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#include "miniwin/misc_msg.h"
#include <cstdint>
#include <deque>
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#include <string>
#include <SDL.h>
#include "control.h"
#include "controls/controller.h"
#include "controls/controller_motion.h"
#include "controls/game_controls.h"
#include "controls/input.h"
#include "controls/plrctrls.h"
#include "controls/remap_keyboard.h"
#ifndef USE_SDL1
#include "controls/touch/event_handlers.h"
#endif
#include "cursor.h"
#include "engine/demomode.h"
#include "engine/rectangle.hpp"
#include "hwcursor.hpp"
#include "inv.h"
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#include "menu.h"
#include "movie.h"
#include "panels/spell_list.hpp"
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#include "qol/stash.h"
#include "utils/display.h"
#include "utils/log.hpp"
#include "utils/sdl_compat.h"
#include "utils/stubs.h"
#include "utils/utf8.hpp"
#ifdef __vita__
#include "platform/vita/touch.h"
#endif
#ifdef __SWITCH__
#include "platform/switch/docking.h"
#include <switch.h>
#endif
/** @file
* *
* Windows message handling and keyboard event conversion for SDL.
*/
namespace devilution {
static std::deque<tagMSG> message_queue;
void SetMouseButtonEvent(SDL_Event &event, uint32_t type, uint8_t button, Point position)
{
event.type = type;
event.button.button = button;
if (type == SDL_MOUSEBUTTONDOWN) {
event.button.state = SDL_PRESSED;
} else {
event.button.state = SDL_RELEASED;
}
event.button.x = position.x;
event.button.y = position.y;
}
void SetCursorPos(Point position)
{
if (ControlDevice != ControlTypes::KeyboardAndMouse) {
MousePosition = position;
return;
}
LogicalToOutput(&position.x, &position.y);
if (!demo::IsRunning())
SDL_WarpMouseInWindow(ghMainWnd, position.x, position.y);
}
// Moves the mouse to the first attribute "+" button.
void FocusOnCharInfo()
{
Player &myPlayer = *MyPlayer;
if (invflag || myPlayer._pStatPts <= 0)
return;
// Find the first incrementable stat.
int stat = -1;
for (auto attribute : enum_values<CharacterAttribute>()) {
if (myPlayer.GetBaseAttributeValue(attribute) >= myPlayer.GetMaximumAttributeValue(attribute))
continue;
stat = static_cast<int>(attribute);
}
if (stat == -1)
return;
SetCursorPos(ChrBtnsRect[stat].Center());
}
namespace {
uint32_t PositionForMouse(int16_t x, int16_t y)
{
return (static_cast<uint16_t>(y) << 16) | static_cast<uint16_t>(x);
}
bool FalseAvail(const char *name, int value)
{
LogVerbose("Unhandled SDL event: {} {}", name, value);
return true;
}
/**
* @brief Try to clean the inventory related cursor states.
* @return True if it is safe to close the inventory
*/
bool BlurInventory()
{
if (!MyPlayer->HoldItem.isEmpty()) {
if (!TryDropItem()) {
MyPlayer->Say(HeroSpeech::WhereWouldIPutThis);
return false;
}
}
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CloseInventory();
if (pcurs > CURSOR_HAND)
NewCursor(CURSOR_HAND);
if (chrflag)
FocusOnCharInfo();
return true;
}
void ProcessGamepadEvents(GameAction &action)
{
switch (action.type) {
case GameActionType_NONE:
case GameActionType_SEND_KEY:
break;
case GameActionType_USE_HEALTH_POTION:
if (IsStashOpen)
Stash.PreviousPage();
else
UseBeltItem(BLT_HEALING);
break;
case GameActionType_USE_MANA_POTION:
if (IsStashOpen)
Stash.NextPage();
else
UseBeltItem(BLT_MANA);
break;
case GameActionType_PRIMARY_ACTION:
PerformPrimaryAction();
break;
case GameActionType_SECONDARY_ACTION:
PerformSecondaryAction();
break;
case GameActionType_CAST_SPELL:
PerformSpellAction();
break;
case GameActionType_TOGGLE_QUICK_SPELL_MENU:
if (!invflag || BlurInventory()) {
if (!spselflag)
DoSpeedBook();
else
spselflag = false;
chrflag = false;
QuestLogIsOpen = false;
sbookflag = false;
CloseGoldWithdraw();
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IsStashOpen = false;
}
break;
case GameActionType_TOGGLE_CHARACTER_INFO:
chrflag = !chrflag;
if (chrflag) {
QuestLogIsOpen = false;
CloseGoldWithdraw();
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IsStashOpen = false;
spselflag = false;
if (pcurs == CURSOR_DISARM)
NewCursor(CURSOR_HAND);
FocusOnCharInfo();
}
break;
case GameActionType_TOGGLE_QUEST_LOG:
if (!QuestLogIsOpen) {
StartQuestlog();
chrflag = false;
CloseGoldWithdraw();
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IsStashOpen = false;
spselflag = false;
} else {
QuestLogIsOpen = false;
}
break;
case GameActionType_TOGGLE_INVENTORY:
if (invflag) {
BlurInventory();
} else {
sbookflag = false;
spselflag = false;
invflag = true;
if (pcurs == CURSOR_DISARM)
NewCursor(CURSOR_HAND);
FocusOnInventory();
}
break;
case GameActionType_TOGGLE_SPELL_BOOK:
if (BlurInventory()) {
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CloseInventory();
spselflag = false;
sbookflag = !sbookflag;
}
break;
}
}
} // namespace
bool FetchMessage_Real(tagMSG *lpMsg)
{
#ifdef __SWITCH__
HandleDocking();
#endif
if (!message_queue.empty()) {
*lpMsg = message_queue.front();
message_queue.pop_front();
return true;
}
SDL_Event e;
if (PollEvent(&e) == 0) {
return false;
}
lpMsg->message = 0;
lpMsg->wParam = 0;
lpMsg->lParam = 0;
#ifdef __vita__
HandleTouchEvent(&e, MousePosition);
#elif !defined(USE_SDL1)
HandleTouchEvent(e);
#endif
if (e.type == SDL_QUIT) {
lpMsg->message = DVL_WM_QUIT;
return true;
}
if (IsAnyOf(e.type, SDL_KEYUP, SDL_KEYDOWN) && e.key.keysym.sym == SDLK_UNKNOWN) {
// Erroneous events generated by RG350 kernel.
return true;
}
#if !defined(USE_SDL1) && !defined(__vita__)
if (!movie_playing) {
// SDL generates mouse events from touch-based inputs to provide basic
// touchscreeen support for apps that don't explicitly handle touch events
if (IsAnyOf(e.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP) && e.button.which == SDL_TOUCH_MOUSEID)
return true;
if (e.type == SDL_MOUSEMOTION && e.motion.which == SDL_TOUCH_MOUSEID)
return true;
if (e.type == SDL_MOUSEWHEEL && e.wheel.which == SDL_TOUCH_MOUSEID)
return true;
}
#endif
#ifdef USE_SDL1
if (e.type == SDL_MOUSEMOTION) {
OutputToLogical(&e.motion.x, &e.motion.y);
} else if (IsAnyOf(e.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP)) {
OutputToLogical(&e.button.x, &e.button.y);
}
#endif
const ControllerButtonEvent ctrlEvent = ToControllerButtonEvent(e);
bool isGamepadMotion = ProcessControllerMotion(e, ctrlEvent);
DetectInputMethod(e, ctrlEvent);
if (isGamepadMotion) {
return true;
}
if (IsAnyOf(ctrlEvent.button, ControllerButtonPrimary, ControllerButtonSecondary, ControllerButtonTertiary) && IsAnyOf(ControllerButtonHeld, ctrlEvent.button, ControllerButton_NONE)) {
ControllerButtonHeld = (ctrlEvent.up || IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) ? ControllerButton_NONE : ctrlEvent.button;
LastMouseButtonAction = MouseActionType::None;
}
GameAction action;
if (GetGameAction(e, ctrlEvent, &action)) {
if (movie_playing) {
if (action.type != GameActionType_NONE) {
lpMsg->message = DVL_WM_KEYDOWN;
if (action.type == GameActionType_SEND_KEY)
lpMsg->wParam = action.send_key.vk_code;
}
} else if (action.type == GameActionType_SEND_KEY) {
if ((action.send_key.vk_code & KeymapperMouseButtonMask) != 0) {
const unsigned button = action.send_key.vk_code & ~KeymapperMouseButtonMask;
lpMsg->message = action.send_key.up
? (button == SDL_BUTTON_LEFT ? DVL_WM_LBUTTONUP : DVL_WM_RBUTTONUP)
: (button == SDL_BUTTON_RIGHT ? DVL_WM_LBUTTONDOWN : DVL_WM_RBUTTONDOWN);
lpMsg->wParam = (static_cast<int16_t>(MousePosition.y) << 16) | static_cast<int16_t>(MousePosition.x);
lpMsg->lParam = 0;
} else {
lpMsg->message = action.send_key.up ? DVL_WM_KEYUP : DVL_WM_KEYDOWN;
lpMsg->wParam = action.send_key.vk_code;
}
} else {
ProcessGamepadEvents(action);
}
return true;
}
if (HandleControllerAddedOrRemovedEvent(e))
return true;
switch (e.type) {
case SDL_QUIT:
lpMsg->message = DVL_WM_QUIT;
break;
case SDL_KEYDOWN:
case SDL_KEYUP: {
#ifdef USE_SDL1
if (gbRunGame && (IsTalkActive() || dropGoldFlag)) {
Uint16 unicode = e.key.keysym.unicode;
if (unicode >= ' ') {
std::string utf8;
AppendUtf8(unicode, utf8);
if (IsTalkActive())
control_new_text(utf8);
if (dropGoldFlag)
GoldDropNewText(utf8);
}
}
#endif
SDL_Keycode key = e.key.keysym.sym;
remap_keyboard_key(&key);
if (key == -1)
return FalseAvail(e.type == SDL_KEYDOWN ? "SDL_KEYDOWN" : "SDL_KEYUP", e.key.keysym.sym);
lpMsg->message = e.type == SDL_KEYDOWN ? DVL_WM_KEYDOWN : DVL_WM_KEYUP;
lpMsg->wParam = static_cast<uint32_t>(key);
lpMsg->lParam = e.key.keysym.mod;
} break;
case SDL_MOUSEMOTION:
lpMsg->message = DVL_WM_MOUSEMOVE;
lpMsg->wParam = PositionForMouse(e.motion.x, e.motion.y);
lpMsg->lParam = SDL_GetModState();
if (ControlMode == ControlTypes::KeyboardAndMouse && invflag)
InvalidateInventorySlot();
break;
case SDL_MOUSEBUTTONDOWN: {
lpMsg->wParam = PositionForMouse(e.button.x, e.button.y);
lpMsg->lParam = SDL_GetModState();
const int button = e.button.button;
switch (button) {
case SDL_BUTTON_LEFT:
lpMsg->message = DVL_WM_LBUTTONDOWN;
break;
case SDL_BUTTON_RIGHT:
lpMsg->message = DVL_WM_RBUTTONDOWN;
break;
case SDL_BUTTON_MIDDLE:
lpMsg->message = DVL_WM_MBUTTONDOWN;
break;
case SDL_BUTTON_X1:
lpMsg->message = DVL_WM_X1BUTTONDOWN;
break;
case SDL_BUTTON_X2:
lpMsg->message = DVL_WM_X2BUTTONDOWN;
break;
}
} break;
case SDL_MOUSEBUTTONUP: {
lpMsg->wParam = PositionForMouse(e.button.x, e.button.y);
lpMsg->lParam = SDL_GetModState();
const int button = e.button.button;
switch (button) {
case SDL_BUTTON_LEFT:
lpMsg->message = DVL_WM_LBUTTONUP;
break;
case SDL_BUTTON_RIGHT:
lpMsg->message = DVL_WM_RBUTTONUP;
break;
case SDL_BUTTON_MIDDLE:
lpMsg->message = DVL_WM_MBUTTONUP;
break;
case SDL_BUTTON_X1:
lpMsg->message = DVL_WM_X1BUTTONUP;
break;
case SDL_BUTTON_X2:
lpMsg->message = DVL_WM_X2BUTTONUP;
break;
}
} break;
#ifndef USE_SDL1
case SDL_MOUSEWHEEL:
lpMsg->message = DVL_WM_KEYDOWN;
if (e.wheel.y > 0) {
lpMsg->wParam = (SDL_GetModState() & KMOD_CTRL) != 0 ? SDLK_KP_PLUS : SDLK_UP;
} else if (e.wheel.y < 0) {
lpMsg->wParam = (SDL_GetModState() & KMOD_CTRL) != 0 ? SDLK_KP_MINUS : SDLK_DOWN;
} else if (e.wheel.x > 0) {
lpMsg->wParam = SDLK_LEFT;
} else if (e.wheel.x < 0) {
lpMsg->wParam = SDLK_RIGHT;
}
break;
#if SDL_VERSION_ATLEAST(2, 0, 4)
case SDL_AUDIODEVICEADDED:
return FalseAvail("SDL_AUDIODEVICEADDED", e.adevice.which);
case SDL_AUDIODEVICEREMOVED:
return FalseAvail("SDL_AUDIODEVICEREMOVED", e.adevice.which);
case SDL_KEYMAPCHANGED:
return FalseAvail("SDL_KEYMAPCHANGED", 0);
#endif
case SDL_TEXTEDITING:
if (gbRunGame)
break;
return FalseAvail("SDL_TEXTEDITING", e.edit.length);
case SDL_TEXTINPUT:
if (gbRunGame && IsTalkActive()) {
control_new_text(e.text.text);
break;
}
if (gbRunGame && dropGoldFlag) {
GoldDropNewText(e.text.text);
break;
}
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if (gbRunGame && IsWithdrawGoldOpen) {
GoldWithdrawNewText(e.text.text);
break;
}
return FalseAvail("SDL_TEXTINPUT", e.text.windowID);
case SDL_WINDOWEVENT:
switch (e.window.event) {
case SDL_WINDOWEVENT_SHOWN:
gbActive = true;
lpMsg->message = DVL_WM_PAINT;
break;
case SDL_WINDOWEVENT_HIDDEN:
gbActive = false;
break;
case SDL_WINDOWEVENT_EXPOSED:
lpMsg->message = DVL_WM_PAINT;
break;
case SDL_WINDOWEVENT_LEAVE:
lpMsg->message = DVL_WM_CAPTURECHANGED;
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
ReinitializeHardwareCursor();
break;
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
#if SDL_VERSION_ATLEAST(2, 0, 5)
case SDL_WINDOWEVENT_TAKE_FOCUS:
#endif
break;
case SDL_WINDOWEVENT_CLOSE:
lpMsg->message = DVL_WM_QUERYENDSESSION;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
diablo_focus_pause();
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
diablo_focus_unpause();
break;
default:
return FalseAvail("SDL_WINDOWEVENT", e.window.event);
}
break;
#else
case SDL_ACTIVEEVENT:
if ((e.active.state & SDL_APPINPUTFOCUS) != 0) {
if (e.active.gain == 0)
diablo_focus_pause();
else
diablo_focus_unpause();
}
break;
#endif
default:
return FalseAvail("unknown", e.type);
}
return true;
}
bool FetchMessage(tagMSG *lpMsg)
{
bool available = demo::IsRunning() ? demo::FetchMessage(lpMsg) : FetchMessage_Real(lpMsg);
if (available && demo::IsRecording())
demo::RecordMessage(lpMsg);
return available;
}
void PushMessage(const tagMSG *lpMsg)
{
assert(CurrentEventHandler != nullptr);
CurrentEventHandler(lpMsg->message, lpMsg->wParam, lpMsg->lParam);
}
void PostMessage(uint32_t type, uint32_t wParam, uint16_t lParam)
{
message_queue.push_back({ type, wParam, lParam });
}
void ClearMessageQueue()
{
message_queue.clear();
}
} // namespace devilution