_.Size())
  667. {
  668. joysticks_[joystickIndex].hats_[evt.jhat.hat] = evt.jhat.value;
  669. SendEvent(E_JOYSTICKHATMOVE, eventData);
  670. }
  671. }
  672. break;
  673. case SDL_WINDOWEVENT:
  674. {
  675. switch (evt.window.event)
  676. {
  677. case SDL_WINDOWEVENT_MINIMIZED:
  678. minimized_ = true;
  679. SendInputFocusEvent();
  680. break;
  681. case SDL_WINDOWEVENT_MAXIMIZED:
  682. case SDL_WINDOWEVENT_RESTORED:
  683. minimized_ = false;
  684. SendInputFocusEvent();
  685. #ifdef IOS
  686. // On iOS we never lose the GL context, but may have done GPU object changes that could not be applied yet.
  687. // Apply them now
  688. graphics_->Restore();
  689. #endif
  690. break;
  691. #ifdef ANDROID
  692. case SDL_WINDOWEVENT_FOCUS_LOST:
  693. // Mark GPU objects lost
  694. graphics_->Release(false, false);
  695. break;
  696. case SDL_WINDOWEVENT_FOCUS_GAINED:
  697. // Restore GPU objects
  698. graphics_->Restore();
  699. break;
  700. #endif
  701. case SDL_WINDOWEVENT_RESIZED:
  702. graphics_->WindowResized();
  703. break;
  704. }
  705. }
  706. break;
  707. case SDL_DROPFILE:
  708. {
  709. using namespace DropFile;
  710. VariantMap eventData;
  711. eventData[P_FILENAME] = GetInternalPath(String(evt.drop.file));
  712. SDL_free(evt.drop.file);
  713. SendEvent(E_DROPFILE, eventData);
  714. }
  715. break;
  716. case SDL_QUIT:
  717. SendEvent(E_EXITREQUESTED);
  718. break;
  719. }
  720. }
  721. void Input::HandleScreenMode(StringHash eventType, VariantMap& eventData)
  722. {
  723. // Reset input state on subsequent initializations
  724. if (!initialized_)
  725. Initialize();
  726. else
  727. ResetState();
  728. // Re-enable cursor clipping, and re-center the cursor (if needed) to the new screen size, so that there is no erroneous
  729. // mouse move event. Also get new window ID if it changed
  730. SDL_Window* window = graphics_->GetImpl()->GetWindow();
  731. windowID_ = SDL_GetWindowID(window);
  732. if (!mouseVisible_)
  733. {
  734. IntVector2 center(graphics_->GetWidth() / 2, graphics_->GetHeight() / 2);
  735. SetMousePosition(center);
  736. lastMousePosition_ = center;
  737. }
  738. focusedThisFrame_ = true;
  739. // After setting a new screen mode we should not be minimized
  740. minimized_ = (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) != 0;
  741. }
  742. void Input::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  743. {
  744. // Update input right at the beginning of the frame
  745. Update();
  746. }
  747. }