bullet3/examples/ThirdPartyLibs/Gwen/inputhandler.cpp
erwincoumans ab8f16961e Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
2018-09-23 14:17:31 -07:00

365 lines
7.8 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;
}