/* * The ManaPlus Client * Copyright (C) 2011-2020 The ManaPlus Developers * Copyright (C) 2020-2023 The ManaVerse 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 . */ /* _______ __ __ __ ______ __ __ _______ __ __ * / _____/\ / /\ / /\ / /\ / ____/\ / /\ / /\ / ___ /\ / |\/ /\ * / /\____\// / // / // / // /\___\// /_// / // /\_/ / // , |/ / / * / / /__ / / // / // / // / / / ___ / // ___ / // /| ' / / * / /_// /\ / /_// / // / // /_/_ / / // / // /\_/ / // / | / / * /______/ //______/ //_/ //_____/\ /_/ //_/ //_/ //_/ //_/ /|_/ / * \______\/ \______\/ \_\/ \_____\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/ * * Copyright (c) 2004, 2005, 2006, 2007 Olof Naessén and Per Larsson * Copyright (C) 2007-2010 The Mana World Development Team * * Js_./ * Per Larsson a.k.a finalman _RqZ{a<^_aa * Olof Naessén a.k.a jansem/yakslem _asww7!uY`> )\a// * _Qhm`] _f "'c 1!5m * Visit: http://guichan.darkbits.org )Qk

ws?a-?' ._/L #' * binary forms, with or without )4d[#7r, . ' )d`)[ * modification, are permitted provided _Q-5'5W..j/?' -?!\)cam' * that the following conditions are met: j<. a J@\ * this list of conditions and the j(]1u PRAGMA48(GCC diagnostic pop) #include "debug.h" #ifdef __SWITCH__ bool keyboardClosed = false; #endif extern volatile time_t cur_time; SDLInput *guiInput = nullptr; SDLInput::SDLInput() : mKeyInputQueue(), mMouseInputQueue(), mMouseMoveTime(0), mMouseDown(false), mMouseInWindow(true) { } KeyInput SDLInput::dequeueKeyInput() { if (mKeyInputQueue.empty()) return KeyInput(); KeyInput keyInput = mKeyInputQueue.front(); mKeyInputQueue.pop(); return keyInput; } MouseInput SDLInput::dequeueMouseInput() { MouseInput mouseInput; if (mMouseInputQueue.empty()) return MouseInput(); mouseInput = mMouseInputQueue.front(); mMouseInputQueue.pop(); return mouseInput; } void SDLInput::pushInput(const SDL_Event &event) { BLOCK_START("SDLInput::pushInput") KeyInput keyInput; MouseInput mouseInput; #ifdef __SWITCH__ // send an enter/select key on keyboard dismiss event bool visible = SDL_GetEventState(SDL_TEXTINPUT) == SDL_ENABLE; if (visible) { keyboardClosed = false; } else if (!keyboardClosed) { simulateKey(KeyValue::ENTER, InputAction::GUI_SELECT2); keyboardClosed = true; } #endif switch (event.type) { case SDL_KEYDOWN: { keyInput.setType(KeyEventType::PRESSED); convertKeyEventToKey(event, keyInput); mKeyInputQueue.push(keyInput); break; } case SDL_KEYUP: { keyInput.setType(KeyEventType::RELEASED); convertKeyEventToKey(event, keyInput); mKeyInputQueue.push(keyInput); break; } case SDL_JOYBUTTONDOWN: case SDL_JOYHATMOTION: case SDL_JOYAXISMOTION: { const InputActionT actionId = inputManager.getActionByKey(event); if (actionId > InputAction::NO_VALUE) { keyInput.setActionId(actionId); keyInput.setType(KeyEventType::PRESSED); mKeyInputQueue.push(keyInput); keyInput.setType(KeyEventType::RELEASED); mKeyInputQueue.push(keyInput); } break; } #ifdef USE_SDL2 case SDL_TEXTINPUT: keyInput.setType(KeyEventType::PRESSED); keyInput.setKey(Key(KeyValue::TEXTINPUT)); keyInput.setText(event.text.text); mKeyInputQueue.push(keyInput); break; case SDL_MOUSEWHEEL: { const int y = event.wheel.y; if (y) { mouseInput.setX(gui->getLastMouseX()); mouseInput.setY(gui->getLastMouseY()); #ifdef ANDROID mouseInput.setReal(0, 0); #endif // ANDROID mouseInput.setButton(MouseButton::WHEEL); if (y > 0) mouseInput.setType(MouseEventType::WHEEL_MOVED_UP); else mouseInput.setType(MouseEventType::WHEEL_MOVED_DOWN); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); } break; } #endif // USE_SDL2 #ifdef ANDROID #ifndef USE_SDL2 case SDL_ACCELEROMETER: break; #endif // USE_SDL2 #endif // ANDROID case SDL_MOUSEBUTTONDOWN: { mMouseDown = true; const int scale = mainGraphics->getScale(); const int x = event.button.x / scale; const int y = event.button.y / scale; mouseInput.setX(x); mouseInput.setY(y); #ifdef ANDROID #ifdef USE_SDL2 mouseInput.setReal(x, y); #else // USE_SDL2 mouseInput.setReal(event.button.realx / scale, event.button.realy / scale); #endif // USE_SDL2 #endif // ANDROID mouseInput.setButton(convertMouseButton(event.button.button)); #ifndef USE_SDL2 if (event.button.button == SDL_BUTTON_WHEELDOWN) mouseInput.setType(MouseEventType::WHEEL_MOVED_DOWN); else if (event.button.button == SDL_BUTTON_WHEELUP) mouseInput.setType(MouseEventType::WHEEL_MOVED_UP); else #endif // USE_SDL2 mouseInput.setType(MouseEventType::PRESSED); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); break; } case SDL_MOUSEBUTTONUP: { mMouseDown = false; const int scale = mainGraphics->getScale(); const int x = event.button.x / scale; const int y = event.button.y / scale; mouseInput.setX(x); mouseInput.setY(y); #ifdef ANDROID #ifdef USE_SDL2 mouseInput.setReal(x, y); #else // USE_SDL2 mouseInput.setReal(event.button.realx / scale, event.button.realy / scale); #endif // USE_SDL2 #endif // ANDROID mouseInput.setButton(convertMouseButton(event.button.button)); mouseInput.setType(MouseEventType::RELEASED); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); break; } case SDL_MOUSEMOTION: { const int scale = mainGraphics->getScale(); const int x = event.motion.x / scale; const int y = event.motion.y / scale; mouseInput.setX(x); mouseInput.setY(y); #ifdef ANDROID #ifdef USE_SDL2 mouseInput.setReal(x, y); #else // USE_SDL2 mouseInput.setReal(event.motion.realx / scale, event.motion.realy / scale); #endif // USE_SDL2 #endif // ANDROID mouseInput.setButton(MouseButton::EMPTY); mouseInput.setType(MouseEventType::MOVED); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); mMouseMoveTime = cur_time; break; } #ifndef USE_SDL2 case SDL_ACTIVEEVENT: /* * This occurs when the mouse leaves the window and the Gui-chan * application loses its mousefocus. */ if ((event.active.state & SDL_APPMOUSEFOCUS) != 0 && event.active.gain == 0U) { mMouseInWindow = false; if (!mMouseDown) { mouseInput.setX(-1); mouseInput.setY(-1); mouseInput.setButton(MouseButton::EMPTY); mouseInput.setType(MouseEventType::MOVED); mMouseInputQueue.push(mouseInput); mMouseMoveTime = cur_time; } } if ((event.active.state & SDL_APPMOUSEFOCUS) != 0 && event.active.gain != 0U) { mMouseInWindow = true; } break; #endif // USE_SDL2 default: break; } // end switch BLOCK_END("SDLInput::pushInput") } void SDLInput::convertKeyEventToKey(const SDL_Event &event, KeyInput &keyInput) { keyInput.setKey(Key(convertKeyCharacter(event))); const InputActionT actionId = inputManager.getActionByKey(event); if (actionId > InputAction::NO_VALUE) keyInput.setActionId(actionId); } MouseButtonT SDLInput::convertMouseButton(const int button) { switch (button) { case SDL_BUTTON_LEFT: return MouseButton::LEFT; case SDL_BUTTON_RIGHT: return MouseButton::RIGHT; case SDL_BUTTON_MIDDLE: return MouseButton::MIDDLE; #ifndef USE_SDL2 case SDL_BUTTON_WHEELUP: case SDL_BUTTON_WHEELDOWN: return MouseButton::EMPTY; #endif // USE_SDL2 default: // We have an unknown mouse type which is ignored. logger->log("unknown button type: %d", button); return MouseButton::EMPTY; } } void SDLInput::simulateMouseClick(const int x, const int y, const MouseButtonT button) { MouseInput mouseInput; mouseInput.setX(x); mouseInput.setY(y); mouseInput.setReal(x, y); mouseInput.setButton(MouseButton::EMPTY); mouseInput.setType(MouseEventType::MOVED); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); mouseInput.setButton(button); mouseInput.setType(MouseEventType::PRESSED); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); mouseInput.setType(MouseEventType::RELEASED); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); } void SDLInput::simulateMouseMove() { if (gui == nullptr) return; if (mMouseMoveTime == cur_time) return; mMouseMoveTime = cur_time; int x; int y; Gui::getMouseState(x, y); MouseInput mouseInput; mouseInput.setX(x); mouseInput.setY(y); mouseInput.setReal(x, y); mouseInput.setButton(MouseButton::EMPTY); mouseInput.setType(MouseEventType::MOVED); mouseInput.setTimeStamp(SDL_GetTicks()); mMouseInputQueue.push(mouseInput); } void SDLInput::simulateKey(const int guiKey, const InputActionT actionId) { KeyInput keyInput; keyInput.setType(KeyEventType::PRESSED); #ifdef USE_SDL2 char str[2]; str[0] = CAST_S8(guiKey); str[1] = 0; keyInput.setKey(Key(KeyValue::TEXTINPUT)); keyInput.setText(str); if (guiKey >= 32) mKeyInputQueue.push(keyInput); #endif // USE_SDL2 keyInput.setKey(Key(guiKey)); if (actionId > InputAction::NO_VALUE) keyInput.setActionId(actionId); mKeyInputQueue.push(keyInput); keyInput.setType(KeyEventType::RELEASED); mKeyInputQueue.push(keyInput); }