open_toontown_panda3d/panda/src/display/graphicsWindowInputDevice.cxx

202 lines
6.1 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file graphicsWindowInputDevice.cxx
* @author drose
* @date 2000-05-24
*/
#include "graphicsWindowInputDevice.h"
#include "graphicsWindow.h"
#include "mouseButton.h"
#include "keyboardButton.h"
TypeHandle GraphicsWindowInputDevice::_type_handle;
using std::string;
/**
* Defines a new InputDevice for the window. Most windows will have exactly
* one InputDevice: a keyboard/mouse pair. Some may also add joystick data,
* or additional mice or something.
*
* This private constructor is only used internally by the named constructors,
* below.
*/
GraphicsWindowInputDevice::
GraphicsWindowInputDevice(GraphicsWindow *host, const string &name, bool pointer, bool keyboard) :
InputDevice(name, DeviceClass::virtual_device)
{
if (pointer) {
enable_feature(Feature::pointer);
add_pointer(PointerType::mouse, 0);
}
if (keyboard) {
enable_feature(Feature::keyboard);
}
}
/**
* This named constructor returns an input device that only has a pointing
* device, no keyboard.
*/
PT(GraphicsWindowInputDevice) GraphicsWindowInputDevice::
pointer_only(GraphicsWindow *host, const string &name) {
return new GraphicsWindowInputDevice(host, name, true, false);
}
/**
* This named constructor returns an input device that only has a keyboard, no
* pointing device.
*/
PT(GraphicsWindowInputDevice) GraphicsWindowInputDevice::
keyboard_only(GraphicsWindow *host, const string &name) {
return new GraphicsWindowInputDevice(host, name, false, true);
}
/**
* This named constructor returns an input device that has both a keyboard and
* pointer.
*/
PT(GraphicsWindowInputDevice) GraphicsWindowInputDevice::
pointer_and_keyboard(GraphicsWindow *host, const string &name) {
return new GraphicsWindowInputDevice(host, name, true, true);
}
/**
* Records that the indicated button has been depressed.
*/
void GraphicsWindowInputDevice::
button_down(ButtonHandle button, double time) {
LightMutexHolder holder(_lock);
_button_events->add_event(ButtonEvent(button, ButtonEvent::T_down, time));
_buttons_held.insert(button);
}
/**
* Records that the indicated button was depressed earlier, and we only just
* detected the event after the fact. This is mainly useful for tracking the
* state of modifier keys.
*/
void GraphicsWindowInputDevice::
button_resume_down(ButtonHandle button, double time) {
LightMutexHolder holder(_lock);
_button_events->add_event(ButtonEvent(button, ButtonEvent::T_resume_down, time));
_buttons_held.insert(button);
}
/**
* Records that the indicated button has been released.
*/
void GraphicsWindowInputDevice::
button_up(ButtonHandle button, double time) {
LightMutexHolder holder(_lock);
_button_events->add_event(ButtonEvent(button, ButtonEvent::T_up, time));
_buttons_held.erase(button);
}
/**
* Records that the indicated keystroke has been generated.
*/
void GraphicsWindowInputDevice::
keystroke(int keycode, double time) {
LightMutexHolder holder(_lock);
_button_events->add_event(ButtonEvent(keycode, time));
}
/**
* Records that the indicated candidate string has been highlighted. This is
* used to implement IME support for typing in international languages,
* especially Chinese/Japanese/Korean.
*/
void GraphicsWindowInputDevice::
candidate(const std::wstring &candidate_string, size_t highlight_start,
size_t highlight_end, size_t cursor_pos) {
LightMutexHolder holder(_lock);
_button_events->add_event(ButtonEvent(candidate_string,
highlight_start, highlight_end,
cursor_pos));
}
/**
* This should be called when the window focus is lost, so that we may miss
* upcoming button events (especially "up" events) for the next period of
* time. It generates keyboard and mouse "up" events for those buttons that
* we previously sent unpaired "down" events, so that the Panda application
* will believe all buttons are now released.
*/
void GraphicsWindowInputDevice::
focus_lost(double time) {
LightMutexHolder holder(_lock);
ButtonsHeld::iterator bi;
for (bi = _buttons_held.begin(); bi != _buttons_held.end(); ++bi) {
_button_events->add_event(ButtonEvent(*bi, ButtonEvent::T_up, time));
}
_buttons_held.clear();
}
/**
* Records that the indicated button has been depressed.
*/
void GraphicsWindowInputDevice::
raw_button_down(ButtonHandle button, double time) {
LightMutexHolder holder(_lock);
_button_events->add_event(ButtonEvent(button, ButtonEvent::T_raw_down, time));
}
/**
* Records that the indicated button has been released.
*/
void GraphicsWindowInputDevice::
raw_button_up(ButtonHandle button, double time) {
LightMutexHolder holder(_lock);
_button_events->add_event(ButtonEvent(button, ButtonEvent::T_raw_up, time));
}
/**
* To be called by a particular kind of GraphicsWindow to indicate that the
* pointer is within the window, at the given pixel coordinates.
*/
void GraphicsWindowInputDevice::
set_pointer_in_window(double x, double y, double time) {
LightMutexHolder holder(_lock);
PointerData data = _pointers[0];
data._id = 0;
data._type = PointerType::mouse;
data._xpos = x;
data._ypos = y;
data._in_window = true;
InputDevice::update_pointer(data, time);
}
/**
* To be called by a particular kind of GraphicsWindow to indicate that the
* pointer is no longer within the window.
*/
void GraphicsWindowInputDevice::
set_pointer_out_of_window(double time) {
LightMutexHolder holder(_lock);
if (_pointers.empty()) {
return;
}
_pointers[0]._in_window = false;
_pointers[0]._pressure = 0.0;
if (_enable_pointer_events) {
int seq = _event_sequence++;
if (_pointer_events.is_null()) {
_pointer_events = new PointerEventList();
}
_pointer_events->add_event(_pointers[0]._in_window,
_pointers[0]._xpos,
_pointers[0]._ypos,
seq, time);
}
}