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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 "System/Platform/Win/win32.h"
#include "System/mmgr.h"
#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 <boost/bind.hpp>
#include <SDL_events.h>
#ifdef _WIN32
#include <SDL_syswm.h>
#include "System/Platform/Win/wsdl.h"
#endif
#if defined(_X11) && !defined(HEADLESS)
#include <SDL_syswm.h>
#include <X11/Xlib.h>
#endif
IMouseInput* mouseInput = NULL;
IMouseInput::IMouseInput()
{
inputCon = input.AddHandler(boost::bind(&IMouseInput::HandleSDLMouseEvent, this, _1));
}
bool IMouseInput::HandleSDLMouseEvent(const SDL_Event& event)
{
switch (event.type) {
case SDL_ACTIVEEVENT: {
if (event.active.state & (SDL_APPACTIVE | SDL_APPMOUSEFOCUS)) {
if (event.active.gain == 0) { //! mouse left window (set mouse pos internally to window center to prevent endless scrolling)
mousepos.x = globalRendering->viewSizeX / 2;
mousepos.y = globalRendering->viewSizeY / 2;
if (mouse) {
mouse->MouseMove(mousepos.x, mousepos.y, 0, 0);
}
}
}
break;
}
case SDL_MOUSEMOTION: {
mousepos = int2(event.motion.x, event.motion.y);
if (mouse) {
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) {
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;
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);
} return 0;
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);
} return 0;
}
}
switch (msg) {
case WM_MOUSEMOVE:
return wsdl::OnMouseMotion(wnd, (int)(short)LOWORD(lParam), (int)(short)HIWORD(lParam), (UINT)wParam);
case WM_MOUSEWHEEL:
return wsdl::OnMouseWheel(wnd, (int)(short)LOWORD(lParam), (int)(short)HIWORD(lParam), (int)(short)HIWORD(wParam), (UINT)(short)LOWORD(wParam));
//! 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::ResetMouseButtons();
// wsdl::OnActivate(wnd, LOWORD(wParam), NULL, HIWORD(lParam));
// FIXME: move to SpringApp somehow and use GLContext.h instead!
if (globalRendering->fullScreen) {
if (LOWORD(wParam) == WA_INACTIVE) {
FBO::GLContextLost();
} else if (LOWORD(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::Init(wnd);
InstallWndCallback();
}
~CWin32MouseInput()
{
//! reinstall the SDL window proc
SetWindowLongPtr(wnd, GWLP_WNDPROC, sdl_wndproc);
}
};
CWin32MouseInput* CWin32MouseInput::inst = 0;
#endif
void IMouseInput::SetPos(int2 pos)
{
if (!globalRendering->active) {
return;
}
mousepos = pos;
#ifdef WIN32
wsdl::SDL_WarpMouse(pos.x, pos.y);
#else
SDL_WarpMouse(pos.x, pos.y);
#if defined(_X11) && !defined(HEADLESS)
// SDL Workaround!
// SDL_WarpMouse has a bug on Linux in fullscreen mode & SDL_ShowCursor(SDL_DISABLE).
// It just won't move the real X11 cursor pos (instead it seems to update some SDL internal vars only).
// But we use SDL_ShowCursor for MiddleClickScroll and want that the cursor spawns
// at screen center when calling SDL_ShowCursor(SDL_ENABLE), so we call X11 here to
// force cursor pos update even when the cursor is hidden.
if (globalRendering->fullScreen) {
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if(SDL_GetWMInfo(&info)) {
info.info.x11.lock_func();
Display* display = info.info.x11.display;
Window& window = info.info.x11.window;
if (display && window != None)
XWarpPointer(display, None, window, 0, 0, 0, 0, pos.x, pos.y);
info.info.x11.unlock_func();
}
}
#endif
#endif
// SDL_WarpMouse generates SDL_MOUSEMOTION events
// in `middle click scrolling` those SDL generated ones would point into
// the oppossite 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
// first we need to gather the motion events
SDL_PumpEvents();
// delete all SDL_MOUSEMOTION in the queue
static SDL_Event events[100];
SDL_PeepEvents(&events[0], 100, SDL_GETEVENT, SDL_MOUSEMOTIONMASK);
}
IMouseInput* IMouseInput::GetInstance()
{
if (mouseInput == NULL) {
#ifdef WIN32
mouseInput = new CWin32MouseInput;
#else
mouseInput = new IMouseInput;
#endif
}
return mouseInput;
}
void IMouseInput::FreeInstance(IMouseInput* mouseInp) {
delete mouseInp; mouseInput = NULL;
}
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