#include "miniwin/misc_msg.h" #include #include #include #include #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" #include "menu.h" #include "movie.h" #include "panels/spell_list.hpp" #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 #endif /** @file * * * Windows message handling and keyboard event conversion for SDL. */ namespace devilution { 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()) { if (myPlayer.GetBaseAttributeValue(attribute) >= myPlayer.GetMaximumAttributeValue(attribute)) continue; stat = static_cast(attribute); } if (stat == -1) return; SetCursorPos(ChrBtnsRect[stat].Center()); } namespace { 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; } } 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(); IsStashOpen = false; } break; case GameActionType_TOGGLE_CHARACTER_INFO: chrflag = !chrflag; if (chrflag) { QuestLogIsOpen = false; CloseGoldWithdraw(); IsStashOpen = false; spselflag = false; if (pcurs == CURSOR_DISARM) NewCursor(CURSOR_HAND); FocusOnCharInfo(); } break; case GameActionType_TOGGLE_QUEST_LOG: if (!QuestLogIsOpen) { StartQuestlog(); chrflag = false; CloseGoldWithdraw(); 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()) { CloseInventory(); spselflag = false; sbookflag = !sbookflag; } break; } } } // namespace bool FetchMessage_Real(SDL_Event *event, uint16_t *modState) { #ifdef __SWITCH__ HandleDocking(); #endif SDL_Event e; if (PollEvent(&e) == 0) { return false; } event->type = static_cast(0); *modState = SDL_GetModState(); #ifdef __vita__ HandleTouchEvent(&e, MousePosition); #elif !defined(USE_SDL1) HandleTouchEvent(e); #endif if (e.type == SDL_QUIT || IsCustomEvent(e.type)) { *event = e; 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) { event->type = SDL_KEYDOWN; if (action.type == GameActionType_SEND_KEY) event->key.keysym.sym = static_cast(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; SetMouseButtonEvent(*event, action.send_key.up ? SDL_MOUSEBUTTONUP : SDL_MOUSEBUTTONDOWN, static_cast(button), MousePosition); } else { event->type = action.send_key.up ? SDL_KEYUP : SDL_KEYDOWN; event->key.state = action.send_key.up ? SDL_PRESSED : SDL_RELEASED; event->key.keysym.sym = static_cast(action.send_key.vk_code); } } else { ProcessGamepadEvents(action); } return true; } if (HandleControllerAddedOrRemovedEvent(e)) return true; switch (e.type) { 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); event->type = e.type; event->key.state = e.key.state; event->key.keysym.sym = key; event->key.keysym.mod = e.key.keysym.mod; } break; case SDL_MOUSEMOTION: *event = e; if (ControlMode == ControlTypes::KeyboardAndMouse && invflag) InvalidateInventorySlot(); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: *event = e; break; #ifndef USE_SDL1 case SDL_MOUSEWHEEL: event->type = SDL_KEYDOWN; if (e.wheel.y > 0) { event->key.keysym.sym = (SDL_GetModState() & KMOD_CTRL) != 0 ? SDLK_KP_PLUS : SDLK_UP; } else if (e.wheel.y < 0) { event->key.keysym.sym = (SDL_GetModState() & KMOD_CTRL) != 0 ? SDLK_KP_MINUS : SDLK_DOWN; } else if (e.wheel.x > 0) { event->key.keysym.sym = SDLK_LEFT; } else if (e.wheel.x < 0) { event->key.keysym.sym = 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; } if (gbRunGame && IsWithdrawGoldOpen) { GoldWithdrawNewText(e.text.text); break; } return FalseAvail("SDL_TEXTINPUT", e.text.windowID); case SDL_WINDOWEVENT: *event = e; break; #else case SDL_ACTIVEEVENT: *event = e; break; #endif default: return FalseAvail("unknown", e.type); } return true; } bool FetchMessage(SDL_Event *event, uint16_t *modState) { const bool available = demo::IsRunning() ? demo::FetchMessage(event, modState) : FetchMessage_Real(event, modState); if (available && demo::IsRecording()) demo::RecordMessage(*event, *modState); return available; } void HandleMessage(const SDL_Event &event, uint16_t modState) { assert(CurrentEventHandler != nullptr); CurrentEventHandler(event, modState); } } // namespace devilution