bullet3/btgui/Gwen/inputhandler.cpp

362 lines
8.0 KiB
C++

/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/InputHandler.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/DragAndDrop.h"
#include "Gwen/Hook.h"
#include "Gwen/Platform.h"
#define DOUBLE_CLICK_SPEED 0.5f
#define MAX_MOUSE_BUTTONS 5
using namespace Gwen;
struct Action
{
unsigned char type;
int x, y;
Gwen::UnicodeChar chr;
};
static const float KeyRepeatRate = 0.03f;
static const float KeyRepeatDelay = 0.3f;
struct t_KeyData
{
t_KeyData()
{
for ( int i=0; i<Gwen::Key::Count; i++ )
{
KeyState[i] = false;
NextRepeat[i] = 0;
}
Target = NULL;
LeftMouseDown = false;
RightMouseDown = false;
}
bool KeyState[ Gwen::Key::Count ];
float NextRepeat[ Gwen::Key::Count ];
Controls::Base* Target;
bool LeftMouseDown;
bool RightMouseDown;
} KeyData;
Gwen::Point MousePosition;
static float g_fLastClickTime[MAX_MOUSE_BUTTONS];
static Gwen::Point g_pntLastClickPos;
enum
{
ACT_MOUSEMOVE,
ACT_MOUSEBUTTON,
ACT_CHAR,
ACT_MOUSEWHEEL,
ACT_KEYPRESS,
ACT_KEYRELEASE,
ACT_MESSAGE
};
void UpdateHoveredControl( Controls::Base* pInCanvas )
{
Controls::Base* pHovered = pInCanvas->GetControlAt( MousePosition.x, MousePosition.y );
if ( Gwen::HoveredControl && pHovered != Gwen::HoveredControl )
{
Gwen::HoveredControl->OnMouseLeave();
pInCanvas->Redraw();
}
if ( pHovered != Gwen::HoveredControl )
{
Gwen::HoveredControl = pHovered;
if ( Gwen::HoveredControl )
Gwen::HoveredControl->OnMouseEnter();
pInCanvas->Redraw();
}
if ( Gwen::MouseFocus && Gwen::MouseFocus->GetCanvas() == pInCanvas )
{
Gwen::HoveredControl = Gwen::MouseFocus;
}
}
void FindKeyboardFocus( Controls::Base* pControl )
{
if ( !pControl ) return;
if ( pControl->GetKeyboardInputEnabled() )
{
//Make sure none of our children have keyboard focus first - todo recursive
for (Controls::Base::List::iterator iter = pControl->Children.begin(); iter != pControl->Children.end(); ++iter)
{
Controls::Base* pChild = *iter;
if ( pChild == Gwen::KeyboardFocus )
return;
}
pControl->Focus();
return;
}
return FindKeyboardFocus( pControl->GetParent() );
}
Gwen::Point Gwen::Input::GetMousePosition()
{
return MousePosition;
}
void Gwen::Input::OnCanvasThink( Controls::Base* pControl )
{
if ( Gwen::MouseFocus && !Gwen::MouseFocus->Visible() )
Gwen::MouseFocus = NULL;
if (Gwen::KeyboardFocus )
{
bool isVisible = Gwen::KeyboardFocus->Visible();
bool isEnabled = KeyboardFocus->GetKeyboardInputEnabled();
if ( !isVisible || !isEnabled )
Gwen::KeyboardFocus = NULL;
}
if ( !KeyboardFocus ) return;
if ( KeyboardFocus->GetCanvas() != pControl ) return;
float fTime = Gwen::Platform::GetTimeInSeconds();
//
// Simulate Key-Repeats
//
for ( int i=0; i<Gwen::Key::Count; i++ )
{
if ( KeyData.KeyState[i] && KeyData.Target != KeyboardFocus )
{
KeyData.KeyState[i] = false;
continue;
}
if ( KeyData.KeyState[i] && fTime > KeyData.NextRepeat[i] )
{
KeyData.NextRepeat[i] = Gwen::Platform::GetTimeInSeconds() + KeyRepeatRate;
if ( KeyboardFocus )
{
KeyboardFocus->OnKeyPress( i );
}
}
}
}
bool Gwen::Input::IsKeyDown( int iKey )
{
return KeyData.KeyState[ iKey ];
}
bool Gwen::Input::IsLeftMouseDown()
{
return KeyData.LeftMouseDown;
}
bool Gwen::Input::IsRightMouseDown()
{
return KeyData.RightMouseDown;
}
void Gwen::Input::OnMouseMoved( Controls::Base* pCanvas, int x, int y, int /*deltaX*/, int /*deltaY*/ )
{
MousePosition.x = x;
MousePosition.y = y;
UpdateHoveredControl( pCanvas );
}
bool Gwen::Input::OnMouseClicked( Controls::Base* pCanvas, int iMouseButton, bool bDown )
{
// If we click on a control that isn't a menu we want to close
// all the open menus. Menus are children of the canvas.
if ( bDown && (!Gwen::HoveredControl || !Gwen::HoveredControl->IsMenuComponent()) )
{
pCanvas->CloseMenus();
}
if ( !Gwen::HoveredControl ) return false;
if ( Gwen::HoveredControl->GetCanvas() != pCanvas ) return false;
if ( !Gwen::HoveredControl->Visible() ) return false;
if ( Gwen::HoveredControl == pCanvas ) return false;
if ( iMouseButton > MAX_MOUSE_BUTTONS )
return false;
if ( iMouseButton == 0 ) KeyData.LeftMouseDown = bDown;
else if ( iMouseButton == 1 ) KeyData.RightMouseDown = bDown;
// Double click.
// Todo: Shouldn't double click if mouse has moved significantly
bool bIsDoubleClick = false;
if ( bDown &&
g_pntLastClickPos.x == MousePosition.x &&
g_pntLastClickPos.y == MousePosition.y &&
( Gwen::Platform::GetTimeInSeconds() - g_fLastClickTime[ iMouseButton ] ) < DOUBLE_CLICK_SPEED )
{
bIsDoubleClick = true;
}
if ( bDown && !bIsDoubleClick )
{
g_fLastClickTime[ iMouseButton ] = Gwen::Platform::GetTimeInSeconds();
g_pntLastClickPos = MousePosition;
}
if ( bDown )
{
FindKeyboardFocus( Gwen::HoveredControl );
}
Gwen::HoveredControl->UpdateCursor();
// This tells the child it has been touched, which
// in turn tells its parents, who tell their parents.
// This is basically so that Windows can pop themselves
// to the top when one of their children have been clicked.
if ( bDown )
Gwen::HoveredControl->Touch();
#ifdef GWEN_HOOKSYSTEM
if ( bDown )
{
if ( Hook::CallHook( &Hook::BaseHook::OnControlClicked, Gwen::HoveredControl, MousePosition.x, MousePosition.y ) )
return true;
}
#endif
switch ( iMouseButton )
{
case 0:
{
if ( DragAndDrop::OnMouseButton( Gwen::HoveredControl, MousePosition.x, MousePosition.y, bDown ) )
return true;
if ( bIsDoubleClick ) Gwen::HoveredControl->OnMouseDoubleClickLeft( MousePosition.x, MousePosition.y );
else Gwen::HoveredControl->OnMouseClickLeft( MousePosition.x, MousePosition.y, bDown );
return true;
}
case 1:
{
if ( bIsDoubleClick ) Gwen::HoveredControl->OnMouseDoubleClickRight( MousePosition.x, MousePosition.y );
else Gwen::HoveredControl->OnMouseClickRight( MousePosition.x, MousePosition.y, bDown );
return true;
}
}
return false;
}
bool Gwen::Input::HandleAccelerator( Controls::Base* pCanvas, Gwen::UnicodeChar chr )
{
//Build the accelerator search string
Gwen::UnicodeString accelString;
if ( Gwen::Input::IsControlDown() )
accelString += L"Ctrl + ";
if ( Gwen::Input::IsShiftDown() )
accelString += L"Shift + ";
accelString += chr;
//Debug::Msg("Accelerator string :%S\n", accelString.c_str());
if ( Gwen::KeyboardFocus && Gwen::KeyboardFocus->HandleAccelerator( accelString ) )
return true;
if ( Gwen::MouseFocus && Gwen::MouseFocus->HandleAccelerator( accelString ) )
return true;
if ( pCanvas->HandleAccelerator( accelString ) )
return true;
return false;
}
bool Gwen::Input::DoSpecialKeys( Controls::Base* pCanvas, Gwen::UnicodeChar chr )
{
if ( !Gwen::KeyboardFocus ) return false;
if ( Gwen::KeyboardFocus->GetCanvas() != pCanvas ) return false;
if ( !Gwen::KeyboardFocus->Visible() ) return false;
if ( !Gwen::Input::IsControlDown() ) return false;
if ( chr == L'C' || chr == L'c' )
{
Gwen::KeyboardFocus->OnCopy(NULL);
return true;
}
if ( chr == L'V' || chr == L'v' )
{
Gwen::KeyboardFocus->OnPaste(NULL);
return true;
}
if ( chr == L'X' || chr == L'x' )
{
Gwen::KeyboardFocus->OnCut(NULL);
return true;
}
if ( chr == L'A' || chr == L'a' )
{
Gwen::KeyboardFocus->OnSelectAll(NULL);
return true;
}
return false;
}
bool Gwen::Input::OnKeyEvent( Controls::Base* pCanvas, int iKey, bool bDown )
{
if ( !Gwen::KeyboardFocus ) return false;
if ( Gwen::KeyboardFocus->GetCanvas() != pCanvas ) return false;
if ( !Gwen::KeyboardFocus->Visible() ) return false;
if ( bDown )
{
if ( !KeyData.KeyState[ iKey ] )
{
KeyData.KeyState[ iKey ] = true;
KeyData.NextRepeat[ iKey ] = Gwen::Platform::GetTimeInSeconds() + KeyRepeatDelay;
KeyData.Target = KeyboardFocus;
return KeyboardFocus->OnKeyPress( iKey );
}
}
else
{
if ( KeyData.KeyState[ iKey ] )
{
KeyData.KeyState[ iKey ] = false;
// BUG BUG. This causes shift left arrow in textboxes
// to not work. What is disabling it here breaking?
//KeyData.Target = NULL;
return KeyboardFocus->OnKeyRelease( iKey );
}
}
return false;
}