mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
599 lines
17 KiB
C++
599 lines
17 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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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
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell 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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//
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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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//
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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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#define NO_MINMAX
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#define WIN32_LEAN_AND_MEAN
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// This is a fix for mouse wheel support on
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// older versions of VC++.
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#if _MSC_VER < 1500
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#define _WIN32_WINNT 0x0400
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#endif
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#include <windows.h>
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#include "platform/platformInput.h"
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#include "windowManager/win32/winDispatch.h"
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#include "windowManager/win32/win32Window.h"
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#include "windowManager/win32/win32CursorController.h"
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#include "platformWin32/winDirectInput.h"
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#include "core/util/journal/process.h"
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#include "core/util/journal/journaledSignal.h"
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#if !defined( TORQUE_SDL )
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static U32 _ModifierKeys=0;
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static BYTE keyboardState[256];
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static bool initKBState = false;
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static bool sgDoubleByteEnabled = false;
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// is keyboard input a standard (non-changing) VK keycode
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#define dIsStandardVK(c) (((0x08 <= (c)) && ((c) <= 0x12)) || \
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((c) == 0x1b) || \
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((0x20 <= (c)) && ((c) <= 0x2e)) || \
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((0x30 <= (c)) && ((c) <= 0x39)) || \
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((0x41 <= (c)) && ((c) <= 0x5a)) || \
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((0x70 <= (c)) && ((c) <= 0x7B)))
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extern InputObjectInstances DIK_to_Key( U8 dikCode );
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extern U8 TranslateOSKeyCode(U8 vcode );
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extern InputModifiers convertModifierBits(const U32 in);
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static void _keyboardEvent(Win32Window* window,UINT message, WPARAM wParam, WPARAM lParam)
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{
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if(!initKBState)
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{
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dMemset(keyboardState, 0, sizeof(keyboardState));
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initKBState = true;
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}
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// Extract windows key info:
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// S32 repeatCount = (lParam & 0xffff);
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U32 scanCode = (lParam >> 16) & 0xff;
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bool extended = lParam & (1 << 24); // Enhanced keyboard key
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bool previous = lParam & (1 << 30); // Previously down
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bool make = (message == WM_KEYDOWN || message == WM_SYSKEYDOWN);
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// Translate the OS virtual key code to a Torque KEY_XXXX.
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S32 nVirtkey = TranslateOSKeyCode( wParam );
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S32 keyCode;
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if ( wParam == VK_PROCESSKEY && sgDoubleByteEnabled )
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keyCode = MapVirtualKey( scanCode, 1 ); // This is the REAL virtual key...
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else
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keyCode = wParam;
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// Convert alt/shift/ctrl to left or right variant if needed.
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S32 newVirtKey = nVirtkey;
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switch(nVirtkey)
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{
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case KEY_ALT:
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newVirtKey = extended ? KEY_RALT : KEY_LALT;
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break;
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case KEY_CONTROL:
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newVirtKey = extended ? KEY_RCONTROL : KEY_LCONTROL;
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break;
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case KEY_SHIFT:
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newVirtKey = (scanCode == 54) ? KEY_RSHIFT : KEY_LSHIFT;
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break;
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case KEY_RETURN:
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if ( extended )
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newVirtKey = KEY_NUMPADENTER;
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break;
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}
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// Track modifier keys
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U32 modifier = 0;
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switch (newVirtKey)
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{
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case KEY_LALT: modifier = IM_LALT; break;
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case KEY_RALT: modifier = IM_RALT; break;
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case KEY_LSHIFT: modifier = IM_LSHIFT; break;
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case KEY_RSHIFT: modifier = IM_RSHIFT; break;
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case KEY_LCONTROL: modifier = IM_LCTRL; break;
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case KEY_RCONTROL: modifier = IM_RCTRL; break;
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}
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if (make)
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{
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_ModifierKeys |= modifier;
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keyboardState[keyCode] |= 0x80;
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}
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else
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{
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_ModifierKeys &= ~modifier;
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keyboardState[keyCode] &= 0x7f;
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}
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U32 torqueMods = convertModifierBits( _ModifierKeys );
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Input::setModifierKeys( torqueMods );
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// If character event translation is active and this isn't a key
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// mapped in the global action map, try converting the event into
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// a character event first.
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if( make
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&& window->getKeyboardTranslation()
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&& !window->shouldNotTranslate( torqueMods, newVirtKey ) )
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{
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wchar_t chars[ 64 ];
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dMemset( chars, 0, sizeof( chars ) );
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S32 res = ToUnicode( keyCode, scanCode, keyboardState, chars, sizeof( chars ) / sizeof( chars[ 0 ] ), 0 );
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// This should only happen on Window 9x/ME systems
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if( res == 0 )
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res = ToAscii( keyCode, scanCode, keyboardState, (LPWORD)chars, 0 );
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if( res >= 1 )
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{
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// Post chars, but filter them to not be control codes... this is a bit hacky.
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bool handledCharEvent = false;
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for( S32 i=0; i< res; i ++ )
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if( chars[i] >= 32)
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{
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window->charEvent.trigger(window->getWindowId(),_ModifierKeys,chars[i]);
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handledCharEvent = true;
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}
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if( handledCharEvent )
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return;
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}
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}
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// Produce a key event.
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U32 action = make ? (previous ? IA_REPEAT : IA_MAKE ) : IA_BREAK;
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window->keyEvent.trigger(window->getWindowId(),_ModifierKeys,action,newVirtKey);
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}
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//-----------------------------------------------------------------------------
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static bool _dispatch(HWND hWnd,UINT message,WPARAM wParam,WPARAM lParam)
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{
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static bool button[3] = {false,false,false};
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static S32 mouseNCState = -1; // -1 denotes unchanged,
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// 0 denotes changed but was hidden
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// 1 denotes changed but was visible
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Win32Window* window = hWnd?(Win32Window*)GetWindowLongPtr(hWnd, GWLP_USERDATA): 0;
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const WindowId devId = window ? window->getWindowId() : 0;
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// State tracking for focus/lose focus cursor management
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static bool cursorLocked = false;
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static bool cursorVisible = true;
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switch(message)
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{
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case WM_MOUSEMOVE:
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{
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// Skip it if we have no window!
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if (!window || !window->getCursorController())
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break;
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PlatformCursorController *pController = window->getCursorController();
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// If we're locked and unfocused, ignore it.
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if(window->shouldLockMouse() && !window->isFocused())
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break;
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// If the mouse was shown to accommodate a NC mouse move
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// we need to change it back to what it was
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if( mouseNCState != -1 )
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{
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pController->setCursorVisible( mouseNCState );
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mouseNCState = -1; // reset to unchanged
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}
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// Let the cursor manager update the native cursor.
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pController->refreshCursor();
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// Grab the mouse pos so we can modify it.
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S32 mouseX = S16(LOWORD(lParam));
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S32 mouseY = S16(HIWORD(lParam));
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// Ensure mouse lock when appropriate
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window->setMouseLocked( window->shouldLockMouse() );
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// Are we locked?
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if(window->isMouseLocked())
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{
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// Always invisible when locked.
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if( window->isCursorVisible() )
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window->setCursorVisible( false );
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RECT r;
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GetWindowRect(window->getHWND(), &r);
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// See Win32Window::setMouseLocked for explanation
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RECT rCopy = r;
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rCopy.top += 32; rCopy.bottom -= 64;
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rCopy.left += 32; rCopy.right -= 64;
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ClipCursor(&rCopy);
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// Recenter the mouse if necessary (don't flood the message pump)
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Point2I curPos;
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pController->getCursorPosition( curPos );
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const S32 centerX = (r.right + r.left) / 2;
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const S32 centerY = (r.bottom + r.top) / 2;
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if( curPos.x != centerX || curPos.y != centerY )
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pController->setCursorPosition(centerX, centerY);
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// Convert the incoming client pos into a screen pos, so we can
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// accurately convert to relative coordinates.
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POINT mousePos;
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mousePos.x = mouseX;
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mousePos.y = mouseY;
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ClientToScreen(window->getHWND(), &mousePos);
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// Now we can calculate the position relative to the center we set.
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mouseX = mousePos.x - centerX;
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mouseY = mousePos.y - centerY;
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}
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else
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{
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// Probably don't need to call this all the time but better
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// safe than sorry...
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ClipCursor(NULL);
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}
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window->mouseEvent.trigger(devId,_ModifierKeys,mouseX,mouseY,window->isMouseLocked());
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break;
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}
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// We want to show the system cursor whenever we leave
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// our window, and it'd be simple, except for one problem:
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// showcursor isn't a toggle. so, keep hammering it until
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// the cursor is *actually* going to be shown.
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case WM_NCMOUSEMOVE:
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{
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if( window )
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{
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mouseNCState = ( window->isCursorVisible() ? 1 : 0);
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window->setCursorVisible( true );
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}
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break;
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}
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case WM_LBUTTONDOWN:
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case WM_MBUTTONDOWN:
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case WM_RBUTTONDOWN: {
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S32 index = (message - WM_LBUTTONDOWN) / 3;
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button[index] = true;
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// Capture the mouse on button down to allow dragging outside
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// of the window boundary.
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if (GetCapture() != hWnd)
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SetCapture(hWnd);
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if (window)
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window->buttonEvent.trigger(devId,_ModifierKeys,IA_MAKE,index);
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break;
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}
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case WM_LBUTTONUP:
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case WM_MBUTTONUP:
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case WM_RBUTTONUP: {
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S32 index = (message - WM_LBUTTONUP) / 3;
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button[index] = false;
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// Release mouse capture from button down.
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if (!button[0] && !button[1] && !button[2])
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ReleaseCapture();
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if (window)
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window->buttonEvent.trigger(devId,_ModifierKeys,IA_BREAK,index);
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break;
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}
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case WM_MOUSEWHEEL: // Vertical wheel.
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if (window)
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window->wheelEvent.trigger(devId,_ModifierKeys,0,GET_WHEEL_DELTA_WPARAM(wParam));
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break;
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#ifdef WM_MOUSEHWHEEL // Vista
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case WM_MOUSEHWHEEL: // Horizontal wheel.
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if( window )
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window->wheelEvent.trigger( devId, _ModifierKeys, GET_WHEEL_DELTA_WPARAM( wParam ), 0 );
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break;
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#endif
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case WM_KEYUP:
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case WM_SYSKEYUP:
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (window)
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_keyboardEvent(window,message,wParam,lParam);
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break;
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// NOTE: if wParam is NOT equal to our window handle then we are GAINING focus
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case WM_SETFOCUS:
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// clear any key states
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_ModifierKeys = 0;
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dMemset(keyboardState, 0, 256);
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Input::setModifierKeys(0);
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// We must have a window present; otherwise there's nothing further
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// we can do about this event.
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if (window && window->getHWND() != (HWND)wParam)
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{
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if (cursorVisible == false)
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window->setCursorVisible(false);
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if (cursorLocked == true)
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window->setMouseLocked(true);
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// Update window state.
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window->setBackground(false);
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// Fire event.
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window->appEvent.trigger(devId, GainFocus);
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if (!Input::isActive())
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Input::activate();
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}
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break;
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// NOTE: if wParam is NOT equal to our window handle then we are LOSING focus
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case WM_KILLFOCUS:
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// clear any key states
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_ModifierKeys = 0;
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dMemset(keyboardState, 0, 256);
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Input::setModifierKeys(0);
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// We must have a window present; otherwise there's nothing further
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// we can do about this event.
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if (window && window->getHWND() != (HWND)wParam)
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{
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HWND hwnd = (HWND)wParam;
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UTF16 classBuf[256];
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if (hwnd)
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GetClassName(hwnd, classBuf, sizeof(classBuf));
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// We toggle the mouse lock when we become inactive
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// causing the subsequent lock call to defer itself
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// until the window becomes active again.
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if (window && window->isMouseLocked())
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{
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window->setMouseLocked( false );
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window->setMouseLocked( true );
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}
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// FIXME [tom, 5/1/2007] Hard coding this is lame since there's a const in win32Window.cpp
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// CodeReview - this fails if there is a second jug app in the arena.
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if (hwnd == NULL || dStrcmp(classBuf, L"TorqueJuggernaughtWindow") != 0)
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{
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// We are being made inactive and the window being made active isn't
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// a jugg window. Thus, we need to deactivate input.
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if (Input::isActive())
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Input::deactivate();
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}
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cursorVisible = window->isCursorVisible();
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if (!cursorVisible)
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window->setCursorVisible(true);
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cursorLocked = window->isMouseLocked();
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if (cursorLocked)
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window->setMouseLocked(false);
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// Update window state.
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window->setBackground(true);
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// Fire event.
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window->appEvent.trigger(devId, LoseFocus);
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}
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break;
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case WM_ACTIVATEAPP:
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if (wParam)
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{
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// Could extract current modifier state from windows.
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_ModifierKeys = 0;
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Input::setModifierKeys(_ModifierKeys);
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}
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break;
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case WM_CLOSE:
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if (window)
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window->appEvent.trigger(devId,WindowClose);
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// Force a quit if we're in play mode, otherwise there would be
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// no way to stop a journal playback.(
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if (Journal::IsPlaying())
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Process::requestShutdown();
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break;
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case WM_TIMER: {
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if (window)
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window->appEvent.trigger(devId,Timer);
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break;
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}
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case WM_DESTROY:{
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// Only people who care about this currently are web plugins, because
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// everyone else will just handle the WM_CLOSE app event.
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if(window)
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window->appEvent.trigger(devId,WindowDestroy);
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break;
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}
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case WM_QUIT: {
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// Quit indicates that we're not going to receive anymore Win32 messages.
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// Therefore, it's appropriate to flag our event loop for exit as well,
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// since we won't be getting any more messages.
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Process::requestShutdown((S32)wParam);
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break;
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}
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// CodeReview - This is not used now and will incur an overhead for rendering
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// since the renderThreadBlocked fix requires handling WM_PAINT and
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// triggering the displayEvent. May need to revisit this at a later
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// time if we want event driven rendering.
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//case WM_PAINT: {
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// // Checking for isOpen will keep us from generating an event
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// // during the window creation process, which can cause problems
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// // with the journaling.
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// if (window && window->isOpen() && !winState.renderThreadBlocked )
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// window->displayEvent.trigger(devId);
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//}
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case WM_SIZE: {
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if (window && wParam != SIZE_MINIMIZED && !Journal::IsPlaying())
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{
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window->resizeEvent.trigger(window->getWindowId(), LOWORD(lParam),HIWORD(lParam));
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// Consume all existing mouse events and those posted to our own dispatch queue
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MSG msg;
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PeekMessage( &msg, 0,WM_MOUSEFIRST,WM_MOUSELAST , PM_QS_POSTMESSAGE | PM_NOYIELD | PM_REMOVE );
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RemoveMessages( NULL, WM_MOUSEMOVE, WM_MOUSEMOVE );
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if( window->isMouseLocked())
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{
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RECT r;
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GetWindowRect(window->getHWND(), &r);
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S32 centerX = (r.right + r.left) >> 1;
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S32 centerY = ((r.bottom + r.top) >> 1);
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window->setCursorPosition( centerX, centerY );
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// Set the CursorPos
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SetCursorPos(centerX, centerY);
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}
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Structure used to store Windows events for delayed dispatching
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struct WinMessageQueue
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{
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public:
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struct Message {
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HWND hWnd;
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UINT message;
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WPARAM wparam;
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WPARAM lparam;
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};
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WinMessageQueue()
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{
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VECTOR_SET_ASSOCIATION( _messageList );
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}
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bool isEmpty() {
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return !_messageList.size();
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}
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void post(HWND hWnd,UINT message,WPARAM wparam,WPARAM lparam) {
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Message msg;
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msg.hWnd = hWnd;
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msg.message = message;
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msg.wparam = wparam;
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msg.lparam = lparam;
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_messageList.push_back(msg);
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}
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bool next(Message* msg) {
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if (!_messageList.size())
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return false;
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*msg = _messageList.first();
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_messageList.pop_front();
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return true;
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}
|
|
void remove(HWND hWnd, UINT msgBegin = -1, UINT msgEnd = -1) {
|
|
for (S32 i = 0; i < _messageList.size(); i++)
|
|
{
|
|
// Match Window
|
|
if( hWnd != NULL && _messageList[i].hWnd == hWnd)
|
|
_messageList.erase_fast(i--);
|
|
else if( msgBegin != -1 && msgEnd != -1 )
|
|
{
|
|
// CodeReview - Match Message Range [6/30/2007 justind]
|
|
//
|
|
// Word of caution : Use this only if you know what you're doing.
|
|
// I cannot be responsible for you blowing your leg off destroying
|
|
// a bunch of messages you didn't intend to if you specify a ridiculous
|
|
// range of messages values.
|
|
//
|
|
// To filter a single message, pass the message as the begin and end.
|
|
if( _messageList[i].message >= msgBegin && _messageList[i].message <= msgEnd )
|
|
_messageList.erase_fast(i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
private:
|
|
Vector<Message> _messageList;
|
|
};
|
|
|
|
static WinMessageQueue _MessageQueue;
|
|
|
|
|
|
void RemoveMessages(HWND hWnd,UINT msgBegin,UINT msgEnd )
|
|
{
|
|
_MessageQueue.remove( hWnd, msgBegin, msgEnd );
|
|
}
|
|
|
|
// Dispatch the window event, or queue up for later
|
|
void Dispatch(DispatchType type,HWND hWnd,UINT message,WPARAM wparam,WPARAM lparam)
|
|
{
|
|
// If the message queue is not empty, then we'll need to delay
|
|
// this dispatch in order to preserve message order.
|
|
if (type == DelayedDispatch || !_MessageQueue.isEmpty())
|
|
_MessageQueue.post(hWnd,message,wparam,lparam);
|
|
else
|
|
_dispatch(hWnd,message,wparam,lparam);
|
|
}
|
|
|
|
// Dispatch next even in the queue
|
|
bool DispatchNext()
|
|
{
|
|
WinMessageQueue::Message msg;
|
|
if (!_MessageQueue.next(&msg))
|
|
return false;
|
|
_dispatch(msg.hWnd,msg.message,msg.wparam,msg.lparam);
|
|
return true;
|
|
}
|
|
|
|
// Remove events from the queue
|
|
void DispatchRemove(HWND hWnd)
|
|
{
|
|
_MessageQueue.remove(hWnd);
|
|
}
|
|
|
|
|
|
#endif
|