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