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