ad5cd7b16a
match the genesis editor version 1.3.1.921.
291 lines
9.5 KiB
C++
291 lines
9.5 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "input/input_stdneb.h"
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#include "input/base/inputmousebase.h"
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#include "input/inputserver.h"
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namespace Input
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{
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__ImplementClass(Input::InputMouseBase, 'MSBS', Input::InputHandler);
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using namespace Input;
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//------------------------------------------------------------------------------
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/**
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*/
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InputMouseBase::InputMouseBase() :
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buttonStates(InputMouseButton::NumMouseButtons),
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wheelForward(false),
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wheelBackward(false),
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initialMouseMovement(false)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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InputMouseBase::~InputMouseBase()
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{
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n_assert(!this->IsAttached());
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::BeginCapture()
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{
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InputHandler::BeginCapture();
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n_assert(mInputServer.isvalid());
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mInputServer->ObtainMouseCapture(this);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::EndCapture()
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{
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InputHandler::EndCapture();
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n_assert(mInputServer.isvalid());
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mInputServer->ReleaseMouseCapture(this);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::OnAttach(const GPtr<InputServerBase>& inputServer)
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{
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InputHandler::OnAttach(inputServer);
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ButtonState initialButtonState;
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this->buttonStates.Fill(initialButtonState);
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this->beginFramePixelPosition.set(0.0f, 0.0f);
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this->beginFrameScreenPosition.set(0.0f, 0.0f);
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this->pixelPosition.set(0.0f, 0.0f);
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this->screenPosition.set(0.0f, 0.0f);
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this->movement.set(0.0f, 0.0f);
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this->wheelForward = false;
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this->wheelBackward = false;
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this->initialMouseMovement = true;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::OnBeginFrame()
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{
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InputHandler::OnBeginFrame();
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// reset button up/down/doubleclick flags, but retain the pressed state
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IndexT i;
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for (i = 0; i < this->buttonStates.Size(); i++)
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{
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ButtonState& state = this->buttonStates[i];
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// NOTE: if the button was released in the previous frame,
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// clear the pressed state (see the ButtonUp-handling
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// code in OnEvent for details why this is a good thing)
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if (state.up)
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{
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state.pressed = false;
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}
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state.down = false;
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state.up = false;
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state.doubleClicked = false;
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}
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this->beginFramePixelPosition = this->pixelPosition;
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this->beginFrameScreenPosition = this->screenPosition;
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this->movement.set(0.0f, 0.0f);
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this->wheelForward = false;
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this->wheelBackward = false;
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currentEvents.Clear();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool
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InputMouseBase::OnEvent(const InputEvent& inputEvent)
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{
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switch (inputEvent.GetType())
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{
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// reset input handler if another one begins to capture
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case InputEvent::BeginMouseCapture:
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if (!this->IsCapturing())
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{
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this->OnReset();
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}
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break;
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case InputEvent::MouseMove:
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this->UpdateMousePositions(inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos());
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this->currentEvents.Append(MouseButtonEvent(InputMouseButton::InvalidMouseButton, inputEvent.GetType(),inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos()));
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break;
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case InputEvent::RawMouseMove:
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this->movement = inputEvent.GetAbsMousePos();
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break;
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case InputEvent::MouseButtonDown:
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{
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InputMouseButton::Code btn = inputEvent.GetMouseButton();
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if (InputMouseButton::InvalidMouseButton != btn)
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{
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this->buttonStates[btn].down = true;
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this->buttonStates[btn].pressed = true;
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this->UpdateMousePositions(inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos());
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this->currentEvents.Append(MouseButtonEvent(btn, inputEvent.GetType(),inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos()));
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}
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}
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break;
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case InputEvent::MouseButtonUp:
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{
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InputMouseButton::Code btn = inputEvent.GetMouseButton();
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if (InputMouseButton::InvalidMouseButton != btn)
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{
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this->buttonStates[btn].up = true;
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// NOTE: we don't clear the pressed flag here because
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// it may happen that a button was only tapped shortly
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// within a frame, and in this case we still want the
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// pressed flag to be set for the current frame (otherwise an application
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// may miss the pressed state) instead, the pressed state will
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// be cleared at the beginning of the next frame
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// when the button up flag was set
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this->UpdateMousePositions(inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos());
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this->currentEvents.Append(MouseButtonEvent(btn, inputEvent.GetType(),inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos()));
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}
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}
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break;
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case InputEvent::MouseButtonDoubleClick:
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{
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InputMouseButton::Code btn = inputEvent.GetMouseButton();
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if (InputMouseButton::InvalidMouseButton != btn)
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{
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this->buttonStates[btn].doubleClicked = true;
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this->UpdateMousePositions(inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos());
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this->currentEvents.Append(MouseButtonEvent(btn, inputEvent.GetType(),inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos()));
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}
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}
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break;
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case InputEvent::MouseWheelForward:
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this->wheelForward = true;
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this->currentEvents.Append(MouseButtonEvent(InputMouseButton::MiddleButton, inputEvent.GetType(),inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos()));
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break;
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case InputEvent::MouseWheelBackward:
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this->wheelBackward = true;
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this->currentEvents.Append(MouseButtonEvent(InputMouseButton::MiddleButton, inputEvent.GetType(),inputEvent.GetAbsMousePos(), inputEvent.GetNormMousePos()));
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break;
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default:
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break;
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}
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return InputHandler::OnEvent(inputEvent);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::OnObtainCapture()
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{
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InputHandler::OnObtainCapture();
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// put begin mouse capture event
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InputEvent beginCaptureEvent;
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beginCaptureEvent.SetType(InputEvent::BeginMouseCapture);
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n_assert(mInputServer.isvalid());
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mInputServer->PutEvent(beginCaptureEvent);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::OnReleaseCapture()
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{
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// put end mouse capture event
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InputEvent endCaptureEvent;
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endCaptureEvent.SetType(InputEvent::EndMouseCapture);
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n_assert(mInputServer.isvalid());
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mInputServer->PutEvent(endCaptureEvent);
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InputHandler::OnReleaseCapture();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::UpdateMousePositions(const Math::float2& pixelPos, const Math::float2& screenPos)
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{
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// prevent a mouse-jump at the beginning
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if (this->initialMouseMovement)
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{
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this->beginFramePixelPosition = pixelPos;
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this->beginFrameScreenPosition = screenPos;
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this->initialMouseMovement = false;
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}
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this->pixelPosition = pixelPos;
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this->screenPosition = screenPos;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputMouseBase::OnReset()
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{
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// reset buttons
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IndexT i;
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for (i = 0; i < InputMouseButton::NumMouseButtons; i++)
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{
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ButtonState& state = this->buttonStates[i];
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if (state.pressed)
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{
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state.up = true;
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}
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else
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{
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state.up = false;
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}
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state.down = false;
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state.pressed = false;
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}
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//this->pixelPosition.set(0.0f, 0.0f);
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//this->screenPosition.set(0.0f, 0.0f);
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this->movement.set(0.0f, 0.0f);
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this->wheelForward = false;
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this->wheelBackward = false;
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this->initialMouseMovement = true;
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}
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} // namespace Input
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