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/*
This workaround fixes the windows slow mouse movement problem (happens on fullscreen mode + pressing keys).
The code hacks around the mouse input from DirectInput, which SDL uses in fullscreen mode.
Instead it installs a window message proc and reads input from WM_MOUSEMOVE.
On non-windows, the normal SDL events are used for mouse input
new:
It also workarounds a issue with SDL+windows and hardware cursors (->it has to block WM_SETCURSOR),
so it is used now always even in window mode!
newer:
SDL_Event struct is used for new input handling. Several people confirmed its working.
*/
#include "StdAfx.h"
#include "mmgr.h"
#include "Game/UI/MouseHandler.h"
#include <boost/bind.hpp>
#include <SDL_events.h>
#include <SDL_syswm.h>
#include "Rendering/GL/FBO.h"
#include "GlobalUnsynced.h"
#ifdef _WIN32
#include "Platform/Win/win32.h"
#include "Platform/Win/wsdl.h"
#endif
#include "MouseInput.h"
#include "InputHandler.h"
#include "LogOutput.h"
IMouseInput* mouseInput = NULL;
IMouseInput::IMouseInput()
{
inputCon = input.AddHandler(boost::bind(&IMouseInput::HandleSDLMouseEvent, this, _1));
}
IMouseInput::~IMouseInput()
{}
bool IMouseInput::HandleSDLMouseEvent (const SDL_Event& event)
{
switch (event.type) {
case SDL_MOUSEMOTION: {
mousepos = int2(event.motion.x, event.motion.y);
if (mouse) {
mouse->MouseMove(mousepos.x, mousepos.y);
}
break;
}
case SDL_MOUSEBUTTONDOWN: {
mousepos = int2(event.button.x, event.button.y);
if (mouse) {
if (event.button.button == SDL_BUTTON_WHEELUP) {
mouse->MouseWheel(1.0f);
} else if (event.button.button == SDL_BUTTON_WHEELDOWN) {
mouse->MouseWheel(-1.0f);
} else {
mouse->MousePress(event.button.x, event.button.y, event.button.button);
}
}
break;
}
case SDL_MOUSEBUTTONUP: {
mousepos = int2(event.button.x, event.button.y);
if (mouse) {
mouse->MouseRelease(event.button.x, event.button.y, event.button.button);
}
break;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////
#ifdef WIN32
class CWin32MouseInput : public IMouseInput
{
public:
static CWin32MouseInput *inst;
LONG_PTR sdl_wndproc;
HWND wnd;
HCURSOR hCursor;
// SDL runs the window in a different thread, hence the indirectness of the mouse pos handling
static LRESULT CALLBACK SpringWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (mouse) {
switch (msg) {
case WM_XBUTTONDOWN:
if ((short)LOWORD(wParam) & MK_XBUTTON1)
mouse->MousePress((short)LOWORD(lParam), (short)HIWORD(lParam), 4);
if ((short)LOWORD(wParam) & MK_XBUTTON2)
mouse->MousePress((short)LOWORD(lParam), (short)HIWORD(lParam), 5);
break;
case WM_XBUTTONUP:
if ((short)LOWORD(wParam) & MK_XBUTTON1)
mouse->MouseRelease((short)LOWORD(lParam), (short)HIWORD(lParam), 4);
if ((short)LOWORD(wParam) & MK_XBUTTON2)
mouse->MouseRelease((short)LOWORD(lParam), (short)HIWORD(lParam), 5);
break;
}
}
switch (msg) {
case WM_MOUSEWHEEL:
return wsdl::OnMouseWheel(wnd, (int)(short)LOWORD(lParam), (int)(short)HIWORD(lParam), (int)(short)HIWORD(wParam), (UINT)(short)LOWORD(wParam));
case WM_MOUSEMOVE:
{
// is polled, prevent doubled messages
return TRUE;
}
// (can't use message crackers: they do not provide for passing uMsg)
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
{
return wsdl::OnMouseButton(wnd, msg, (int)(short)LOWORD(lParam), (int)(short)HIWORD(lParam), (UINT)wParam);
}
case WM_SETCURSOR:
if (inst->hCursor!=NULL) {
Uint16 hittest = LOWORD(lParam);
if ( hittest == HTCLIENT ) {
SetCursor(inst->hCursor);
return TRUE;
}
}
break;
case WM_ACTIVATE:
// wsdl::OnActivate();
// FIXME: move to SpringApp somehow and use GLContext.h instead!
if(fullscreen) {
if (wParam == WA_INACTIVE) {
FBO::GLContextLost();
}else if (wParam == WA_ACTIVE) {
FBO::GLContextReinit();
}
}
break;
}
return CallWindowProc((WNDPROC)inst->sdl_wndproc, wnd, msg, wParam, lParam);
}
void SetWMMouseCursor(void* wmcursor)
{
hCursor = (HCURSOR)wmcursor;
}
void InstallWndCallback()
{
sdl_wndproc = GetWindowLongPtr(wnd, GWLP_WNDPROC);
SetWindowLongPtr(wnd,GWLP_WNDPROC,(LONG_PTR)SpringWndProc);
}
CWin32MouseInput()
{
inst = this;
hCursor = NULL;
sdl_wndproc = 0;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if(!SDL_GetWMInfo(&info))
return;
wnd = info.window;
wsdl::SetHandle(wnd);
InstallWndCallback();
}
~CWin32MouseInput()
{
// reinstall the SDL window proc
SetWindowLongPtr(wnd, GWLP_WNDPROC, sdl_wndproc);
}
virtual void Update()
{
// according to the docs, WM_MOUSEMOVE is laggy, so use special poll aproach
wsdl::mouse_update();
};
};
CWin32MouseInput* CWin32MouseInput::inst = 0;
#endif
void IMouseInput::SetPos(int2 pos)
{
mousepos = pos;
#ifdef WIN32
wsdl::SDL_WarpMouse(pos.x, pos.y);
#else
SDL_WarpMouse(pos.x, pos.y);
#endif
}
IMouseInput *IMouseInput::Get ()
{
if (!mouseInput) {
#ifdef WIN32
mouseInput = new CWin32MouseInput;
#else
mouseInput = new IMouseInput;
#endif
}
return mouseInput;
}
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