Torque3D/Engine/source/windowManager/win32/winDispatch.cpp
2015-01-18 22:52:29 +01:00

599 lines
17 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#define NO_MINMAX
#define WIN32_LEAN_AND_MEAN
// This is a fix for mouse wheel support on
// older versions of VC++.
#if _MSC_VER < 1500
#define _WIN32_WINNT 0x0400
#endif
#include <windows.h>
#include "platform/platformInput.h"
#include "windowManager/win32/winDispatch.h"
#include "windowManager/win32/win32Window.h"
#include "windowManager/win32/win32CursorController.h"
#include "platformWin32/winDirectInput.h"
#include "core/util/journal/process.h"
#include "core/util/journal/journaledSignal.h"
#if !defined( TORQUE_SDL )
static U32 _ModifierKeys=0;
static BYTE keyboardState[256];
static bool initKBState = false;
static bool sgDoubleByteEnabled = false;
// is keyboard input a standard (non-changing) VK keycode
#define dIsStandardVK(c) (((0x08 <= (c)) && ((c) <= 0x12)) || \
((c) == 0x1b) || \
((0x20 <= (c)) && ((c) <= 0x2e)) || \
((0x30 <= (c)) && ((c) <= 0x39)) || \
((0x41 <= (c)) && ((c) <= 0x5a)) || \
((0x70 <= (c)) && ((c) <= 0x7B)))
extern InputObjectInstances DIK_to_Key( U8 dikCode );
extern U8 TranslateOSKeyCode(U8 vcode );
extern InputModifiers convertModifierBits(const U32 in);
static void _keyboardEvent(Win32Window* window,UINT message, WPARAM wParam, WPARAM lParam)
{
if(!initKBState)
{
dMemset(keyboardState, 0, sizeof(keyboardState));
initKBState = true;
}
// Extract windows key info:
// S32 repeatCount = (lParam & 0xffff);
U32 scanCode = (lParam >> 16) & 0xff;
bool extended = lParam & (1 << 24); // Enhanced keyboard key
bool previous = lParam & (1 << 30); // Previously down
bool make = (message == WM_KEYDOWN || message == WM_SYSKEYDOWN);
// Translate the OS virtual key code to a Torque KEY_XXXX.
S32 nVirtkey = TranslateOSKeyCode( wParam );
S32 keyCode;
if ( wParam == VK_PROCESSKEY && sgDoubleByteEnabled )
keyCode = MapVirtualKey( scanCode, 1 ); // This is the REAL virtual key...
else
keyCode = wParam;
// Convert alt/shift/ctrl to left or right variant if needed.
S32 newVirtKey = nVirtkey;
switch(nVirtkey)
{
case KEY_ALT:
newVirtKey = extended ? KEY_RALT : KEY_LALT;
break;
case KEY_CONTROL:
newVirtKey = extended ? KEY_RCONTROL : KEY_LCONTROL;
break;
case KEY_SHIFT:
newVirtKey = (scanCode == 54) ? KEY_RSHIFT : KEY_LSHIFT;
break;
case KEY_RETURN:
if ( extended )
newVirtKey = KEY_NUMPADENTER;
break;
}
// Track modifier keys
U32 modifier = 0;
switch (newVirtKey)
{
case KEY_LALT: modifier = IM_LALT; break;
case KEY_RALT: modifier = IM_RALT; break;
case KEY_LSHIFT: modifier = IM_LSHIFT; break;
case KEY_RSHIFT: modifier = IM_RSHIFT; break;
case KEY_LCONTROL: modifier = IM_LCTRL; break;
case KEY_RCONTROL: modifier = IM_RCTRL; break;
}
if (make)
{
_ModifierKeys |= modifier;
keyboardState[keyCode] |= 0x80;
}
else
{
_ModifierKeys &= ~modifier;
keyboardState[keyCode] &= 0x7f;
}
U32 torqueMods = convertModifierBits( _ModifierKeys );
Input::setModifierKeys( torqueMods );
// If character event translation is active and this isn't a key
// mapped in the global action map, try converting the event into
// a character event first.
if( make
&& window->getKeyboardTranslation()
&& !window->shouldNotTranslate( torqueMods, newVirtKey ) )
{
U16 chars[ 64 ];
dMemset( chars, 0, sizeof( chars ) );
S32 res = ToUnicode( keyCode, scanCode, keyboardState, chars, sizeof( chars ) / sizeof( chars[ 0 ] ), 0 );
// This should only happen on Window 9x/ME systems
if( res == 0 )
res = ToAscii( keyCode, scanCode, keyboardState, chars, 0 );
if( res >= 1 )
{
// Post chars, but filter them to not be control codes... this is a bit hacky.
bool handledCharEvent = false;
for( S32 i=0; i< res; i ++ )
if( chars[i] >= 32)
{
window->charEvent.trigger(window->getWindowId(),_ModifierKeys,chars[i]);
handledCharEvent = true;
}
if( handledCharEvent )
return;
}
}
// Produce a key event.
U32 action = make ? (previous ? IA_REPEAT : IA_MAKE ) : IA_BREAK;
window->keyEvent.trigger(window->getWindowId(),_ModifierKeys,action,newVirtKey);
}
//-----------------------------------------------------------------------------
static bool _dispatch(HWND hWnd,UINT message,WPARAM wParam,WPARAM lParam)
{
static bool button[3] = {false,false,false};
static S32 mouseNCState = -1; // -1 denotes unchanged,
// 0 denotes changed but was hidden
// 1 denotes changed but was visible
Win32Window* window = hWnd?(Win32Window*)GetWindowLongPtr(hWnd, GWLP_USERDATA): 0;
const WindowId devId = window ? window->getWindowId() : 0;
// State tracking for focus/lose focus cursor management
static bool cursorLocked = false;
static bool cursorVisible = true;
switch(message)
{
case WM_MOUSEMOVE:
{
// Skip it if we have no window!
if (!window || !window->getCursorController())
break;
PlatformCursorController *pController = window->getCursorController();
// If we're locked and unfocused, ignore it.
if(window->shouldLockMouse() && !window->isFocused())
break;
// If the mouse was shown to accommodate a NC mouse move
// we need to change it back to what it was
if( mouseNCState != -1 )
{
pController->setCursorVisible( mouseNCState );
mouseNCState = -1; // reset to unchanged
}
// Let the cursor manager update the native cursor.
pController->refreshCursor();
// Grab the mouse pos so we can modify it.
S32 mouseX = S16(LOWORD(lParam));
S32 mouseY = S16(HIWORD(lParam));
// Ensure mouse lock when appropriate
window->setMouseLocked( window->shouldLockMouse() );
// Are we locked?
if(window->isMouseLocked())
{
// Always invisible when locked.
if( window->isCursorVisible() )
window->setCursorVisible( false );
RECT r;
GetWindowRect(window->getHWND(), &r);
// See Win32Window::setMouseLocked for explanation
RECT rCopy = r;
rCopy.top += 32; rCopy.bottom -= 64;
rCopy.left += 32; rCopy.right -= 64;
ClipCursor(&rCopy);
// Recenter the mouse if necessary (don't flood the message pump)
Point2I curPos;
pController->getCursorPosition( curPos );
const S32 centerX = (r.right + r.left) / 2;
const S32 centerY = (r.bottom + r.top) / 2;
if( curPos.x != centerX || curPos.y != centerY )
pController->setCursorPosition(centerX, centerY);
// Convert the incoming client pos into a screen pos, so we can
// accurately convert to relative coordinates.
POINT mousePos;
mousePos.x = mouseX;
mousePos.y = mouseY;
ClientToScreen(window->getHWND(), &mousePos);
// Now we can calculate the position relative to the center we set.
mouseX = mousePos.x - centerX;
mouseY = mousePos.y - centerY;
}
else
{
// Probably don't need to call this all the time but better
// safe than sorry...
ClipCursor(NULL);
}
window->mouseEvent.trigger(devId,_ModifierKeys,mouseX,mouseY,window->isMouseLocked());
break;
}
// We want to show the system cursor whenever we leave
// our window, and it'd be simple, except for one problem:
// showcursor isn't a toggle. so, keep hammering it until
// the cursor is *actually* going to be shown.
case WM_NCMOUSEMOVE:
{
if( window )
{
mouseNCState = ( window->isCursorVisible() ? 1 : 0);
window->setCursorVisible( true );
}
break;
}
case WM_LBUTTONDOWN:
case WM_MBUTTONDOWN:
case WM_RBUTTONDOWN: {
S32 index = (message - WM_LBUTTONDOWN) / 3;
button[index] = true;
// Capture the mouse on button down to allow dragging outside
// of the window boundary.
if (GetCapture() != hWnd)
SetCapture(hWnd);
if (window)
window->buttonEvent.trigger(devId,_ModifierKeys,IA_MAKE,index);
break;
}
case WM_LBUTTONUP:
case WM_MBUTTONUP:
case WM_RBUTTONUP: {
S32 index = (message - WM_LBUTTONUP) / 3;
button[index] = false;
// Release mouse capture from button down.
if (!button[0] && !button[1] && !button[2])
ReleaseCapture();
if (window)
window->buttonEvent.trigger(devId,_ModifierKeys,IA_BREAK,index);
break;
}
case WM_MOUSEWHEEL: // Vertical wheel.
if (window)
window->wheelEvent.trigger(devId,_ModifierKeys,0,GET_WHEEL_DELTA_WPARAM(wParam));
break;
#ifdef WM_MOUSEHWHEEL // Vista
case WM_MOUSEHWHEEL: // Horizontal wheel.
if( window )
window->wheelEvent.trigger( devId, _ModifierKeys, GET_WHEEL_DELTA_WPARAM( wParam ), 0 );
break;
#endif
case WM_KEYUP:
case WM_SYSKEYUP:
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (window)
_keyboardEvent(window,message,wParam,lParam);
break;
// NOTE: if wParam is NOT equal to our window handle then we are GAINING focus
case WM_SETFOCUS:
// clear any key states
_ModifierKeys = 0;
dMemset(keyboardState, 0, 256);
Input::setModifierKeys(0);
// We must have a window present; otherwise there's nothing further
// we can do about this event.
if (window && window->getHWND() != (HWND)wParam)
{
if (cursorVisible == false)
window->setCursorVisible(false);
if (cursorLocked == true)
window->setMouseLocked(true);
// Update window state.
window->setBackground(false);
// Fire event.
window->appEvent.trigger(devId, GainFocus);
if (!Input::isActive())
Input::activate();
}
break;
// NOTE: if wParam is NOT equal to our window handle then we are LOSING focus
case WM_KILLFOCUS:
// clear any key states
_ModifierKeys = 0;
dMemset(keyboardState, 0, 256);
Input::setModifierKeys(0);
// We must have a window present; otherwise there's nothing further
// we can do about this event.
if (window && window->getHWND() != (HWND)wParam)
{
HWND hwnd = (HWND)wParam;
UTF16 classBuf[256];
if (hwnd)
GetClassName(hwnd, classBuf, sizeof(classBuf));
// We toggle the mouse lock when we become inactive
// causing the subsequent lock call to defer itself
// until the window becomes active again.
if (window && window->isMouseLocked())
{
window->setMouseLocked( false );
window->setMouseLocked( true );
}
// FIXME [tom, 5/1/2007] Hard coding this is lame since there's a const in win32Window.cpp
// CodeReview - this fails if there is a second jug app in the arena.
if (hwnd == NULL || dStrcmp(classBuf, L"TorqueJuggernaughtWindow") != 0)
{
// We are being made inactive and the window being made active isn't
// a jugg window. Thus, we need to deactivate input.
if (Input::isActive())
Input::deactivate();
}
cursorVisible = window->isCursorVisible();
if (!cursorVisible)
window->setCursorVisible(true);
cursorLocked = window->isMouseLocked();
if (cursorLocked)
window->setMouseLocked(false);
// Update window state.
window->setBackground(true);
// Fire event.
window->appEvent.trigger(devId, LoseFocus);
}
break;
case WM_ACTIVATEAPP:
if (wParam)
{
// Could extract current modifier state from windows.
_ModifierKeys = 0;
Input::setModifierKeys(_ModifierKeys);
}
break;
case WM_CLOSE:
if (window)
window->appEvent.trigger(devId,WindowClose);
// Force a quit if we're in play mode, otherwise there would be
// no way to stop a journal playback.(
if (Journal::IsPlaying())
Process::requestShutdown();
break;
case WM_TIMER: {
if (window)
window->appEvent.trigger(devId,Timer);
break;
}
case WM_DESTROY:{
// Only people who care about this currently are web plugins, because
// everyone else will just handle the WM_CLOSE app event.
if(window)
window->appEvent.trigger(devId,WindowDestroy);
break;
}
case WM_QUIT: {
// Quit indicates that we're not going to receive anymore Win32 messages.
// Therefore, it's appropriate to flag our event loop for exit as well,
// since we won't be getting any more messages.
Process::requestShutdown((S32)wParam);
break;
}
// CodeReview - This is not used now and will incur an overhead for rendering
// since the renderThreadBlocked fix requires handling WM_PAINT and
// triggering the displayEvent. May need to revisit this at a later
// time if we want event driven rendering.
//case WM_PAINT: {
// // Checking for isOpen will keep us from generating an event
// // during the window creation process, which can cause problems
// // with the journaling.
// if (window && window->isOpen() && !winState.renderThreadBlocked )
// window->displayEvent.trigger(devId);
//}
case WM_SIZE: {
if (window && wParam != SIZE_MINIMIZED && !Journal::IsPlaying())
{
window->resizeEvent.trigger(window->getWindowId(), LOWORD(lParam),HIWORD(lParam));
// Consume all existing mouse events and those posted to our own dispatch queue
MSG msg;
PeekMessage( &msg, 0,WM_MOUSEFIRST,WM_MOUSELAST , PM_QS_POSTMESSAGE | PM_NOYIELD | PM_REMOVE );
RemoveMessages( NULL, WM_MOUSEMOVE, WM_MOUSEMOVE );
if( window->isMouseLocked())
{
RECT r;
GetWindowRect(window->getHWND(), &r);
S32 centerX = (r.right + r.left) >> 1;
S32 centerY = ((r.bottom + r.top) >> 1);
window->setCursorPosition( centerX, centerY );
// Set the CursorPos
SetCursorPos(centerX, centerY);
}
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Structure used to store Windows events for delayed dispatching
struct WinMessageQueue
{
public:
struct Message {
HWND hWnd;
UINT message;
WPARAM wparam;
WPARAM lparam;
};
WinMessageQueue()
{
VECTOR_SET_ASSOCIATION( _messageList );
}
bool isEmpty() {
return !_messageList.size();
}
void post(HWND hWnd,UINT message,WPARAM wparam,WPARAM lparam) {
Message msg;
msg.hWnd = hWnd;
msg.message = message;
msg.wparam = wparam;
msg.lparam = lparam;
_messageList.push_back(msg);
}
bool next(Message* msg) {
if (!_messageList.size())
return false;
*msg = _messageList.first();
_messageList.pop_front();
return true;
}
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