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- //
- // Copyright (c) 2008-2013 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 "Context.h"
- #include "CoreEvents.h"
- #include "Graphics.h"
- #include "GraphicsEvents.h"
- #include "GraphicsImpl.h"
- #include "Input.h"
- #include "Log.h"
- #include "Mutex.h"
- #include "ProcessUtils.h"
- #include "Profiler.h"
- #include "StringUtils.h"
- #include <cstring>
- #include <SDL.h>
- #include "DebugNew.h"
- // Require a click inside window before re-hiding mouse cursor on OSX, otherwise dragging the window
- // can be incorrectly interpreted as mouse movement inside the window
- #if defined(__APPLE__) && !defined(IOS)
- #define REQUIRE_CLICK_TO_FOCUS
- #endif
- namespace Urho3D
- {
- /// Convert SDL keycode if necessary
- int ConvertSDLKeyCode(int keySym, int scanCode)
- {
- if (scanCode == SDL_SCANCODE_AC_BACK)
- return KEY_ESC;
- else
- return SDL_toupper(keySym);
- }
- Input::Input(Context* context) :
- Object(context),
- mouseButtonDown_(0),
- mouseButtonPress_(0),
- mouseMoveWheel_(0),
- windowID_(0),
- toggleFullscreen_(true),
- mouseVisible_(false),
- inputFocus_(false),
- minimized_(false),
- focusedThisFrame_(false),
- suppressNextMouseMove_(false),
- initialized_(false)
- {
- SubscribeToEvent(E_SCREENMODE, HANDLER(Input, HandleScreenMode));
- // Try to initialize right now, but skip if screen mode is not yet set
- Initialize();
- }
- Input::~Input()
- {
- }
- void Input::Update()
- {
- assert(initialized_);
- PROFILE(UpdateInput);
- // Reset input accumulation for this frame
- keyPress_.Clear();
- mouseButtonPress_ = 0;
- mouseMove_ = IntVector2::ZERO;
- mouseMoveWheel_ = 0;
- for (Vector<JoystickState>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i)
- {
- for (unsigned j = 0; j < i->buttonPress_.Size(); ++j)
- i->buttonPress_[j] = false;
- }
- // Reset touch delta movement
- for (HashMap<int, TouchState>::Iterator i = touches_.Begin(); i != touches_.End(); ++i)
- {
- TouchState& state = i->second_;
- state.lastPosition_ = state.position_;
- state.delta_ = IntVector2::ZERO;
- }
- // Check and handle SDL events
- SDL_PumpEvents();
- SDL_Event evt;
- while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0)
- HandleSDLEvent(&evt);
- // Check for activation and inactivation from SDL window flags. Must nullcheck the window pointer because it may have
- // been closed due to input events
- SDL_Window* window = graphics_->GetImpl()->GetWindow();
- unsigned flags = window ? SDL_GetWindowFlags(window) & (SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS) : 0;
- if (window)
- {
- #ifdef REQUIRE_CLICK_TO_FOCUS
- if (!inputFocus_ && (graphics_->GetFullscreen() || mouseVisible_) && flags == (SDL_WINDOW_INPUT_FOCUS |
- SDL_WINDOW_MOUSE_FOCUS))
- #else
- if (!inputFocus_ && (flags & SDL_WINDOW_INPUT_FOCUS))
- #endif
- focusedThisFrame_ = true;
- if (focusedThisFrame_)
- GainFocus();
- if (inputFocus_ && (flags & SDL_WINDOW_INPUT_FOCUS) == 0)
- LoseFocus();
- }
- else
- return;
- // Check for relative mode mouse move
- if (!mouseVisible_ && inputFocus_ && (flags & SDL_WINDOW_MOUSE_FOCUS))
- {
- IntVector2 mousePosition = GetMousePosition();
- mouseMove_ = mousePosition - lastMousePosition_;
- // Recenter the mouse cursor manually
- IntVector2 center(graphics_->GetWidth() / 2, graphics_->GetHeight() / 2);
- if (mousePosition != center)
- {
- SetMousePosition(center);
- lastMousePosition_ = center;
- }
- // Send mouse move event if necessary
- if (mouseMove_ != IntVector2::ZERO)
- {
- if (suppressNextMouseMove_)
- {
- mouseMove_ = IntVector2::ZERO;
- suppressNextMouseMove_ = false;
- }
- else
- {
- using namespace MouseMove;
- VariantMap eventData;
- if (mouseVisible_)
- {
- 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);
- }
- }
- }
- }
- void Input::SetMouseVisible(bool enable)
- {
- // Urho3D implementation of SDL Raspberry Pi "video driver" does not have OS mouse support, so no-op
- #ifndef RASPI
- if (enable != mouseVisible_)
- {
- mouseVisible_ = enable;
- if (initialized_)
- {
- // External windows can only support visible mouse cursor
- if (graphics_->GetExternalWindow())
- {
- mouseVisible_ = true;
- return;
- }
- if (!mouseVisible_ && inputFocus_)
- SDL_ShowCursor(SDL_FALSE);
- else
- SDL_ShowCursor(SDL_TRUE);
- }
- using namespace MouseVisibleChanged;
- VariantMap eventData;
- eventData[P_VISIBLE] = mouseVisible_;
- SendEvent(E_MOUSEVISIBLECHANGED, eventData);
- }
- #endif
- }
- void Input::SetToggleFullscreen(bool enable)
- {
- toggleFullscreen_ = enable;
- }
- bool Input::DetectJoysticks()
- {
- SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
- SDL_InitSubSystem(SDL_INIT_JOYSTICK);
- ResetJoysticks();
- return true;
- }
- bool Input::OpenJoystick(unsigned index)
- {
- if (index >= joysticks_.Size())
- return false;
- // Check if already opened
- if (joysticks_[index].joystick_)
- return true;
- SDL_Joystick* joystick = SDL_JoystickOpen(index);
- if (joystick)
- {
- JoystickState& state = joysticks_[index];
- state.joystick_ = joystick;
- state.buttons_.Resize(SDL_JoystickNumButtons(joystick));
- state.buttonPress_.Resize(state.buttons_.Size());
- state.axes_.Resize(SDL_JoystickNumAxes(joystick));
- state.hats_.Resize(SDL_JoystickNumHats(joystick));
- for (unsigned i = 0; i < state.buttons_.Size(); ++i)
- {
- state.buttons_[i] = false;
- state.buttonPress_[i] = false;
- }
- for (unsigned i = 0; i < state.axes_.Size(); ++i)
- state.axes_[i] = 0.0f;
- for (unsigned i = 0; i < state.hats_.Size(); ++i)
- state.hats_[i] = HAT_CENTER;
- return true;
- }
- else
- return false;
- }
- void Input::CloseJoystick(unsigned index)
- {
- if (index < joysticks_.Size() && joysticks_[index].joystick_)
- {
- JoystickState& state = joysticks_[index];
- SDL_JoystickClose(state.joystick_);
- state.joystick_ = 0;
- state.buttons_.Clear();
- state.axes_.Clear();
- state.hats_.Clear();
- }
- }
- bool Input::GetKeyDown(int key) const
- {
- return keyDown_.Contains(key);
- }
- bool Input::GetKeyPress(int key) const
- {
- return keyPress_.Contains(key);
- }
- 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_);
- return ret;
- }
- TouchState* Input::GetTouch(unsigned index) const
- {
- if (index >= touches_.Size())
- return 0;
- HashMap<int, TouchState>::ConstIterator i = touches_.Begin();
- while (index--)
- ++i;
- return const_cast<TouchState*>(&i->second_);
- }
- const String& Input::GetJoystickName(unsigned index) const
- {
- if (index < joysticks_.Size())
- return joysticks_[index].name_;
- else
- return String::EMPTY;
- }
- JoystickState* Input::GetJoystick(unsigned index)
- {
- if (index < joysticks_.Size())
- {
- // If necessary, automatically open the joystick first
- if (!joysticks_[index].joystick_)
- OpenJoystick(index);
- return const_cast<JoystickState*>(&joysticks_[index]);
- }
- else
- return 0;
- }
- 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<Graphics>();
- if (!graphics || !graphics->IsInitialized())
- return;
- graphics_ = graphics;
- // In external window mode only visible mouse is supported
- if (graphics_->GetExternalWindow())
- mouseVisible_ = true;
- // Set the initial activation
- focusedThisFrame_ = true;
- initialized_ = true;
- ResetJoysticks();
- ResetState();
- SubscribeToEvent(E_BEGINFRAME, HANDLER(Input, HandleBeginFrame));
- LOGINFO("Initialized input");
- }
- void Input::ResetJoysticks()
- {
- joysticks_.Clear();
- joysticks_.Resize(SDL_NumJoysticks());
- for (unsigned i = 0; i < joysticks_.Size(); ++i)
- joysticks_[i].name_ = SDL_JoystickNameForIndex(i);
- }
- void Input::GainFocus()
- {
- ResetState();
- inputFocus_ = true;
- focusedThisFrame_ = false;
- // Re-establish mouse cursor hiding as necessary
- if (!mouseVisible_)
- {
- SDL_ShowCursor(SDL_FALSE);
- suppressNextMouseMove_ = true;
- }
- else
- lastMousePosition_ = GetMousePosition();
- SendInputFocusEvent();
- }
- void Input::LoseFocus()
- {
- ResetState();
- inputFocus_ = false;
- focusedThisFrame_ = false;
- // Show the mouse cursor when inactive
- SDL_ShowCursor(SDL_TRUE);
- SendInputFocusEvent();
- }
- void Input::ResetState()
- {
- keyDown_.Clear();
- keyPress_.Clear();
- /// \todo Check if this is necessary
- for (Vector<JoystickState>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i)
- {
- for (unsigned j = 0; j < i->buttons_.Size(); ++j)
- i->buttons_[j] = false;
- for (unsigned j = 0; j < i->hats_.Size(); ++j)
- i->hats_[j] = HAT_CENTER;
- }
- // When clearing touch states, send the corresponding touch end events
- for (HashMap<int, TouchState>::Iterator i = touches_.Begin(); i != touches_.End(); ++i)
- {
- TouchState& state = i->second_;
- using namespace TouchEnd;
- VariantMap eventData;
- eventData[P_TOUCHID] = state.touchID_;
- eventData[P_X] = state.position_.x_;
- eventData[P_Y] = state.position_.y_;
- SendEvent(E_TOUCHEND, eventData);
- }
- // 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::SendInputFocusEvent()
- {
- using namespace InputFocus;
- VariantMap eventData;
- eventData[P_FOCUS] = HasFocus();
- eventData[P_MINIMIZED] = IsMinimized();
- SendEvent(E_INPUTFOCUS, eventData);
- }
- void Input::SetMouseButton(int button, bool newState)
- {
- #ifdef REQUIRE_CLICK_TO_FOCUS
- if (!mouseVisible_ && !graphics_->GetFullscreen())
- {
- if (!inputFocus_ && newState && button == MOUSEB_LEFT)
- focusedThisFrame_ = true;
- }
- #endif
- // If we do not have focus yet, do not react to the mouse button down
- if (newState && !inputFocus_)
- return;
- if (newState)
- {
- if (!(mouseButtonDown_ & button))
- mouseButtonPress_ |= button;
- mouseButtonDown_ |= button;
- }
- else
- {
- if (!(mouseButtonDown_ & button))
- return;
- mouseButtonDown_ &= ~button;
- }
- using namespace MouseButtonDown;
- VariantMap eventData;
- eventData[P_BUTTON] = button;
- eventData[P_BUTTONS] = mouseButtonDown_;
- eventData[P_QUALIFIERS] = GetQualifiers();
- SendEvent(newState ? E_MOUSEBUTTONDOWN : E_MOUSEBUTTONUP, eventData);
- }
- void Input::SetKey(int key, bool newState)
- {
- // If we do not have focus yet, do not react to the key down
- if (newState && !inputFocus_)
- return;
- bool repeat = false;
- if (newState)
- {
- if (!keyDown_.Contains(key))
- {
- keyDown_.Insert(key);
- keyPress_.Insert(key);
- }
- else
- repeat = true;
- }
- else
- {
- if (!keyDown_.Erase(key))
- return;
- }
- using namespace KeyDown;
- VariantMap eventData;
- eventData[P_KEY] = key;
- 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 we do not have focus yet, do not react to the wheel
- if (!inputFocus_)
- return;
- if (delta)
- {
- mouseMoveWheel_ += delta;
- using namespace MouseWheel;
- VariantMap eventData;
- 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_->GetImpl()->GetWindow(), position.x_, position.y_);
- }
- void Input::HandleSDLEvent(void* sdlEvent)
- {
- SDL_Event& evt = *static_cast<SDL_Event*>(sdlEvent);
- switch (evt.type)
- {
- case SDL_KEYDOWN:
- // Convert to uppercase to match Win32 virtual key codes
- SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), true);
- break;
- case SDL_KEYUP:
- SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), false);
- break;
- case SDL_TEXTINPUT:
- {
- String text(&evt.text.text[0]);
- unsigned unicode = text.AtUTF8(0);
- if (unicode)
- {
- using namespace Char;
- VariantMap keyEventData;
- keyEventData[P_CHAR] = unicode;
- keyEventData[P_BUTTONS] = mouseButtonDown_;
- keyEventData[P_QUALIFIERS] = GetQualifiers();
- SendEvent(E_CHAR, keyEventData);
- }
- }
- break;
- case SDL_MOUSEBUTTONDOWN:
- SetMouseButton(1 << (evt.button.button - 1), true);
- break;
- case SDL_MOUSEBUTTONUP:
- SetMouseButton(1 << (evt.button.button - 1), false);
- break;
- case SDL_MOUSEMOTION:
- if (mouseVisible_)
- {
- mouseMove_.x_ += evt.motion.xrel;
- mouseMove_.y_ += evt.motion.yrel;
- using namespace MouseMove;
- VariantMap eventData;
- if (mouseVisible_)
- {
- eventData[P_X] = evt.motion.x;
- eventData[P_Y] = evt.motion.y;
- }
- eventData[P_DX] = evt.motion.xrel;
- eventData[P_DY] = evt.motion.yrel;
- eventData[P_BUTTONS] = mouseButtonDown_;
- eventData[P_QUALIFIERS] = GetQualifiers();
- SendEvent(E_MOUSEMOVE, eventData);
- }
- break;
- case SDL_MOUSEWHEEL:
- SetMouseWheel(evt.wheel.y);
- break;
- case SDL_FINGERDOWN:
- {
- int touchID = 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;
- 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);
- }
- break;
- case SDL_FINGERUP:
- {
- int touchID = evt.tfinger.fingerId & 0x7ffffff;
- TouchState& state = touches_[touchID];
- using namespace TouchEnd;
- VariantMap eventData;
- // 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_;
- touches_.Erase(touchID);
- SendEvent(E_TOUCHEND, eventData);
- }
- break;
- case SDL_FINGERMOTION:
- {
- int touchID = evt.tfinger.fingerId & 0x7ffffff;
- 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;
- using namespace TouchMove;
- VariantMap eventData;
- 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);
- }
- break;
- case SDL_JOYBUTTONDOWN:
- {
- using namespace JoystickButtonDown;
- VariantMap eventData;
- eventData[P_JOYSTICK] = evt.jbutton.which;
- eventData[P_BUTTON] = evt.jbutton.button;
- if (evt.jbutton.which < joysticks_.Size() && evt.jbutton.button <
- joysticks_[evt.jbutton.which].buttons_.Size())
- {
- joysticks_[evt.jbutton.which].buttons_[evt.jbutton.button] = true;
- joysticks_[evt.jbutton.which].buttonPress_[evt.jbutton.button] = true;
- SendEvent(E_JOYSTICKBUTTONDOWN, eventData);
- }
- }
- break;
- case SDL_JOYBUTTONUP:
- {
- using namespace JoystickButtonUp;
- VariantMap eventData;
- eventData[P_JOYSTICK] = evt.jbutton.which;
- eventData[P_BUTTON] = evt.jbutton.button;
- if (evt.jbutton.which < joysticks_.Size() && evt.jbutton.button <
- joysticks_[evt.jbutton.which].buttons_.Size())
- {
- joysticks_[evt.jbutton.which].buttons_[evt.jbutton.button] = false;
- SendEvent(E_JOYSTICKBUTTONUP, eventData);
- }
- }
- break;
- case SDL_JOYAXISMOTION:
- {
- using namespace JoystickAxisMove;
- VariantMap eventData;
- eventData[P_JOYSTICK] = evt.jaxis.which;
- eventData[P_AXIS] = evt.jaxis.axis;
- eventData[P_POSITION] = Clamp((float)evt.jaxis.value / 32767.0f, -1.0f, 1.0f);
- if (evt.jaxis.which < joysticks_.Size() && evt.jaxis.axis <
- joysticks_[evt.jaxis.which].axes_.Size())
- {
- joysticks_[evt.jaxis.which].axes_[evt.jaxis.axis] = eventData[P_POSITION].GetFloat();
- SendEvent(E_JOYSTICKAXISMOVE, eventData);
- }
- }
- break;
- case SDL_JOYHATMOTION:
- {
- using namespace JoystickHatMove;
- VariantMap eventData;
- eventData[P_JOYSTICK] = evt.jhat.which;
- eventData[P_HAT] = evt.jhat.hat;
- eventData[P_POSITION] = evt.jhat.value;
- if (evt.jhat.which < joysticks_.Size() && evt.jhat.hat <
- joysticks_[evt.jhat.which].hats_.Size())
- {
- joysticks_[evt.jhat.which].hats_[evt.jhat.hat] = evt.jhat.value;
- SendEvent(E_JOYSTICKHATMOVE, 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:
- minimized_ = false;
- SendInputFocusEvent();
- #ifdef IOS
- // On iOS we never lose the GL context, but may have done GPU object changes that could not be applied yet.
- // Apply them now
- graphics_->Restore();
- #endif
- break;
- #ifdef ANDROID
- case SDL_WINDOWEVENT_FOCUS_LOST:
- // Mark GPU objects lost
- graphics_->Release(false, false);
- break;
- case SDL_WINDOWEVENT_FOCUS_GAINED:
- // Restore GPU objects
- graphics_->Restore();
- break;
- #endif
- #if !defined(IOS) && !defined(ANDROID)
- case SDL_WINDOWEVENT_RESIZED:
- graphics_->WindowResized();
- break;
- #endif
- }
- }
- break;
- case SDL_QUIT:
- SendEvent(E_EXITREQUESTED);
- break;
- }
- }
- void Input::HandleScreenMode(StringHash eventType, VariantMap& eventData)
- {
- // Reset input state on subsequent initializations
- if (!initialized_)
- Initialize();
- else
- ResetState();
- // 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_->GetImpl()->GetWindow();
- windowID_ = SDL_GetWindowID(window);
- if (!mouseVisible_)
- {
- IntVector2 center(graphics_->GetWidth() / 2, graphics_->GetHeight() / 2);
- SetMousePosition(center);
- lastMousePosition_ = center;
- }
- focusedThisFrame_ = true;
- // After setting a new screen mode we should not be minimized
- minimized_ = (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) != 0;
- }
- void Input::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
- {
- // Update input right at the beginning of the frame
- Update();
- }
- }
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