Input.cpp 29 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. // SDL Raspberry Pi "video driver" does not have proper OS mouse support yet, so no-op for now
  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. void Input::SetScreenKeyboardVisible(bool enable)
  197. {
  198. if (!graphics_)
  199. return;
  200. if (enable != IsScreenKeyboardVisible())
  201. {
  202. if (enable)
  203. SDL_StartTextInput();
  204. else
  205. SDL_StopTextInput();
  206. }
  207. }
  208. bool Input::OpenJoystick(unsigned index)
  209. {
  210. if (index >= joysticks_.Size())
  211. return false;
  212. // Check if already opened
  213. if (joysticks_[index].joystick_)
  214. return true;
  215. SDL_Joystick* joystick = SDL_JoystickOpen(index);
  216. if (joystick)
  217. {
  218. // Map SDL joystick index to internal index (which starts at 0)
  219. int sdl_joy_instance_id = SDL_JoystickInstanceID(joystick);
  220. joystickIDMap_[sdl_joy_instance_id] = index;
  221. JoystickState& state = joysticks_[index];
  222. state.joystick_ = joystick;
  223. if (SDL_IsGameController(index))
  224. {
  225. state.controller_ = SDL_GameControllerOpen(index);
  226. }
  227. state.buttons_.Resize(SDL_JoystickNumButtons(joystick));
  228. state.buttonPress_.Resize(state.buttons_.Size());
  229. state.axes_.Resize(SDL_JoystickNumAxes(joystick));
  230. state.hats_.Resize(SDL_JoystickNumHats(joystick));
  231. for (unsigned i = 0; i < state.buttons_.Size(); ++i)
  232. {
  233. state.buttons_[i] = false;
  234. state.buttonPress_[i] = false;
  235. }
  236. for (unsigned i = 0; i < state.axes_.Size(); ++i)
  237. state.axes_[i] = 0.0f;
  238. for (unsigned i = 0; i < state.hats_.Size(); ++i)
  239. state.hats_[i] = HAT_CENTER;
  240. return true;
  241. }
  242. else
  243. return false;
  244. }
  245. void Input::CloseJoystick(unsigned index)
  246. {
  247. if (index < joysticks_.Size() && joysticks_[index].joystick_)
  248. {
  249. JoystickState& state = joysticks_[index];
  250. SDL_JoystickClose(state.joystick_);
  251. state.joystick_ = 0;
  252. state.buttons_.Clear();
  253. state.axes_.Clear();
  254. state.hats_.Clear();
  255. }
  256. }
  257. bool Input::GetKeyDown(int key) const
  258. {
  259. return keyDown_.Contains(key);
  260. }
  261. bool Input::GetKeyPress(int key) const
  262. {
  263. return keyPress_.Contains(key);
  264. }
  265. bool Input::GetMouseButtonDown(int button) const
  266. {
  267. return (mouseButtonDown_ & button) != 0;
  268. }
  269. bool Input::GetMouseButtonPress(int button) const
  270. {
  271. return (mouseButtonPress_ & button) != 0;
  272. }
  273. bool Input::GetQualifierDown(int qualifier) const
  274. {
  275. if (qualifier == QUAL_SHIFT)
  276. return GetKeyDown(KEY_LSHIFT) || GetKeyDown(KEY_RSHIFT);
  277. if (qualifier == QUAL_CTRL)
  278. return GetKeyDown(KEY_LCTRL) || GetKeyDown(KEY_RCTRL);
  279. if (qualifier == QUAL_ALT)
  280. return GetKeyDown(KEY_LALT) || GetKeyDown(KEY_RALT);
  281. return false;
  282. }
  283. bool Input::GetQualifierPress(int qualifier) const
  284. {
  285. if (qualifier == QUAL_SHIFT)
  286. return GetKeyPress(KEY_LSHIFT) || GetKeyPress(KEY_RSHIFT);
  287. if (qualifier == QUAL_CTRL)
  288. return GetKeyPress(KEY_LCTRL) || GetKeyPress(KEY_RCTRL);
  289. if (qualifier == QUAL_ALT)
  290. return GetKeyPress(KEY_LALT) || GetKeyPress(KEY_RALT);
  291. return false;
  292. }
  293. int Input::GetQualifiers() const
  294. {
  295. int ret = 0;
  296. if (GetQualifierDown(QUAL_SHIFT))
  297. ret |= QUAL_SHIFT;
  298. if (GetQualifierDown(QUAL_CTRL))
  299. ret |= QUAL_CTRL;
  300. if (GetQualifierDown(QUAL_ALT))
  301. ret |= QUAL_ALT;
  302. return ret;
  303. }
  304. IntVector2 Input::GetMousePosition() const
  305. {
  306. IntVector2 ret = IntVector2::ZERO;
  307. if (!initialized_)
  308. return ret;
  309. SDL_GetMouseState(&ret.x_, &ret.y_);
  310. return ret;
  311. }
  312. TouchState* Input::GetTouch(unsigned index) const
  313. {
  314. if (index >= touches_.Size())
  315. return 0;
  316. HashMap<int, TouchState>::ConstIterator i = touches_.Begin();
  317. while (index--)
  318. ++i;
  319. return const_cast<TouchState*>(&i->second_);
  320. }
  321. const String& Input::GetJoystickName(unsigned index) const
  322. {
  323. if (index < joysticks_.Size())
  324. return joysticks_[index].name_;
  325. else
  326. return String::EMPTY;
  327. }
  328. JoystickState* Input::GetJoystick(unsigned index)
  329. {
  330. if (index < joysticks_.Size())
  331. {
  332. // If necessary, automatically open the joystick first
  333. if (!joysticks_[index].joystick_)
  334. OpenJoystick(index);
  335. return const_cast<JoystickState*>(&joysticks_[index]);
  336. }
  337. else
  338. return 0;
  339. }
  340. bool Input::GetScreenKeyboardSupport() const
  341. {
  342. return graphics_ ? SDL_HasScreenKeyboardSupport() : false;
  343. }
  344. bool Input::IsScreenKeyboardVisible() const
  345. {
  346. if (graphics_)
  347. {
  348. SDL_Window* window = graphics_->GetImpl()->GetWindow();
  349. return SDL_IsScreenKeyboardShown(window);
  350. }
  351. else
  352. return false;
  353. }
  354. bool Input::IsMinimized() const
  355. {
  356. // Return minimized state also when unfocused in fullscreen
  357. if (!inputFocus_ && graphics_ && graphics_->GetFullscreen())
  358. return true;
  359. else
  360. return minimized_;
  361. }
  362. void Input::Initialize()
  363. {
  364. Graphics* graphics = GetSubsystem<Graphics>();
  365. if (!graphics || !graphics->IsInitialized())
  366. return;
  367. graphics_ = graphics;
  368. // In external window mode only visible mouse is supported
  369. if (graphics_->GetExternalWindow())
  370. mouseVisible_ = true;
  371. // Set the initial activation
  372. focusedThisFrame_ = true;
  373. initialized_ = true;
  374. ResetJoysticks();
  375. ResetState();
  376. SubscribeToEvent(E_BEGINFRAME, HANDLER(Input, HandleBeginFrame));
  377. LOGINFO("Initialized input");
  378. }
  379. void Input::ResetJoysticks()
  380. {
  381. joysticks_.Clear();
  382. joysticks_.Resize(SDL_NumJoysticks());
  383. for (unsigned i = 0; i < joysticks_.Size(); ++i)
  384. joysticks_[i].name_ = SDL_JoystickNameForIndex(i);
  385. }
  386. void Input::GainFocus()
  387. {
  388. ResetState();
  389. inputFocus_ = true;
  390. focusedThisFrame_ = false;
  391. // Re-establish mouse cursor hiding as necessary
  392. if (!mouseVisible_)
  393. {
  394. SDL_ShowCursor(SDL_FALSE);
  395. suppressNextMouseMove_ = true;
  396. }
  397. else
  398. lastMousePosition_ = GetMousePosition();
  399. SendInputFocusEvent();
  400. }
  401. void Input::LoseFocus()
  402. {
  403. ResetState();
  404. inputFocus_ = false;
  405. focusedThisFrame_ = false;
  406. // Show the mouse cursor when inactive
  407. SDL_ShowCursor(SDL_TRUE);
  408. SendInputFocusEvent();
  409. }
  410. void Input::ResetState()
  411. {
  412. keyDown_.Clear();
  413. keyPress_.Clear();
  414. /// \todo Check if this is necessary
  415. for (Vector<JoystickState>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i)
  416. {
  417. for (unsigned j = 0; j < i->buttons_.Size(); ++j)
  418. i->buttons_[j] = false;
  419. for (unsigned j = 0; j < i->hats_.Size(); ++j)
  420. i->hats_[j] = HAT_CENTER;
  421. }
  422. // When clearing touch states, send the corresponding touch end events
  423. for (HashMap<int, TouchState>::Iterator i = touches_.Begin(); i != touches_.End(); ++i)
  424. {
  425. TouchState& state = i->second_;
  426. using namespace TouchEnd;
  427. VariantMap eventData;
  428. eventData[P_TOUCHID] = state.touchID_;
  429. eventData[P_X] = state.position_.x_;
  430. eventData[P_Y] = state.position_.y_;
  431. SendEvent(E_TOUCHEND, eventData);
  432. }
  433. // Use SetMouseButton() to reset the state so that mouse events will be sent properly
  434. SetMouseButton(MOUSEB_LEFT, false);
  435. SetMouseButton(MOUSEB_RIGHT, false);
  436. SetMouseButton(MOUSEB_MIDDLE, false);
  437. mouseMove_ = IntVector2::ZERO;
  438. mouseMoveWheel_ = 0;
  439. mouseButtonPress_ = 0;
  440. }
  441. void Input::SendInputFocusEvent()
  442. {
  443. using namespace InputFocus;
  444. VariantMap eventData;
  445. eventData[P_FOCUS] = HasFocus();
  446. eventData[P_MINIMIZED] = IsMinimized();
  447. SendEvent(E_INPUTFOCUS, eventData);
  448. }
  449. void Input::SetMouseButton(int button, bool newState)
  450. {
  451. #ifdef REQUIRE_CLICK_TO_FOCUS
  452. if (!mouseVisible_ && !graphics_->GetFullscreen())
  453. {
  454. if (!inputFocus_ && newState && button == MOUSEB_LEFT)
  455. focusedThisFrame_ = true;
  456. }
  457. #endif
  458. // If we do not have focus yet, do not react to the mouse button down
  459. if (newState && !inputFocus_)
  460. return;
  461. if (newState)
  462. {
  463. if (!(mouseButtonDown_ & button))
  464. mouseButtonPress_ |= button;
  465. mouseButtonDown_ |= button;
  466. }
  467. else
  468. {
  469. if (!(mouseButtonDown_ & button))
  470. return;
  471. mouseButtonDown_ &= ~button;
  472. }
  473. using namespace MouseButtonDown;
  474. VariantMap eventData;
  475. eventData[P_BUTTON] = button;
  476. eventData[P_BUTTONS] = mouseButtonDown_;
  477. eventData[P_QUALIFIERS] = GetQualifiers();
  478. SendEvent(newState ? E_MOUSEBUTTONDOWN : E_MOUSEBUTTONUP, eventData);
  479. }
  480. void Input::SetKey(int key, bool newState)
  481. {
  482. // If we do not have focus yet, do not react to the key down
  483. if (newState && !inputFocus_)
  484. return;
  485. bool repeat = false;
  486. if (newState)
  487. {
  488. if (!keyDown_.Contains(key))
  489. {
  490. keyDown_.Insert(key);
  491. keyPress_.Insert(key);
  492. }
  493. else
  494. repeat = true;
  495. }
  496. else
  497. {
  498. if (!keyDown_.Erase(key))
  499. return;
  500. }
  501. using namespace KeyDown;
  502. VariantMap eventData;
  503. eventData[P_KEY] = key;
  504. eventData[P_BUTTONS] = mouseButtonDown_;
  505. eventData[P_QUALIFIERS] = GetQualifiers();
  506. if (newState)
  507. eventData[P_REPEAT] = repeat;
  508. SendEvent(newState ? E_KEYDOWN : E_KEYUP, eventData);
  509. if ((key == KEY_RETURN || key == KEY_RETURN2 || key == KEY_KP_ENTER) && newState && !repeat && toggleFullscreen_ && (GetKeyDown(KEY_LALT) || GetKeyDown(KEY_RALT)))
  510. graphics_->ToggleFullscreen();
  511. }
  512. void Input::SetMouseWheel(int delta)
  513. {
  514. // If we do not have focus yet, do not react to the wheel
  515. if (!inputFocus_)
  516. return;
  517. if (delta)
  518. {
  519. mouseMoveWheel_ += delta;
  520. using namespace MouseWheel;
  521. VariantMap eventData;
  522. eventData[P_WHEEL] = delta;
  523. eventData[P_BUTTONS] = mouseButtonDown_;
  524. eventData[P_QUALIFIERS] = GetQualifiers();
  525. SendEvent(E_MOUSEWHEEL, eventData);
  526. }
  527. }
  528. void Input::SetMousePosition(const IntVector2& position)
  529. {
  530. if (!graphics_)
  531. return;
  532. SDL_WarpMouseInWindow(graphics_->GetImpl()->GetWindow(), position.x_, position.y_);
  533. }
  534. void Input::HandleSDLEvent(void* sdlEvent)
  535. {
  536. SDL_Event& evt = *static_cast<SDL_Event*>(sdlEvent);
  537. switch (evt.type)
  538. {
  539. case SDL_KEYDOWN:
  540. // Convert to uppercase to match Win32 virtual key codes
  541. SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), true);
  542. break;
  543. case SDL_KEYUP:
  544. SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), false);
  545. break;
  546. case SDL_TEXTINPUT:
  547. {
  548. String text(&evt.text.text[0]);
  549. unsigned unicode = text.AtUTF8(0);
  550. if (unicode)
  551. {
  552. using namespace Char;
  553. VariantMap keyEventData;
  554. keyEventData[P_CHAR] = unicode;
  555. keyEventData[P_BUTTONS] = mouseButtonDown_;
  556. keyEventData[P_QUALIFIERS] = GetQualifiers();
  557. SendEvent(E_CHAR, keyEventData);
  558. }
  559. }
  560. break;
  561. case SDL_MOUSEBUTTONDOWN:
  562. SetMouseButton(1 << (evt.button.button - 1), true);
  563. break;
  564. case SDL_MOUSEBUTTONUP:
  565. SetMouseButton(1 << (evt.button.button - 1), false);
  566. break;
  567. case SDL_MOUSEMOTION:
  568. if (mouseVisible_)
  569. {
  570. mouseMove_.x_ += evt.motion.xrel;
  571. mouseMove_.y_ += evt.motion.yrel;
  572. using namespace MouseMove;
  573. VariantMap eventData;
  574. if (mouseVisible_)
  575. {
  576. eventData[P_X] = evt.motion.x;
  577. eventData[P_Y] = evt.motion.y;
  578. }
  579. eventData[P_DX] = evt.motion.xrel;
  580. eventData[P_DY] = evt.motion.yrel;
  581. eventData[P_BUTTONS] = mouseButtonDown_;
  582. eventData[P_QUALIFIERS] = GetQualifiers();
  583. SendEvent(E_MOUSEMOVE, eventData);
  584. }
  585. break;
  586. case SDL_MOUSEWHEEL:
  587. SetMouseWheel(evt.wheel.y);
  588. break;
  589. case SDL_FINGERDOWN:
  590. if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID)
  591. {
  592. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  593. TouchState& state = touches_[touchID];
  594. state.touchID_ = touchID;
  595. state.lastPosition_ = state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()),
  596. (int)(evt.tfinger.y * graphics_->GetHeight()));
  597. state.delta_ = IntVector2::ZERO;
  598. state.pressure_ = evt.tfinger.pressure;
  599. using namespace TouchBegin;
  600. VariantMap eventData;
  601. eventData[P_TOUCHID] = touchID;
  602. eventData[P_X] = state.position_.x_;
  603. eventData[P_Y] = state.position_.y_;
  604. eventData[P_PRESSURE] = state.pressure_;
  605. SendEvent(E_TOUCHBEGIN, eventData);
  606. }
  607. break;
  608. case SDL_FINGERUP:
  609. if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID)
  610. {
  611. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  612. TouchState& state = touches_[touchID];
  613. using namespace TouchEnd;
  614. VariantMap eventData;
  615. // Do not trust the position in the finger up event. Instead use the last position stored in the
  616. // touch structure
  617. eventData[P_TOUCHID] = touchID;
  618. eventData[P_X] = state.position_.x_;
  619. eventData[P_Y] = state.position_.y_;
  620. touches_.Erase(touchID);
  621. SendEvent(E_TOUCHEND, eventData);
  622. }
  623. break;
  624. case SDL_FINGERMOTION:
  625. if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID)
  626. {
  627. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  628. TouchState& state = touches_[touchID];
  629. state.touchID_ = touchID;
  630. state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()),
  631. (int)(evt.tfinger.y * graphics_->GetHeight()));
  632. state.delta_ = state.position_ - state.lastPosition_;
  633. state.pressure_ = evt.tfinger.pressure;
  634. using namespace TouchMove;
  635. VariantMap eventData;
  636. eventData[P_TOUCHID] = touchID;
  637. eventData[P_X] = state.position_.x_;
  638. eventData[P_Y] = state.position_.y_;
  639. eventData[P_DX] = (int)(evt.tfinger.dx * graphics_->GetWidth());
  640. eventData[P_DY] = (int)(evt.tfinger.dy * graphics_->GetHeight());
  641. eventData[P_PRESSURE] = state.pressure_;
  642. SendEvent(E_TOUCHMOVE, eventData);
  643. }
  644. break;
  645. case SDL_JOYBUTTONDOWN:
  646. {
  647. using namespace JoystickButtonDown;
  648. unsigned button = evt.jbutton.button;
  649. unsigned joystickIndex = joystickIDMap_[evt.jbutton.which];
  650. VariantMap eventData;
  651. eventData[P_JOYSTICK] = joystickIndex;
  652. eventData[P_BUTTON] = button;
  653. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  654. joysticks_[joystickIndex].buttons_[button] = true;
  655. joysticks_[joystickIndex].buttonPress_[button] = true;
  656. SendEvent(E_JOYSTICKBUTTONDOWN, eventData);
  657. }
  658. }
  659. break;
  660. case SDL_JOYBUTTONUP:
  661. {
  662. using namespace JoystickButtonUp;
  663. unsigned button = evt.jbutton.button;
  664. unsigned joystickIndex = joystickIDMap_[evt.jbutton.which];
  665. VariantMap eventData;
  666. eventData[P_JOYSTICK] = joystickIndex;
  667. eventData[P_BUTTON] = button;
  668. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  669. joysticks_[joystickIndex].buttons_[button] = false;
  670. SendEvent(E_JOYSTICKBUTTONUP, eventData);
  671. }
  672. }
  673. break;
  674. case SDL_JOYAXISMOTION:
  675. {
  676. using namespace JoystickAxisMove;
  677. unsigned joystickIndex = joystickIDMap_[evt.jaxis.which];
  678. VariantMap eventData;
  679. eventData[P_JOYSTICK] = joystickIndex;
  680. eventData[P_AXIS] = evt.jaxis.axis;
  681. eventData[P_POSITION] = Clamp((float)evt.jaxis.value / 32767.0f, -1.0f, 1.0f);
  682. if (joystickIndex < joysticks_.Size() && evt.jaxis.axis <
  683. joysticks_[joystickIndex].axes_.Size())
  684. {
  685. joysticks_[joystickIndex].axes_[evt.jaxis.axis] = eventData[P_POSITION].GetFloat();
  686. SendEvent(E_JOYSTICKAXISMOVE, eventData);
  687. }
  688. }
  689. break;
  690. case SDL_JOYHATMOTION:
  691. {
  692. using namespace JoystickHatMove;
  693. unsigned joystickIndex = joystickIDMap_[evt.jaxis.which];
  694. VariantMap eventData;
  695. eventData[P_JOYSTICK] = joystickIndex;
  696. eventData[P_HAT] = evt.jhat.hat;
  697. eventData[P_POSITION] = evt.jhat.value;
  698. if (joystickIndex < joysticks_.Size() && evt.jhat.hat <
  699. joysticks_[joystickIndex].hats_.Size())
  700. {
  701. joysticks_[joystickIndex].hats_[evt.jhat.hat] = evt.jhat.value;
  702. SendEvent(E_JOYSTICKHATMOVE, eventData);
  703. }
  704. }
  705. break;
  706. case SDL_CONTROLLERBUTTONDOWN:
  707. {
  708. using namespace ControllerButtonDown;
  709. unsigned button = evt.cbutton.button;
  710. unsigned joystickIndex = joystickIDMap_[evt.cbutton.which];
  711. VariantMap eventData;
  712. eventData[P_JOYSTICK] = joystickIndex;
  713. eventData[P_BUTTON] = button;
  714. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  715. joysticks_[joystickIndex].buttons_[button] = true;
  716. joysticks_[joystickIndex].buttonPress_[button] = true;
  717. SendEvent(E_CONTROLLERBUTTONDOWN, eventData);
  718. }
  719. }
  720. break;
  721. case SDL_CONTROLLERBUTTONUP:
  722. {
  723. using namespace ControllerButtonUp;
  724. unsigned button = evt.cbutton.button;
  725. unsigned joystickIndex = joystickIDMap_[evt.cbutton.which];
  726. VariantMap eventData;
  727. eventData[P_JOYSTICK] = joystickIndex;
  728. eventData[P_BUTTON] = button;
  729. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  730. joysticks_[joystickIndex].buttons_[button] = false;
  731. SendEvent(E_CONTROLLERBUTTONUP, eventData);
  732. }
  733. }
  734. break;
  735. case SDL_CONTROLLERAXISMOTION:
  736. {
  737. using namespace ControllerAxisMove;
  738. unsigned joystickIndex = joystickIDMap_[evt.caxis.which];
  739. VariantMap eventData;
  740. eventData[P_JOYSTICK] = joystickIndex;
  741. eventData[P_AXIS] = evt.caxis.axis;
  742. eventData[P_POSITION] = Clamp((float)evt.caxis.value / 32767.0f, -1.0f, 1.0f);
  743. if (joystickIndex < joysticks_.Size() && evt.caxis.axis <
  744. joysticks_[joystickIndex].axes_.Size())
  745. {
  746. joysticks_[joystickIndex].axes_[evt.caxis.axis] = eventData[P_POSITION].GetFloat();
  747. SendEvent(E_CONTROLLERAXISMOVE, eventData);
  748. }
  749. }
  750. break;
  751. case SDL_WINDOWEVENT:
  752. {
  753. switch (evt.window.event)
  754. {
  755. case SDL_WINDOWEVENT_MINIMIZED:
  756. minimized_ = true;
  757. SendInputFocusEvent();
  758. break;
  759. case SDL_WINDOWEVENT_MAXIMIZED:
  760. case SDL_WINDOWEVENT_RESTORED:
  761. minimized_ = false;
  762. SendInputFocusEvent();
  763. #ifdef IOS
  764. // On iOS we never lose the GL context, but may have done GPU object changes that could not be applied yet.
  765. // Apply them now
  766. graphics_->Restore();
  767. #endif
  768. break;
  769. #ifdef ANDROID
  770. case SDL_WINDOWEVENT_FOCUS_GAINED:
  771. // Restore GPU objects to the new GL context
  772. graphics_->Restore();
  773. break;
  774. #endif
  775. case SDL_WINDOWEVENT_RESIZED:
  776. graphics_->WindowResized();
  777. break;
  778. }
  779. }
  780. break;
  781. case SDL_DROPFILE:
  782. {
  783. using namespace DropFile;
  784. VariantMap eventData;
  785. eventData[P_FILENAME] = GetInternalPath(String(evt.drop.file));
  786. SDL_free(evt.drop.file);
  787. SendEvent(E_DROPFILE, eventData);
  788. }
  789. break;
  790. case SDL_QUIT:
  791. SendEvent(E_EXITREQUESTED);
  792. break;
  793. }
  794. }
  795. void Input::HandleScreenMode(StringHash eventType, VariantMap& eventData)
  796. {
  797. // Reset input state on subsequent initializations
  798. if (!initialized_)
  799. Initialize();
  800. else
  801. ResetState();
  802. // Re-enable cursor clipping, and re-center the cursor (if needed) to the new screen size, so that there is no erroneous
  803. // mouse move event. Also get new window ID if it changed
  804. SDL_Window* window = graphics_->GetImpl()->GetWindow();
  805. windowID_ = SDL_GetWindowID(window);
  806. if (!mouseVisible_)
  807. {
  808. IntVector2 center(graphics_->GetWidth() / 2, graphics_->GetHeight() / 2);
  809. SetMousePosition(center);
  810. lastMousePosition_ = center;
  811. }
  812. focusedThisFrame_ = true;
  813. // After setting a new screen mode we should not be minimized
  814. minimized_ = (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) != 0;
  815. }
  816. void Input::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  817. {
  818. // Update input right at the beginning of the frame
  819. Update();
  820. }
  821. }