/*
* The ManaPlus Client
* Copyright (C) 2012-2014 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "eventsmanager.h"
#include "configuration.h"
#include "client.h"
#include "game.h"
#ifdef USE_SDL2
#include "render/graphics.h"
#endif
#include "logger.h"
#include "mumblemanager.h"
#include "settings.h"
#include "gui/windowmanager.h"
#include "being/localplayer.h"
#include "input/inputmanager.h"
#include "utils/process.h"
#include "debug.h"
EventsManager eventsManager;
EventsManager::EventsManager() :
mLogInput(false)
{
}
EventsManager::~EventsManager()
{
CHECKLISTENERS
}
void EventsManager::init()
{
mLogInput = config.getBoolValue("logInput");
config.addListener("logInput", this);
}
void EventsManager::shutdown()
{
config.removeListeners(this);
}
bool EventsManager::handleCommonEvents(const SDL_Event &event) const
{
if (mLogInput)
logEvent(event);
switch (event.type)
{
case SDL_QUIT:
client->setState(STATE_EXIT);
logger->log1("force exit");
return true;
#ifdef USE_SDL2
case SDL_WINDOWEVENT:
handleSDL2WindowEvent(event);
return true;
#else
case SDL_VIDEORESIZE:
WindowManager::resizeVideo(event.resize.w,
event.resize.h,
false);
return true;
case SDL_ACTIVEEVENT:
handleActive(event);
return true;
#ifdef ANDROID
case SDL_KEYBOARDSHOW:
WindowManager::updateScreenKeyboard(event.user.code);
return true;
case SDL_ACCELEROMETER:
break;
#endif
#endif
default:
break;
}
if (inputManager.handleEvent(event))
return true;
return false;
}
bool EventsManager::handleEvents() const
{
if (Game::instance())
{
// Let the game handle the events while it is active
Game::instance()->handleInput();
}
else
{
SDL_Event event;
// Handle SDL events
#ifdef USE_SDL2
while (SDL_WaitEventTimeout(&event, 0))
#else
while (SDL_PollEvent(&event))
#endif
{
if (!handleCommonEvents(event))
{
switch (event.type)
{
#ifdef ANDROID
#ifndef USE_SDL2
case SDL_ACTIVEEVENT:
if ((event.active.state & SDL_APPACTIVE)
&& !event.active.gain)
{
client->setState(STATE_EXIT);
logger->log1("exit on lost focus");
}
break;
#endif
#else
#ifndef USE_SDL2
#endif
#endif
default:
break;
}
}
#ifdef USE_MUMBLE
if (player_node && mumbleManager)
{
mumbleManager->setPos(player_node->getTileX(),
player_node->getTileY(), player_node->getDirection());
}
#endif
}
if (client->getState() == STATE_EXIT)
return true;
}
return false;
}
void EventsManager::handleGameEvents() const
{
Game *const game = Game::instance();
// Events
SDL_Event event;
#ifdef USE_SDL2
while (SDL_WaitEventTimeout(&event, 0))
#else
while (SDL_PollEvent(&event))
#endif
{
if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP)
game->updateHistory(event);
game->checkKeys();
if (handleCommonEvents(event))
break;
} // End while
}
void EventsManager::optionChanged(const std::string &name)
{
if (name == "logInput")
mLogInput = config.getBoolValue("logInput");
}
void EventsManager::logEvent(const SDL_Event &event)
{
switch (event.type)
{
case SDL_MOUSEMOTION:
logger->log("event: SDL_MOUSEMOTION: %d,%d,%d",
event.motion.state, event.motion.x, event.motion.y);
break;
#ifdef USE_SDL2
#define winEventLog(name, name2) \
case name: \
str = name2; \
break
case SDL_FINGERDOWN:
{
const SDL_TouchFingerEvent &touch = event.tfinger;
const int w = mainGraphics->mWidth;
const int h = mainGraphics->mHeight;
logger->log("event: SDL_FINGERDOWN: %u,%u (%f,%f) (%f,%f)",
static_cast(touch.touchId),
static_cast(touch.fingerId),
touch.x * w, touch.y * w,
touch.dx * w, touch.dy * h);
break;
}
case SDL_FINGERUP:
{
const SDL_TouchFingerEvent &touch = event.tfinger;
const int w = mainGraphics->mWidth;
const int h = mainGraphics->mHeight;
logger->log("event: SDL_FINGERUP: %u,%u (%f,%f) (%f,%f)",
static_cast(touch.touchId),
static_cast(touch.fingerId),
touch.x * w, touch.y * w,
touch.dx * w, touch.dy * h);
break;
}
case SDL_FINGERMOTION:
{
const SDL_TouchFingerEvent &touch = event.tfinger;
const int w = mainGraphics->mWidth;
const int h = mainGraphics->mHeight;
logger->log("event: SDL_FINGERMOTION: %u,%u (%f,%f) (%f,%f)",
static_cast(touch.touchId),
static_cast(touch.fingerId),
touch.x * w, touch.y * h,
touch.dx * w, touch.dy * h);
break;
}
case SDL_MULTIGESTURE:
{
const SDL_MultiGestureEvent &gesture = event.mgesture;
const int w = mainGraphics->mWidth;
const int h = mainGraphics->mHeight;
logger->log("event: SDL_MULTIGESTURE: %u %f,%f (%f,%f) %d,%d",
static_cast(gesture.touchId),
gesture.dTheta, gesture.dDist,
gesture.x * w, gesture.y * h,
static_cast(gesture.numFingers),
static_cast(gesture.padding));
break;
}
case SDL_KEYDOWN:
logger->log("event: SDL_KEYDOWN: %d,%d", event.key.state,
event.key.keysym.scancode);
break;
case SDL_KEYUP:
logger->log("event: SDL_KEYUP: %d,%d", event.key.state,
event.key.keysym.scancode);
break;
case SDL_WINDOWEVENT:
{
const int data1 = event.window.data1;
const int data2 = event.window.data2;
std::string str;
switch (event.window.event)
{
winEventLog(SDL_WINDOWEVENT_NONE, "SDL_WINDOWEVENT_NONE");
winEventLog(SDL_WINDOWEVENT_SHOWN, "SDL_WINDOWEVENT_SHOWN");
winEventLog(SDL_WINDOWEVENT_HIDDEN, "SDL_WINDOWEVENT_HIDDEN");
winEventLog(SDL_WINDOWEVENT_EXPOSED,
"SDL_WINDOWEVENT_EXPOSED");
winEventLog(SDL_WINDOWEVENT_MOVED, "SDL_WINDOWEVENT_MOVED");
winEventLog(SDL_WINDOWEVENT_RESIZED,
"SDL_WINDOWEVENT_RESIZED");
winEventLog(SDL_WINDOWEVENT_SIZE_CHANGED,
"SDL_WINDOWEVENT_SIZE_CHANGED");
winEventLog(SDL_WINDOWEVENT_MINIMIZED,
"SDL_WINDOWEVENT_MINIMIZED");
winEventLog(SDL_WINDOWEVENT_MAXIMIZED,
"SDL_WINDOWEVENT_MAXIMIZED");
winEventLog(SDL_WINDOWEVENT_RESTORED,
"SDL_WINDOWEVENT_RESTORED");
winEventLog(SDL_WINDOWEVENT_ENTER, "SDL_WINDOWEVENT_ENTER");
winEventLog(SDL_WINDOWEVENT_LEAVE, "SDL_WINDOWEVENT_LEAVE");
winEventLog(SDL_WINDOWEVENT_FOCUS_GAINED,
"SDL_WINDOWEVENT_FOCUS_GAINED");
winEventLog(SDL_WINDOWEVENT_FOCUS_LOST,
"SDL_WINDOWEVENT_FOCUS_LOST");
winEventLog(SDL_WINDOWEVENT_CLOSE, "SDL_WINDOWEVENT_CLOSE");
default:
str = "unknown";
break;
}
logger->log("event: SDL_WINDOWEVENT: %s: %d,%d",
str.c_str(), data1, data2);
break;
}
case SDL_TEXTINPUT:
{
const char *const text = event.text.text;
logger->log("event: SDL_TEXTINPUT: %s", text);
const size_t sz = strlen(event.text.text);
for (size_t f = 0; f < sz; f ++)
logger->log("dec: %d", text[f]);
break;
}
case SDL_APP_TERMINATING:
logger->log("SDL_APP_TERMINATING");
break;
case SDL_APP_LOWMEMORY:
logger->log("SDL_APP_LOWMEMORY");
break;
case SDL_APP_WILLENTERBACKGROUND:
logger->log("SDL_APP_WILLENTERBACKGROUND");
break;
case SDL_APP_WILLENTERFOREGROUND:
logger->log("SDL_APP_WILLENTERFOREGROUND");
break;
case SDL_APP_DIDENTERFOREGROUND:
logger->log("SDL_APP_DIDENTERFOREGROUND");
break;
case SDL_APP_DIDENTERBACKGROUND:
logger->log("SDL_APP_DIDENTERBACKGROUND");
break;
#else
case SDL_KEYDOWN:
logger->log("event: SDL_KEYDOWN: %d,%d,%d", event.key.state,
event.key.keysym.scancode, event.key.keysym.unicode);
break;
case SDL_KEYUP:
logger->log("event: SDL_KEYUP: %d,%d,%d", event.key.state,
event.key.keysym.scancode, event.key.keysym.unicode);
break;
case SDL_VIDEORESIZE:
logger->log("event: SDL_VIDEORESIZE");
break;
case SDL_VIDEOEXPOSE:
logger->log("event: SDL_VIDEOEXPOSE");
break;
case SDL_ACTIVEEVENT:
logger->log("event: SDL_ACTIVEEVENT: %d %d",
event.active.state, event.active.gain);
break;
#endif
case SDL_MOUSEBUTTONDOWN:
logger->log("event: SDL_MOUSEBUTTONDOWN: %d,%d,%d,%d",
event.button.button, event.button.state,
event.button.x, event.button.y);
break;
case SDL_MOUSEBUTTONUP:
logger->log("event: SDL_MOUSEBUTTONUP: %d,%d,%d,%d",
event.button.button, event.button.state,
event.button.x, event.button.y);
break;
case SDL_JOYAXISMOTION:
logger->log("event: SDL_JOYAXISMOTION: %d,%d,%d",
event.jaxis.which, event.jaxis.axis, event.jaxis.value);
break;
case SDL_JOYBALLMOTION:
logger->log("event: SDL_JOYBALLMOTION: %d,%d,%d,%d",
event.jball.which, event.jball.ball,
event.jball.xrel, event.jball.yrel);
break;
case SDL_JOYHATMOTION:
logger->log("event: SDL_JOYHATMOTION: %d,%d,%d", event.jhat.which,
event.jhat.hat, event.jhat.value);
break;
case SDL_JOYBUTTONDOWN:
logger->log("event: SDL_JOYBUTTONDOWN: %d,%d,%d",
event.jbutton.which, event.jbutton.button,
event.jbutton.state);
break;
case SDL_JOYBUTTONUP:
logger->log("event: SDL_JOYBUTTONUP: %d,%d,%d",
event.jbutton.which, event.jbutton.button,
event.jbutton.state);
break;
case SDL_QUIT:
logger->log("event: SDL_QUIT");
break;
case SDL_SYSWMEVENT:
logger->log("event: SDL_SYSWMEVENT");
break;
case SDL_USEREVENT:
logger->log("event: SDL_USEREVENT");
break;
#ifdef ANDROID
#ifndef USE_SDL2
case SDL_ACCELEROMETER:
logger->log("event: SDL_ACCELEROMETER");
break;
#endif
#endif
default:
logger->log("event: other: %d", event.type);
break;
};
}
#ifdef USE_SDL2
void EventsManager::handleSDL2WindowEvent(const SDL_Event &event)
{
int fpsLimit = 0;
const int eventType = event.window.event;
const bool inGame = (client->getState() == STATE_GAME);
switch (eventType)
{
case SDL_WINDOWEVENT_RESIZED:
WindowManager::resizeVideo(event.window.data1,
event.window.data2,
false);
break;
case SDL_WINDOWEVENT_ENTER:
settings.mouseFocused = true;
break;
case SDL_WINDOWEVENT_LEAVE:
settings.mouseFocused = false;
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
settings.inputFocused = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
settings.inputFocused = false;
break;
case SDL_WINDOWEVENT_MINIMIZED:
WindowManager::setIsMinimized(true);
if (inGame)
{
if (player_node && !player_node->getAway())
{
fpsLimit = config.getIntValue("altfpslimit");
player_node->setHalfAway(true);
}
}
setPriority(false);
break;
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_MAXIMIZED:
WindowManager::setIsMinimized(false);
if (inGame)
{
if (player_node)
{
if (!player_node->getAway())
fpsLimit = config.getIntValue("fpslimit");
player_node->setHalfAway(false);
}
}
setPriority(true);
break;
default:
break;
}
if (!inGame)
return;
if (eventType == SDL_WINDOWEVENT_MINIMIZED
|| eventType == SDL_WINDOWEVENT_RESTORED
|| eventType == SDL_WINDOWEVENT_MAXIMIZED)
{
if (player_node)
{
player_node->updateStatus();
player_node->updateName();
}
Game::instance()->updateFrameRate(fpsLimit);
}
}
#else
void EventsManager::handleActive(const SDL_Event &event)
{
int fpsLimit = 0;
const bool inGame = (client->getState() == STATE_GAME);
if (event.active.state & SDL_APPACTIVE)
{
if (event.active.gain)
{ // window restore
WindowManager::setIsMinimized(false);
if (inGame && player_node)
{
if (!player_node->getAway())
fpsLimit = config.getIntValue("fpslimit");
player_node->setHalfAway(false);
}
setPriority(true);
}
else
{ // window minimization
#ifdef ANDROID
client->setState(STATE_EXIT);
#else
WindowManager::setIsMinimized(true);
if (inGame && player_node && !player_node->getAway())
{
fpsLimit = config.getIntValue("altfpslimit");
player_node->setHalfAway(true);
}
setPriority(false);
#endif
}
if (inGame && player_node)
player_node->updateStatus();
}
if (inGame && player_node)
player_node->updateName();
if (event.active.state & SDL_APPINPUTFOCUS)
settings.inputFocused = event.active.gain;
if (event.active.state & SDL_APPMOUSEFOCUS)
settings.mouseFocused = event.active.gain;
if (inGame)
Game::instance()->updateFrameRate(fpsLimit);
}
#endif