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#include "sdlinputwrapper.hpp"
#include <components/debug/debuglog.hpp>
#include <components/settings/settings.hpp>
#include <osgViewer/Viewer>
namespace SDLUtil
{
InputWrapper::InputWrapper(SDL_Window* window, osg::ref_ptr<osgViewer::Viewer> viewer, bool grab) :
mSDLWindow(window),
mViewer(viewer),
mMouseListener(nullptr),
mSensorListener(nullptr),
mKeyboardListener(nullptr),
mWindowListener(nullptr),
mConListener(nullptr),
mWarpX(0),
mWarpY(0),
mWarpCompensate(false),
mWrapPointer(false),
mAllowGrab(grab),
mWantMouseVisible(false),
mWantGrab(false),
mWantRelative(false),
mGrabPointer(false),
mMouseRelative(false),
mFirstMouseMove(true),
mMouseZ(0),
mMouseX(0),
mMouseY(0),
mWindowHasFocus(true),
mMouseInWindow(true)
{
Uint32 flags = SDL_GetWindowFlags(mSDLWindow);
mWindowHasFocus = (flags & SDL_WINDOW_INPUT_FOCUS);
mMouseInWindow = (flags & SDL_WINDOW_MOUSE_FOCUS);
}
InputWrapper::~InputWrapper()
{
}
void InputWrapper::capture(bool windowEventsOnly)
{
mViewer->getEventQueue()->frame(0.f);
SDL_PumpEvents();
SDL_Event evt;
if (windowEventsOnly)
{
// During loading, handle window events, discard button presses and keep others for later
while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT))
handleWindowEvent(evt);
SDL_FlushEvent(SDL_KEYDOWN);
SDL_FlushEvent(SDL_CONTROLLERBUTTONDOWN);
SDL_FlushEvent(SDL_MOUSEBUTTONDOWN);
return;
}
while(SDL_PollEvent(&evt))
{
switch(evt.type)
{
case SDL_MOUSEMOTION:
// Ignore this if it happened due to a warp
if(!_handleWarpMotion(evt.motion))
{
// If in relative mode, don't trigger events unless window has focus
if (!mWantRelative || mWindowHasFocus)
mMouseListener->mouseMoved(_packageMouseMotion(evt));
// Try to keep the mouse inside the window
if (mWindowHasFocus)
_wrapMousePointer(evt.motion);
}
break;
case SDL_MOUSEWHEEL:
mMouseListener->mouseMoved(_packageMouseMotion(evt));
mMouseListener->mouseWheelMoved(evt.wheel);
break;
case SDL_SENSORUPDATE:
mSensorListener->sensorUpdated(evt.sensor);
break;
case SDL_MOUSEBUTTONDOWN:
mMouseListener->mousePressed(evt.button, evt.button.button);
break;
case SDL_MOUSEBUTTONUP:
mMouseListener->mouseReleased(evt.button, evt.button.button);
break;
case SDL_KEYDOWN:
mKeyboardListener->keyPressed(evt.key);
if (!isModifierHeld(KMOD_ALT) && evt.key.keysym.sym >= SDLK_F1 && evt.key.keysym.sym <= SDLK_F12)
{
mViewer->getEventQueue()->keyPress(osgGA::GUIEventAdapter::KEY_F1 + (evt.key.keysym.sym - SDLK_F1));
}
break;
case SDL_KEYUP:
if (!evt.key.repeat)
{
mKeyboardListener->keyReleased(evt.key);
if (!isModifierHeld(KMOD_ALT) && evt.key.keysym.sym >= SDLK_F1 && evt.key.keysym.sym <= SDLK_F12)
mViewer->getEventQueue()->keyRelease(osgGA::GUIEventAdapter::KEY_F1 + (evt.key.keysym.sym - SDLK_F1));
}
break;
case SDL_TEXTEDITING:
break;
case SDL_TEXTINPUT:
mKeyboardListener->textInput(evt.text);
break;
case SDL_KEYMAPCHANGED:
break;
case SDL_JOYHATMOTION: //As we manage everything with GameController, don't even bother with these.
case SDL_JOYAXISMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_JOYDEVICEADDED:
case SDL_JOYDEVICEREMOVED:
break;
case SDL_CONTROLLERDEVICEADDED:
if(mConListener)
mConListener->controllerAdded(1, evt.cdevice); //We only support one joystick, so give everything a generic deviceID
break;
case SDL_CONTROLLERDEVICEREMOVED:
if(mConListener)
mConListener->controllerRemoved(evt.cdevice);
break;
case SDL_CONTROLLERBUTTONDOWN:
if(mConListener)
mConListener->buttonPressed(1, evt.cbutton);
break;
case SDL_CONTROLLERBUTTONUP:
if(mConListener)
mConListener->buttonReleased(1, evt.cbutton);
break;
case SDL_CONTROLLERAXISMOTION:
if(mConListener)
mConListener->axisMoved(1, evt.caxis);
break;
case SDL_WINDOWEVENT:
handleWindowEvent(evt);
break;
case SDL_QUIT:
if (mWindowListener)
mWindowListener->windowClosed();
break;
case SDL_DISPLAYEVENT:
switch (evt.display.event)
{
case SDL_DISPLAYEVENT_ORIENTATION:
if (mSensorListener && evt.display.display == (unsigned int) Settings::Manager::getInt("screen", "Video"))
mSensorListener->displayOrientationChanged();
break;
default:
break;
}
break;
case SDL_CLIPBOARDUPDATE:
break; // We don't need this event, clipboard is retrieved on demand
case SDL_FINGERDOWN:
case SDL_FINGERUP:
case SDL_FINGERMOTION:
case SDL_DOLLARGESTURE:
case SDL_DOLLARRECORD:
case SDL_MULTIGESTURE:
// No use for touch & gesture events
break;
case SDL_APP_WILLENTERBACKGROUND:
case SDL_APP_WILLENTERFOREGROUND:
case SDL_APP_DIDENTERBACKGROUND:
case SDL_APP_DIDENTERFOREGROUND:
// We do not need background/foreground switch event for mobile devices so far
break;
case SDL_APP_TERMINATING:
// There is nothing we can do here.
break;
case SDL_APP_LOWMEMORY:
Log(Debug::Warning) << "System reports that free RAM on device is running low. You may encounter an unexpected behaviour.";
break;
default:
Log(Debug::Info) << "Unhandled SDL event of type 0x" << std::hex << evt.type;
break;
}
}
}
void InputWrapper::handleWindowEvent(const SDL_Event& evt)
{
switch (evt.window.event) {
case SDL_WINDOWEVENT_ENTER:
mMouseInWindow = true;
updateMouseSettings();
break;
case SDL_WINDOWEVENT_LEAVE:
mMouseInWindow = false;
updateMouseSettings();
break;
case SDL_WINDOWEVENT_MOVED:
// I'm not sure what OSG is using the window position for, but I don't think it's needed,
// so we ignore window moved events (improves window movement performance)
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
int w,h;
SDL_GetWindowSize(mSDLWindow, &w, &h);
int x,y;
SDL_GetWindowPosition(mSDLWindow, &x,&y);
mViewer->getCamera()->getGraphicsContext()->resized(x,y,w,h);
mViewer->getEventQueue()->windowResize(x,y,w,h);
if (mWindowListener)
mWindowListener->windowResized(w, h);
break;
case SDL_WINDOWEVENT_RESIZED:
// This should also fire SIZE_CHANGED, so no need to handle
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
mWindowHasFocus = true;
updateMouseSettings();
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
mWindowHasFocus = false;
updateMouseSettings();
break;
case SDL_WINDOWEVENT_CLOSE:
break;
case SDL_WINDOWEVENT_SHOWN:
case SDL_WINDOWEVENT_RESTORED:
if (mWindowListener)
mWindowListener->windowVisibilityChange(true);
break;
case SDL_WINDOWEVENT_HIDDEN:
case SDL_WINDOWEVENT_MINIMIZED:
if (mWindowListener)
mWindowListener->windowVisibilityChange(false);
break;
}
}
bool InputWrapper::isModifierHeld(int mod)
{
return (SDL_GetModState() & mod) != 0;
}
bool InputWrapper::isKeyDown(SDL_Scancode key)
{
return (SDL_GetKeyboardState(nullptr)[key]) != 0;
}
/// \brief Moves the mouse to the specified point within the viewport
void InputWrapper::warpMouse(int x, int y)
{
SDL_WarpMouseInWindow(mSDLWindow, x, y);
mWarpCompensate = true;
mWarpX = x;
mWarpY = y;
}
/// \brief Locks the pointer to the window
void InputWrapper::setGrabPointer(bool grab)
{
mWantGrab = grab;
updateMouseSettings();
}
/// \brief Set the mouse to relative positioning. Doesn't move the cursor
/// and disables mouse acceleration.
void InputWrapper::setMouseRelative(bool relative)
{
mWantRelative = relative;
updateMouseSettings();
}
void InputWrapper::setMouseVisible(bool visible)
{
mWantMouseVisible = visible;
updateMouseSettings();
}
void InputWrapper::updateMouseSettings()
{
mGrabPointer = mWantGrab && mMouseInWindow && mWindowHasFocus;
SDL_SetWindowGrab(mSDLWindow, mGrabPointer && mAllowGrab ? SDL_TRUE : SDL_FALSE);
SDL_ShowCursor(mWantMouseVisible || !mWindowHasFocus);
bool relative = mWantRelative && mMouseInWindow && mWindowHasFocus;
if(mMouseRelative == relative)
return;
mMouseRelative = relative;
mWrapPointer = false;
// eep, wrap the pointer manually if the input driver doesn't support
// relative positioning natively
// also use wrapping if no-grab was specified in options (SDL_SetRelativeMouseMode
// appears to eat the mouse cursor when pausing in a debugger)
bool success = mAllowGrab && SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0;
if(relative && !success)
mWrapPointer = true;
//now remove all mouse events using the old setting from the queue
SDL_PumpEvents();
SDL_FlushEvent(SDL_MOUSEMOTION);
}
/// \brief Internal method for ignoring relative motions as a side effect
/// of warpMouse()
bool InputWrapper::_handleWarpMotion(const SDL_MouseMotionEvent& evt)
{
if(!mWarpCompensate)
return false;
//this was a warp event, signal the caller to eat it.
if(evt.x == mWarpX && evt.y == mWarpY)
{
mWarpCompensate = false;
return true;
}
return false;
}
/// \brief Wrap the mouse to the viewport
void InputWrapper::_wrapMousePointer(const SDL_MouseMotionEvent& evt)
{
//don't wrap if we don't want relative movements, support relative
//movements natively, or aren't grabbing anyways
if(!mMouseRelative || !mWrapPointer || !mGrabPointer)
return;
int width = 0;
int height = 0;
SDL_GetWindowSize(mSDLWindow, &width, &height);
const int FUDGE_FACTOR_X = width/4;
const int FUDGE_FACTOR_Y = height/4;
//warp the mouse if it's about to go outside the window
if(evt.x - FUDGE_FACTOR_X < 0 || evt.x + FUDGE_FACTOR_X > width
|| evt.y - FUDGE_FACTOR_Y < 0 || evt.y + FUDGE_FACTOR_Y > height)
{
warpMouse(width / 2, height / 2);
}
}
/// \brief Package mouse and mousewheel motions into a single event
MouseMotionEvent InputWrapper::_packageMouseMotion(const SDL_Event &evt)
{
MouseMotionEvent pack_evt = {};
pack_evt.x = mMouseX;
pack_evt.y = mMouseY;
pack_evt.z = mMouseZ;
if(evt.type == SDL_MOUSEMOTION)
{
pack_evt.x = mMouseX = evt.motion.x;
pack_evt.y = mMouseY = evt.motion.y;
pack_evt.xrel = evt.motion.xrel;
pack_evt.yrel = evt.motion.yrel;
pack_evt.type = SDL_MOUSEMOTION;
if (mFirstMouseMove)
{
// first event should be treated as non-relative, since there's no point of reference
// SDL then (incorrectly) uses (0,0) as point of reference, on Linux at least...
pack_evt.xrel = pack_evt.yrel = 0;
mFirstMouseMove = false;
}
}
else if(evt.type == SDL_MOUSEWHEEL)
{
mMouseZ += pack_evt.zrel = (evt.wheel.y * 120);
pack_evt.z = mMouseZ;
pack_evt.type = SDL_MOUSEWHEEL;
}
else
{
throw std::runtime_error("Tried to package non-motion event!");
}
return pack_evt;
}
}
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