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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
/*
This workaround fixes the windows slow mouse movement problem
(happens on full-screen mode + pressing keys).
The code hacks around the mouse input from DirectInput,
which SDL uses in full-screen 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 "MouseInput.h"
#include "InputHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Game/UI/MouseHandler.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/GL/FBO.h"
#include "System/MainDefines.h"
#include "System/SafeUtil.h"
#include <functional>
#include <SDL_events.h>
#include <SDL_syswm.h>
IMouseInput* mouseInput = nullptr;
IMouseInput::IMouseInput()
{
inputCon = input.AddHandler(std::bind(&IMouseInput::HandleSDLMouseEvent, this, std::placeholders::_1));
}
IMouseInput::~IMouseInput()
{
inputCon.disconnect();
}
bool IMouseInput::HandleSDLMouseEvent(const SDL_Event& event)
{
switch (event.type) {
case SDL_MOUSEMOTION: {
mousepos = int2(event.motion.x, event.motion.y);
if (mouse != nullptr)
mouse->MouseMove(mousepos.x, mousepos.y, event.motion.xrel, event.motion.yrel);
} break;
case SDL_MOUSEBUTTONDOWN: {
mousepos = int2(event.button.x, event.button.y);
if (mouse != nullptr)
mouse->MousePress(mousepos.x, mousepos.y, event.button.button);
} break;
case SDL_MOUSEBUTTONUP: {
mousepos = int2(event.button.x, event.button.y);
if (mouse != nullptr)
mouse->MouseRelease(mousepos.x, mousepos.y, event.button.button);
} break;
case SDL_MOUSEWHEEL: {
if (mouse != nullptr)
mouse->MouseWheel(event.wheel.y);
} break;
case SDL_WINDOWEVENT: {
if (event.window.event == SDL_WINDOWEVENT_LEAVE) {
// mouse left window; set pos internally to center-pixel to prevent endless scrolling
mousepos = globalRendering->GetScreenCenter();
if (mouse != nullptr)
mouse->MouseMove(-mousepos.x, -mousepos.y, 0, 0);
} break;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////
#if defined(WIN32) && !defined (HEADLESS)
class CWin32MouseInput : public IMouseInput
{
public:
static CWin32MouseInput *inst;
LONG_PTR sdl_wndproc;
HWND wnd;
HCURSOR hCursor;
static LRESULT CALLBACK SpringWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg) {
case WM_SETCURSOR:
{
if (inst->hCursor!=NULL) {
Uint16 hittest = LOWORD(lParam);
if ( hittest == HTCLIENT ) {
SetCursor(inst->hCursor);
return TRUE;
}
}
} break;
}
return CallWindowProc((WNDPROC)inst->sdl_wndproc, wnd, msg, wParam, lParam);
}
void SetWMMouseCursor(void* wmcursor)
{
hCursor = (HCURSOR)wmcursor;
}
void InstallWndCallback()
{
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(globalRendering->window, &info))
return;
wnd = info.info.win.window;
LONG_PTR cur_wndproc = GetWindowLongPtr(wnd, GWLP_WNDPROC);
if (cur_wndproc != (LONG_PTR)SpringWndProc) {
sdl_wndproc = GetWindowLongPtr(wnd, GWLP_WNDPROC);
SetWindowLongPtr(wnd,GWLP_WNDPROC,(LONG_PTR)SpringWndProc);
}
}
CWin32MouseInput()
{
inst = this;
hCursor = nullptr;
sdl_wndproc = 0;
wnd = 0;
InstallWndCallback();
}
~CWin32MouseInput()
{
// reinstall the SDL window proc
SetWindowLongPtr(wnd, GWLP_WNDPROC, sdl_wndproc);
}
};
CWin32MouseInput* CWin32MouseInput::inst = nullptr;
#endif
void IMouseInput::SetPos(int2 pos)
{
if (!globalRendering->active)
return;
// calling SDL_WarpMouse at 300fps eats ~5% cpu usage, so only update when needed
if (pos.x == mousepos.x && pos.y == mousepos.y)
return;
mousepos = pos;
SDL_WarpMouseInWindow(globalRendering->window, pos.x, pos.y);
// SDL_WarpMouse generates SDL_MOUSEMOTION events
// in `middle click scrolling` those SDL generated ones would point into
// the opposite direction the user moved the mouse, and so events would
// cancel each other -> camera wouldn't move at all
// so we need to catch those SDL generated events and delete them
// delete all SDL_MOUSEMOTION in the queue
SDL_PumpEvents();
static SDL_Event events[100];
SDL_PeepEvents(&events[0], 100, SDL_GETEVENT, SDL_MOUSEMOTION, SDL_MOUSEMOTION);
}
IMouseInput* IMouseInput::GetInstance()
{
if (mouseInput == NULL) {
#if defined(WIN32) && !defined(HEADLESS)
mouseInput = new CWin32MouseInput;
#else
mouseInput = new IMouseInput;
#endif
}
return mouseInput;
}
void IMouseInput::FreeInstance(IMouseInput* mouseInp) {
spring::SafeDelete(mouseInp);
}
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