diff options
-rw-r--r-- | src/client.cpp | 59 | ||||
-rw-r--r-- | src/client.h | 6 | ||||
-rw-r--r-- | src/eventsmanager.cpp | 158 | ||||
-rw-r--r-- | src/eventsmanager.h | 6 | ||||
-rw-r--r-- | src/game.cpp | 103 | ||||
-rw-r--r-- | src/game.h | 6 |
6 files changed, 134 insertions, 204 deletions
diff --git a/src/client.cpp b/src/client.cpp index b5ae5ee09..ffd7336ef 100644 --- a/src/client.cpp +++ b/src/client.cpp @@ -2922,65 +2922,6 @@ bool Client::isKeyboardVisible() const #endif } -#ifdef USE_SDL2 -void Client::handleSDL2WindowEvent(const SDL_Event &event) -{ - switch (event.window.event) - { - case SDL_WINDOWEVENT_RESIZED: - resizeVideo(event.window.data1, event.window.data2, false); - break; - case SDL_WINDOWEVENT_ENTER: - setMouseFocused(true); - break; - case SDL_WINDOWEVENT_LEAVE: - setMouseFocused(false); - break; - case SDL_WINDOWEVENT_FOCUS_GAINED: - setInputFocused(true); - break; - case SDL_WINDOWEVENT_FOCUS_LOST: - setInputFocused(false); - break; - case SDL_WINDOWEVENT_MINIMIZED: - setIsMinimized(true); - break; - case SDL_WINDOWEVENT_RESTORED: - case SDL_WINDOWEVENT_MAXIMIZED: - setIsMinimized(false); - break; - default: - break; - } -} -#else -void Client::handleActive(const SDL_Event &event) -{ - if (event.active.state & SDL_APPACTIVE) - { - if (event.active.gain) - { // window restore - setIsMinimized(false); - setPriority(true); - } - else - { // window minimization -#if defined(ANDROID) && !defined(USE_SDL2) - setState(STATE_EXIT); -#else - setIsMinimized(true); - setPriority(false); -#endif - } - } - - if (event.active.state & SDL_APPINPUTFOCUS) - setInputFocused(event.active.gain); - if (event.active.state & SDL_APPMOUSEFOCUS) - setMouseFocused(event.active.gain); -} -#endif - #ifdef ANDROID #ifdef USE_SDL2 void Client::extractAssets() diff --git a/src/client.h b/src/client.h index d107632a5..65e02e006 100644 --- a/src/client.h +++ b/src/client.h @@ -312,12 +312,6 @@ public: static void applyKeyRepeat(); -#ifdef USE_SDL2 - void handleSDL2WindowEvent(const SDL_Event &event); -#else - void handleActive(const SDL_Event &event); -#endif - void optionChanged(const std::string &name) override; void action(const gcn::ActionEvent &event) override; diff --git a/src/eventsmanager.cpp b/src/eventsmanager.cpp index 7e9c24970..09234ec3f 100644 --- a/src/eventsmanager.cpp +++ b/src/eventsmanager.cpp @@ -30,6 +30,8 @@ #include "input/inputmanager.h" +#include "utils/process.h" + #include "debug.h" EventsManager eventsManager; @@ -56,10 +58,17 @@ bool EventsManager::handleCommonEvents(const SDL_Event &event) client->setState(STATE_EXIT); logger->log1("force exit"); return true; -#ifndef USE_SDL2 +#ifdef USE_SDL2 + case SDL_WINDOWEVENT: + handleSDL2WindowEvent(event); + return true; +#else case SDL_VIDEORESIZE: client->resizeVideo(event.resize.w, event.resize.h); return true; + case SDL_ACTIVEEVENT: + handleActive(event); + return true; #ifdef ANDROID case SDL_KEYBOARDSHOW: client->updateScreenKeyboard(event.user.code); @@ -112,20 +121,12 @@ bool EventsManager::handleEvents() break; #endif -#endif - default: - break; -#ifdef USE_SDL2 - case SDL_WINDOWEVENT: - client->handleSDL2WindowEvent(event); - break; #else -#ifndef ANDROID - case SDL_ACTIVEEVENT: - client->handleActive(event); - break; +#ifndef USE_SDL2 #endif #endif + default: + break; } } @@ -161,24 +162,6 @@ void EventsManager::handleGameEvents() if (handleCommonEvents(event)) break; - - switch (event.type) - { -#ifdef USE_SDL2 - case SDL_WINDOWEVENT: - { - game->handleSDL2WindowEvent(event); - break; - } -#else - // Active event - case SDL_ACTIVEEVENT: - game->handleActive(event); - break; -#endif - default: - break; - } BLOCK_END("Game::handleInput 2") } // End while } @@ -392,3 +375,118 @@ void EventsManager::logEvent(const SDL_Event &event) 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: + client->resizeVideo(event.window.data1, event.window.data2, false); + break; + case SDL_WINDOWEVENT_ENTER: + client->setMouseFocused(true); + break; + case SDL_WINDOWEVENT_LEAVE: + client->setMouseFocused(false); + break; + case SDL_WINDOWEVENT_FOCUS_GAINED: + client->setInputFocused(true); + break; + case SDL_WINDOWEVENT_FOCUS_LOST: + client->setInputFocused(false); + break; + case SDL_WINDOWEVENT_MINIMIZED: + client->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: + client->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(); + } + 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 + client->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 + client->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) + client->setInputFocused(event.active.gain); + if (event.active.state & SDL_APPMOUSEFOCUS) + client->setMouseFocused(event.active.gain); + if (inGame) + Game::instance()->updateFrameRate(fpsLimit); +} +#endif diff --git a/src/eventsmanager.h b/src/eventsmanager.h index fc977d3be..690745ad6 100644 --- a/src/eventsmanager.h +++ b/src/eventsmanager.h @@ -45,6 +45,12 @@ class EventsManager final : public ConfigListener void handleGameEvents(); +#ifdef USE_SDL2 + void handleSDL2WindowEvent(const SDL_Event &event); +#else + void handleActive(const SDL_Event &event); +#endif + void optionChanged(const std::string &name); void logEvent(const SDL_Event &event); diff --git a/src/game.cpp b/src/game.cpp index 971352234..1e8d19398 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -877,109 +877,6 @@ void Game::moveInDirection(const unsigned char direction) } } -#ifdef USE_SDL2 -void Game::handleSDL2WindowEvent(const SDL_Event &event) -{ - int fpsLimit = 0; - const int eventType = event.window.event; - switch (eventType) - { - case SDL_WINDOWEVENT_RESIZED: - client->resizeVideo(event.window.data1, event.window.data2, false); - break; - case SDL_WINDOWEVENT_ENTER: - client->setMouseFocused(true); - break; - case SDL_WINDOWEVENT_LEAVE: - client->setMouseFocused(false); - break; - case SDL_WINDOWEVENT_FOCUS_GAINED: - client->setInputFocused(true); - break; - case SDL_WINDOWEVENT_FOCUS_LOST: - client->setInputFocused(false); - break; - case SDL_WINDOWEVENT_MINIMIZED: - client->setIsMinimized(true); - 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: - client->setIsMinimized(false); - if (player_node) - { - if (!player_node->getAway()) - fpsLimit = config.getIntValue("fpslimit"); - player_node->setHalfAway(false); - } - setPriority(true); - break; - default: - break; - } - - if (eventType == SDL_WINDOWEVENT_MINIMIZED - || eventType == SDL_WINDOWEVENT_RESTORED - || eventType == SDL_WINDOWEVENT_MAXIMIZED) - { - if (player_node) - { - player_node->updateStatus(); - player_node->updateName(); - } - updateFrameRate(fpsLimit); - } -} -#else -void Game::handleActive(const SDL_Event &event) -{ - int fpsLimit = 0; - if (event.active.state & SDL_APPACTIVE) - { - if (event.active.gain) - { // window restore - client->setIsMinimized(false); - if (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 - client->setIsMinimized(true); - if (player_node && !player_node->getAway()) - { - fpsLimit = config.getIntValue("altfpslimit"); - player_node->setHalfAway(true); - } - setPriority(false); -#endif - } - if (player_node) - player_node->updateStatus(); - } - if (player_node) - player_node->updateName(); - - if (event.active.state & SDL_APPINPUTFOCUS) - client->setInputFocused(event.active.gain); - if (event.active.state & SDL_APPMOUSEFOCUS) - client->setMouseFocused(event.active.gain); - updateFrameRate(fpsLimit); -} -#endif - void Game::updateFrameRate(int fpsLimit) { if (!fpsLimit) diff --git a/src/game.h b/src/game.h index 34d6d5107..77df0a15b 100644 --- a/src/game.h +++ b/src/game.h @@ -83,12 +83,6 @@ class Game final void handleMove(); -#ifdef USE_SDL2 - void handleSDL2WindowEvent(const SDL_Event &event); -#else - void handleActive(const SDL_Event &event); -#endif - void changeMap(const std::string &mapName); void updateFrameRate(int fpsLimit); |