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. if (graphics_)
  339. return SDL_HasScreenKeyboardSupport() ? true : false;
  340. else
  341. return false;
  342. }
  343. bool Input::IsScreenKeyboardVisible() const
  344. {
  345. if (graphics_)
  346. {
  347. SDL_Window* window = graphics_->GetImpl()->GetWindow();
  348. return SDL_IsScreenKeyboardShown(window) ? true : false;
  349. }
  350. else
  351. return false;
  352. }
  353. bool Input::IsMinimized() const
  354. {
  355. // Return minimized state also when unfocused in fullscreen
  356. if (!inputFocus_ && graphics_ && graphics_->GetFullscreen())
  357. return true;
  358. else
  359. return minimized_;
  360. }
  361. void Input::Initialize()
  362. {
  363. Graphics* graphics = GetSubsystem<Graphics>();
  364. if (!graphics || !graphics->IsInitialized())
  365. return;
  366. graphics_ = graphics;
  367. // In external window mode only visible mouse is supported
  368. if (graphics_->GetExternalWindow())
  369. mouseVisible_ = true;
  370. // Set the initial activation
  371. focusedThisFrame_ = true;
  372. initialized_ = true;
  373. ResetJoysticks();
  374. ResetState();
  375. SubscribeToEvent(E_BEGINFRAME, HANDLER(Input, HandleBeginFrame));
  376. LOGINFO("Initialized input");
  377. }
  378. void Input::ResetJoysticks()
  379. {
  380. joysticks_.Clear();
  381. joysticks_.Resize(SDL_NumJoysticks());
  382. for (unsigned i = 0; i < joysticks_.Size(); ++i)
  383. joysticks_[i].name_ = SDL_JoystickNameForIndex(i);
  384. }
  385. void Input::GainFocus()
  386. {
  387. ResetState();
  388. inputFocus_ = true;
  389. focusedThisFrame_ = false;
  390. // Re-establish mouse cursor hiding as necessary
  391. if (!mouseVisible_)
  392. {
  393. SDL_ShowCursor(SDL_FALSE);
  394. suppressNextMouseMove_ = true;
  395. }
  396. else
  397. lastMousePosition_ = GetMousePosition();
  398. SendInputFocusEvent();
  399. }
  400. void Input::LoseFocus()
  401. {
  402. ResetState();
  403. inputFocus_ = false;
  404. focusedThisFrame_ = false;
  405. // Show the mouse cursor when inactive
  406. SDL_ShowCursor(SDL_TRUE);
  407. SendInputFocusEvent();
  408. }
  409. void Input::ResetState()
  410. {
  411. keyDown_.Clear();
  412. keyPress_.Clear();
  413. /// \todo Check if this is necessary
  414. for (Vector<JoystickState>::Iterator i = joysticks_.Begin(); i != joysticks_.End(); ++i)
  415. {
  416. for (unsigned j = 0; j < i->buttons_.Size(); ++j)
  417. i->buttons_[j] = false;
  418. for (unsigned j = 0; j < i->hats_.Size(); ++j)
  419. i->hats_[j] = HAT_CENTER;
  420. }
  421. // When clearing touch states, send the corresponding touch end events
  422. for (HashMap<int, TouchState>::Iterator i = touches_.Begin(); i != touches_.End(); ++i)
  423. {
  424. TouchState& state = i->second_;
  425. using namespace TouchEnd;
  426. VariantMap eventData;
  427. eventData[P_TOUCHID] = state.touchID_;
  428. eventData[P_X] = state.position_.x_;
  429. eventData[P_Y] = state.position_.y_;
  430. SendEvent(E_TOUCHEND, eventData);
  431. }
  432. // Use SetMouseButton() to reset the state so that mouse events will be sent properly
  433. SetMouseButton(MOUSEB_LEFT, false);
  434. SetMouseButton(MOUSEB_RIGHT, false);
  435. SetMouseButton(MOUSEB_MIDDLE, false);
  436. mouseMove_ = IntVector2::ZERO;
  437. mouseMoveWheel_ = 0;
  438. mouseButtonPress_ = 0;
  439. }
  440. void Input::SendInputFocusEvent()
  441. {
  442. using namespace InputFocus;
  443. VariantMap eventData;
  444. eventData[P_FOCUS] = HasFocus();
  445. eventData[P_MINIMIZED] = IsMinimized();
  446. SendEvent(E_INPUTFOCUS, eventData);
  447. }
  448. void Input::SetMouseButton(int button, bool newState)
  449. {
  450. #ifdef REQUIRE_CLICK_TO_FOCUS
  451. if (!mouseVisible_ && !graphics_->GetFullscreen())
  452. {
  453. if (!inputFocus_ && newState && button == MOUSEB_LEFT)
  454. focusedThisFrame_ = true;
  455. }
  456. #endif
  457. // If we do not have focus yet, do not react to the mouse button down
  458. if (newState && !inputFocus_)
  459. return;
  460. if (newState)
  461. {
  462. if (!(mouseButtonDown_ & button))
  463. mouseButtonPress_ |= button;
  464. mouseButtonDown_ |= button;
  465. }
  466. else
  467. {
  468. if (!(mouseButtonDown_ & button))
  469. return;
  470. mouseButtonDown_ &= ~button;
  471. }
  472. using namespace MouseButtonDown;
  473. VariantMap eventData;
  474. eventData[P_BUTTON] = button;
  475. eventData[P_BUTTONS] = mouseButtonDown_;
  476. eventData[P_QUALIFIERS] = GetQualifiers();
  477. SendEvent(newState ? E_MOUSEBUTTONDOWN : E_MOUSEBUTTONUP, eventData);
  478. }
  479. void Input::SetKey(int key, bool newState)
  480. {
  481. // If we do not have focus yet, do not react to the key down
  482. if (newState && !inputFocus_)
  483. return;
  484. bool repeat = false;
  485. if (newState)
  486. {
  487. if (!keyDown_.Contains(key))
  488. {
  489. keyDown_.Insert(key);
  490. keyPress_.Insert(key);
  491. }
  492. else
  493. repeat = true;
  494. }
  495. else
  496. {
  497. if (!keyDown_.Erase(key))
  498. return;
  499. }
  500. using namespace KeyDown;
  501. VariantMap eventData;
  502. eventData[P_KEY] = key;
  503. eventData[P_BUTTONS] = mouseButtonDown_;
  504. eventData[P_QUALIFIERS] = GetQualifiers();
  505. if (newState)
  506. eventData[P_REPEAT] = repeat;
  507. SendEvent(newState ? E_KEYDOWN : E_KEYUP, eventData);
  508. if ((key == KEY_RETURN || key == KEY_RETURN2 || key == KEY_KP_ENTER) && newState && !repeat && toggleFullscreen_ && (GetKeyDown(KEY_LALT) || GetKeyDown(KEY_RALT)))
  509. graphics_->ToggleFullscreen();
  510. }
  511. void Input::SetMouseWheel(int delta)
  512. {
  513. // If we do not have focus yet, do not react to the wheel
  514. if (!inputFocus_)
  515. return;
  516. if (delta)
  517. {
  518. mouseMoveWheel_ += delta;
  519. using namespace MouseWheel;
  520. VariantMap eventData;
  521. eventData[P_WHEEL] = delta;
  522. eventData[P_BUTTONS] = mouseButtonDown_;
  523. eventData[P_QUALIFIERS] = GetQualifiers();
  524. SendEvent(E_MOUSEWHEEL, eventData);
  525. }
  526. }
  527. void Input::SetMousePosition(const IntVector2& position)
  528. {
  529. if (!graphics_)
  530. return;
  531. SDL_WarpMouseInWindow(graphics_->GetImpl()->GetWindow(), position.x_, position.y_);
  532. }
  533. void Input::HandleSDLEvent(void* sdlEvent)
  534. {
  535. SDL_Event& evt = *static_cast<SDL_Event*>(sdlEvent);
  536. switch (evt.type)
  537. {
  538. case SDL_KEYDOWN:
  539. // Convert to uppercase to match Win32 virtual key codes
  540. SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), true);
  541. break;
  542. case SDL_KEYUP:
  543. SetKey(ConvertSDLKeyCode(evt.key.keysym.sym, evt.key.keysym.scancode), false);
  544. break;
  545. case SDL_TEXTINPUT:
  546. {
  547. String text(&evt.text.text[0]);
  548. unsigned unicode = text.AtUTF8(0);
  549. if (unicode)
  550. {
  551. using namespace Char;
  552. VariantMap keyEventData;
  553. keyEventData[P_CHAR] = unicode;
  554. keyEventData[P_BUTTONS] = mouseButtonDown_;
  555. keyEventData[P_QUALIFIERS] = GetQualifiers();
  556. SendEvent(E_CHAR, keyEventData);
  557. }
  558. }
  559. break;
  560. case SDL_MOUSEBUTTONDOWN:
  561. SetMouseButton(1 << (evt.button.button - 1), true);
  562. break;
  563. case SDL_MOUSEBUTTONUP:
  564. SetMouseButton(1 << (evt.button.button - 1), false);
  565. break;
  566. case SDL_MOUSEMOTION:
  567. if (mouseVisible_)
  568. {
  569. mouseMove_.x_ += evt.motion.xrel;
  570. mouseMove_.y_ += evt.motion.yrel;
  571. using namespace MouseMove;
  572. VariantMap eventData;
  573. if (mouseVisible_)
  574. {
  575. eventData[P_X] = evt.motion.x;
  576. eventData[P_Y] = evt.motion.y;
  577. }
  578. eventData[P_DX] = evt.motion.xrel;
  579. eventData[P_DY] = evt.motion.yrel;
  580. eventData[P_BUTTONS] = mouseButtonDown_;
  581. eventData[P_QUALIFIERS] = GetQualifiers();
  582. SendEvent(E_MOUSEMOVE, eventData);
  583. }
  584. break;
  585. case SDL_MOUSEWHEEL:
  586. SetMouseWheel(evt.wheel.y);
  587. break;
  588. case SDL_FINGERDOWN:
  589. if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID)
  590. {
  591. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  592. TouchState& state = touches_[touchID];
  593. state.touchID_ = touchID;
  594. state.lastPosition_ = state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()),
  595. (int)(evt.tfinger.y * graphics_->GetHeight()));
  596. state.delta_ = IntVector2::ZERO;
  597. state.pressure_ = evt.tfinger.pressure;
  598. using namespace TouchBegin;
  599. VariantMap eventData;
  600. eventData[P_TOUCHID] = touchID;
  601. eventData[P_X] = state.position_.x_;
  602. eventData[P_Y] = state.position_.y_;
  603. eventData[P_PRESSURE] = state.pressure_;
  604. SendEvent(E_TOUCHBEGIN, eventData);
  605. }
  606. break;
  607. case SDL_FINGERUP:
  608. if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID)
  609. {
  610. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  611. TouchState& state = touches_[touchID];
  612. using namespace TouchEnd;
  613. VariantMap eventData;
  614. // Do not trust the position in the finger up event. Instead use the last position stored in the
  615. // touch structure
  616. eventData[P_TOUCHID] = touchID;
  617. eventData[P_X] = state.position_.x_;
  618. eventData[P_Y] = state.position_.y_;
  619. touches_.Erase(touchID);
  620. SendEvent(E_TOUCHEND, eventData);
  621. }
  622. break;
  623. case SDL_FINGERMOTION:
  624. if (evt.tfinger.touchId != SDL_TOUCH_MOUSEID)
  625. {
  626. int touchID = evt.tfinger.fingerId & 0x7ffffff;
  627. TouchState& state = touches_[touchID];
  628. state.touchID_ = touchID;
  629. state.position_ = IntVector2((int)(evt.tfinger.x * graphics_->GetWidth()),
  630. (int)(evt.tfinger.y * graphics_->GetHeight()));
  631. state.delta_ = state.position_ - state.lastPosition_;
  632. state.pressure_ = evt.tfinger.pressure;
  633. using namespace TouchMove;
  634. VariantMap eventData;
  635. eventData[P_TOUCHID] = touchID;
  636. eventData[P_X] = state.position_.x_;
  637. eventData[P_Y] = state.position_.y_;
  638. eventData[P_DX] = (int)(evt.tfinger.dx * graphics_->GetWidth());
  639. eventData[P_DY] = (int)(evt.tfinger.dy * graphics_->GetHeight());
  640. eventData[P_PRESSURE] = state.pressure_;
  641. SendEvent(E_TOUCHMOVE, eventData);
  642. }
  643. break;
  644. case SDL_JOYBUTTONDOWN:
  645. {
  646. using namespace JoystickButtonDown;
  647. unsigned button = evt.jbutton.button;
  648. unsigned joystickIndex = joystickIDMap_[evt.jbutton.which];
  649. VariantMap eventData;
  650. eventData[P_JOYSTICK] = joystickIndex;
  651. eventData[P_BUTTON] = button;
  652. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  653. joysticks_[joystickIndex].buttons_[button] = true;
  654. joysticks_[joystickIndex].buttonPress_[button] = true;
  655. SendEvent(E_JOYSTICKBUTTONDOWN, eventData);
  656. }
  657. }
  658. break;
  659. case SDL_JOYBUTTONUP:
  660. {
  661. using namespace JoystickButtonUp;
  662. unsigned button = evt.jbutton.button;
  663. unsigned joystickIndex = joystickIDMap_[evt.jbutton.which];
  664. VariantMap eventData;
  665. eventData[P_JOYSTICK] = joystickIndex;
  666. eventData[P_BUTTON] = button;
  667. if (joystickIndex < joysticks_.Size() && button < joysticks_[joystickIndex].buttons_.Size()) {
  668. joysticks_[joystickIndex].buttons_[button] = false;
  669. SendEvent(E_JOYSTICKBUTTONUP, eventData);
  670. }
  671. }
  672. break;
  673. case SDL_JOYAXISMOTION:
  674. {
  675. using namespace JoystickAxisMove;
  676. unsigned joystickIndex = joystickIDMap_[evt.jaxis.which];
  677. VariantMap eventData;
  678. eventData[P_JOYSTICK] = joystickIndex;
  679. eventData[P_AXIS] = evt.jaxis.axis;
  680. eventData[P_POSITION] = Clamp((float)evt.jaxis.value / 32767.0f, -1.0f, 1.0f);
  681. if (joystickIndex < joysticks_.Size() && evt.jaxis.axis <
  682. joysticks_[joystickIndex].axes_.Size())
  683. {
  684. joysticks_[joystickIndex].axes_[evt.jaxis.axis] = eventData[P_POSITION].GetFloat();
  685. SendEvent(E_JOYSTICKAXISMOVE, eventData);
  686. }
  687. }
  688. break;
  689. case SDL_JOYHATMOTION:
  690. {
  691. using namespace JoystickHatMove;
  692. unsigned joystickIndex = joystickIDMap_[evt.jaxis.which];
  693. VariantMap eventData;
  694. eventData[P_JOYSTICK] = joystickIndex;
  695. eventData[P_HAT] = evt.jhat.hat;
  696. eventData[P_POSITION] = evt.jhat.value;
  697. if (joystickIndex < joysticks_.Size() && evt.jhat.hat <
  698. joysticks_[joystickIndex].hats_.Size())
  699. {
  700. joysticks_[joystickIndex].hats_[evt.jhat.hat] = evt.jhat.value;
  701. SendEvent(E_JOYSTICKHATMOVE, eventData);
  702. }
  703. }
  704. break;
  705. case SDL_WINDOWEVENT:
  706. {
  707. switch (evt.window.event)
  708. {
  709. case SDL_WINDOWEVENT_MINIMIZED:
  710. minimized_ = true;
  711. SendInputFocusEvent();
  712. break;
  713. case SDL_WINDOWEVENT_MAXIMIZED:
  714. case SDL_WINDOWEVENT_RESTORED:
  715. minimized_ = false;
  716. SendInputFocusEvent();
  717. #ifdef IOS
  718. // On iOS we never lose the GL context, but may have done GPU object changes that could not be applied yet.
  719. // Apply them now
  720. graphics_->Restore();
  721. #endif
  722. break;
  723. #ifdef ANDROID
  724. case SDL_WINDOWEVENT_FOCUS_GAINED:
  725. // Restore GPU objects to the new GL context
  726. graphics_->Restore();
  727. break;
  728. #endif
  729. case SDL_WINDOWEVENT_RESIZED:
  730. graphics_->WindowResized();
  731. break;
  732. }
  733. }
  734. break;
  735. case SDL_DROPFILE:
  736. {
  737. using namespace DropFile;
  738. VariantMap eventData;
  739. eventData[P_FILENAME] = GetInternalPath(String(evt.drop.file));
  740. SDL_free(evt.drop.file);
  741. SendEvent(E_DROPFILE, eventData);
  742. }
  743. break;
  744. case SDL_QUIT:
  745. SendEvent(E_EXITREQUESTED);
  746. break;
  747. }
  748. }
  749. void Input::HandleScreenMode(StringHash eventType, VariantMap& eventData)
  750. {
  751. // Reset input state on subsequent initializations
  752. if (!initialized_)
  753. Initialize();
  754. else
  755. ResetState();
  756. // Re-enable cursor clipping, and re-center the cursor (if needed) to the new screen size, so that there is no erroneous
  757. // mouse move event. Also get new window ID if it changed
  758. SDL_Window* window = graphics_->GetImpl()->GetWindow();
  759. windowID_ = SDL_GetWindowID(window);
  760. if (!mouseVisible_)
  761. {
  762. IntVector2 center(graphics_->GetWidth() / 2, graphics_->GetHeight() / 2);
  763. SetMousePosition(center);
  764. lastMousePosition_ = center;
  765. }
  766. focusedThisFrame_ = true;
  767. // After setting a new screen mode we should not be minimized
  768. minimized_ = (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) != 0;
  769. }
  770. void Input::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  771. {
  772. // Update input right at the beginning of the frame
  773. Update();
  774. }
  775. }