The Battle for Wesnoth  1.19.25+dev
controller_base.cpp
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1 /*
2  Copyright (C) 2003 - 2025
3  by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
4  Copyright (C) 2003 by David White <dave@whitevine.net>
5  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
6 
7  This program is free software; you can redistribute it and/or modify
8  it under the terms of the GNU General Public License as published by
9  the Free Software Foundation; either version 2 of the License, or
10  (at your option) any later version.
11  This program is distributed in the hope that it will be useful,
12  but WITHOUT ANY WARRANTY.
13 
14  See the COPYING file for more details.
15 */
16 
17 #include "controller_base.hpp"
18 
19 #include "display.hpp"
20 #include "events.hpp"
21 #include "game_config_manager.hpp"
22 #include "gui/widgets/settings.hpp"
24 #include "log.hpp"
25 #include "mouse_handler_base.hpp"
28 #include "gui/core/event/handler.hpp" // gui2::is_in_dialog
29 #include "soundsource.hpp"
30 #include "gui/core/timer.hpp"
31 #include "sdl/input.hpp" // get_mouse_state
32 #include "video.hpp"
33 
34 static lg::log_domain log_display("display");
35 #define ERR_DP LOG_STREAM(err, log_display)
36 
37 using namespace std::chrono_literals;
38 
40  : game_config_(game_config_manager::get()->game_config())
41  , scrolling_(false)
42  , scroll_up_(false)
43  , scroll_down_(false)
44  , scroll_left_(false)
45  , scroll_right_(false)
46  , last_scroll_tick_()
47  , scroll_carry_x_(0.0)
48  , scroll_carry_y_(0.0)
49  , key_release_listener_(*this)
50  , long_touch_timer_(0)
51 {
52 }
53 
55 {
56  if(long_touch_timer_ != 0) {
59  }
60 }
61 
63 {
64  if(long_touch_timer_ != 0 && !get_mouse_handler_base().dragging_started()) {
65  float x_now;
66  float y_now;
67  uint32_t mouse_state = sdl::get_mouse_state(&x_now, &y_now);
68 
69 #ifdef MOUSE_TOUCH_EMULATION
70  if(mouse_state & SDL_BUTTON(SDL_BUTTON_RIGHT)) {
71  // Monkey-patch touch controls again to make them look like left button.
72  mouse_state = SDL_BUTTON(SDL_BUTTON_LEFT);
73  }
74 #endif
75 
76  // Workaround for double-menu b/c of slow events processing, or I don't know.
77  int dx = x - x_now;
78  int dy = y - y_now;
79  int threshold = get_mouse_handler_base().drag_threshold();
80  bool yes_actually_dragging = dx * dx + dy * dy >= threshold * threshold;
81 
82  if(!yes_actually_dragging
83  && (mouse_state & SDL_BUTTON_MASK(SDL_BUTTON_LEFT)) != 0)
84  {
85  show_menu(get_display().get_theme().context_menu(), { static_cast<int>(x_now), static_cast<int>(y_now) }, true);
86  }
87  }
88 
90 }
91 
92 void controller_base::handle_event(const SDL_Event& event)
93 {
94  if(gui2::is_in_dialog()) {
95  return;
96  }
97 
99 
100  SDL_Event new_event = {};
101 
102  switch(event.type) {
103  case SDL_EVENT_TEXT_INPUT:
104  if(have_keyboard_focus()) {
106  }
107  break;
108 
109  case SDL_EVENT_TEXT_EDITING:
110  if(have_keyboard_focus()) {
111  SDL_Event evt = event;
112  evt.type = SDL_EVENT_TEXT_INPUT;
114  SDL_StopTextInput(video::get_window());
115  SDL_StartTextInput(video::get_window());
116  }
117  break;
118 
119  case SDL_EVENT_KEY_DOWN:
120  // Detect key press events, unless there something that has keyboard focus
121  // in which case the key press events should go only to it.
122  if(have_keyboard_focus()) {
123  if(event.key.key == SDLK_ESCAPE
124  || event.key.key == SDLK_AC_BACK)
125  {
127  break;
128  }
129 
130  process_keydown_event(event);
132  process_keyup_event(event);
133  } else {
135  }
136  break;
137 
138  case SDL_EVENT_KEY_UP:
139  process_keyup_event(event);
141  break;
142 
143  case SDL_EVENT_JOYSTICK_BUTTON_DOWN:
145  break;
146 
147  case SDL_EVENT_JOYSTICK_HAT_MOTION:
149  break;
150 
151  case SDL_EVENT_MOUSE_MOTION:
152  // Ignore old mouse motion events in the event queue
153  if(SDL_PeepEvents(&new_event, 1, SDL_GETEVENT, SDL_EVENT_MOUSE_MOTION, SDL_EVENT_MOUSE_MOTION) > 0) {
154  while(SDL_PeepEvents(&new_event, 1, SDL_GETEVENT, SDL_EVENT_MOUSE_MOTION, SDL_EVENT_MOUSE_MOTION) > 0) {};
155 
156  if(!events::is_touch(new_event.motion)) {
157  mh_base.mouse_motion_event(new_event.motion, is_browsing());
158  }
159  } else {
160  if(!events::is_touch(new_event.motion)) {
161  mh_base.mouse_motion_event(event.motion, is_browsing());
162  }
163  }
164  break;
165 
166  case SDL_EVENT_FINGER_MOTION:
167  if(SDL_PeepEvents(&new_event, 1, SDL_GETEVENT, SDL_EVENT_FINGER_MOTION, SDL_EVENT_FINGER_MOTION) > 0) {
168  while(SDL_PeepEvents(&new_event, 1, SDL_GETEVENT, SDL_EVENT_FINGER_MOTION, SDL_EVENT_FINGER_MOTION) > 0) {
169  };
170  mh_base.touch_motion_event(new_event.tfinger, is_browsing());
171  } else {
172  mh_base.touch_motion_event(event.tfinger, is_browsing());
173  }
174  break;
175 
176  case SDL_EVENT_MOUSE_BUTTON_DOWN:
177  if(events::is_touch(event.button)) {
178  int x = event.button.x;
179  int y = event.button.y;
180 
181  if(long_touch_timer_ == 0) {
183  std::bind(&controller_base::long_touch_callback, this, x, y));
184  }
185  }
186 
187  mh_base.mouse_press(event.button, is_browsing());
189  break;
190 
191  case SDL_EVENT_FINGER_DOWN:
192  // handled by mouse case
193  break;
194 
195  case SDL_EVENT_MOUSE_BUTTON_UP:
196  if(long_touch_timer_ != 0) {
198  long_touch_timer_ = 0;
199  }
200 
201  mh_base.mouse_press(event.button, is_browsing());
202  if(mh_base.get_show_menu()) {
203  show_menu(get_display().get_theme().context_menu(), { static_cast<int>(event.button.x), static_cast<int>(event.button.y) }, true);
204  }
205  break;
206 
207  case SDL_EVENT_FINGER_UP:
208  // handled by mouse case
209  break;
210 
211  case SDL_EVENT_MOUSE_WHEEL:
212  // Right and down are positive in Wesnoth's map.
213  // Right and up are positive in SDL_MouseWheelEvent on all platforms
214 #if defined(_WIN32) || defined(__APPLE__)
215  mh_base.mouse_wheel(event.wheel.x, -event.wheel.y, is_browsing());
216 #else
217  {
218  mh_base.mouse_wheel(event.wheel.x, -event.wheel.y, is_browsing());
219  }
220 #endif
221  break;
222 
223  case TIMER_EVENT:
224  gui2::execute_timer(reinterpret_cast<std::size_t>(event.user.data1));
225  break;
226 
227  default:
228  break;
229  }
230 }
231 
233 {
234  if(gui2::is_in_dialog()) {
235  return;
236  }
237 
239 }
240 
242 {
243  if(event.type == SDL_EVENT_KEY_UP) {
245  }
246 }
247 
249 {
250  return true;
251 }
252 
253 bool controller_base::handle_scroll(int mousex, int mousey, int mouse_flags)
254 {
255  const bool mouse_in_window =
258 
259  int scroll_speed = prefs::get().scroll_speed();
260  double dx = 0.0, dy = 0.0;
261 
262  int scroll_threshold = prefs::get().mouse_scrolling()
264  : 0;
265 
266  for(const theme::menu& m : get_display().get_theme().menus()) {
267  if(m.get_location().contains(mousex, mousey)) {
268  scroll_threshold = 0;
269  }
270  }
271 
272  // Scale scroll distance according to time passed
273  auto tick_now = std::chrono::steady_clock::now();
274 
275  // If we weren't previously scrolling, start small.
276  auto dt = 1ms;
277  if (scrolling_) {
278  dt = std::chrono::duration_cast<std::chrono::milliseconds>(tick_now - last_scroll_tick_);
279  }
280 
281  // scroll_speed is in percent. Ticks are in milliseconds.
282  // Let's assume the maximum speed (100) moves 50 hexes per second,
283  // i.e. 3600 pixels per 1000 ticks.
284  double scroll_amount = dt.count() * 0.036 * double(scroll_speed);
285  last_scroll_tick_ = tick_now;
286 
287  // Apply keyboard scrolling
288  dy -= scroll_up_ * scroll_amount;
289  dy += scroll_down_ * scroll_amount;
290  dx -= scroll_left_ * scroll_amount;
291  dx += scroll_right_ * scroll_amount;
292 
293  // Scroll if mouse is placed near the edge of the screen
294  if(mouse_in_window) {
295  if(mousey < scroll_threshold) {
296  dy -= scroll_amount;
297  }
298 
299  if(mousey > video::game_canvas_size().y - scroll_threshold) {
300  dy += scroll_amount;
301  }
302 
303  if(mousex < scroll_threshold) {
304  dx -= scroll_amount;
305  }
306 
307  if(mousex > video::game_canvas_size().x - scroll_threshold) {
308  dx += scroll_amount;
309  }
310  }
311 
313 
314  // Scroll with middle-mouse if enabled
315  if((mouse_flags & SDL_BUTTON_MMASK) != 0 && prefs::get().middle_click_scrolls()) {
316  const point original_loc = mh_base.get_scroll_start();
317 
318  if(mh_base.scroll_started()
319  && get_display().map_outside_area().contains(mousex, mousey))
320  {
321  // Scroll speed is proportional from the distance from the first
322  // middle click and scrolling speed preference.
323  const double speed = 0.01 * scroll_amount;
324  const double snap_dist = 16; // Snap to horizontal/vertical scrolling
325  const double x_diff = (mousex - original_loc.x);
326  const double y_diff = (mousey - original_loc.y);
327 
328  if(std::fabs(x_diff) > snap_dist || std::fabs(y_diff) <= snap_dist) {
329  dx += speed * x_diff;
330  }
331 
332  if(std::fabs(y_diff) > snap_dist || std::fabs(x_diff) <= snap_dist) {
333  dy += speed * y_diff;
334  }
335  } else { // Event may fire mouse down out of order with respect to initial click
336  mh_base.set_scroll_start(mousex, mousey);
337  }
338  }
339 
340  // If nothing is scrolling, just return.
341  if (!dx && !dy) {
342  return false;
343  }
344 
345  // If we are continuing a scroll, carry over any subpixel movement.
346  if (scrolling_) {
347  dx += scroll_carry_x_;
348  dy += scroll_carry_y_;
349  }
350  point dist{int(dx), int(dy)};
351  scroll_carry_x_ = dx - double(dist.x);
352  scroll_carry_y_ = dy - double(dist.y);
353 
354  // Scroll the display
355  get_display().scroll(dist);
356 
357  // Even if the integer parts are both zero, we are still scrolling.
358  // The subpixel amounts will add up.
359  return true;
360 }
361 
363 {
365  l->play_slice();
366  }
367 
368  events::pump();
370  events::draw();
371 
372  // Update sound sources before scrolling
374  l->update();
375  }
376 
377  const theme::menu* const m = get_display().menu_pressed();
378  if(m != nullptr) {
379  const rect& menu_loc = m->location(video::game_canvas());
380  show_menu(m, { menu_loc.x + 1, menu_loc.y + menu_loc.h + 1 }, false);
381  return;
382  }
383 
384  const theme::action* const a = get_display().action_pressed();
385  if(a != nullptr) {
386  execute_action(a->items());
387  return;
388  }
389 
390  auto str_vec = additional_actions_pressed();
391  if(!str_vec.empty()) {
392  execute_action(str_vec);
393  return;
394  }
395 
396  bool was_scrolling = scrolling_;
397 
398  float mousex, mousey;
399  uint8_t mouse_flags = sdl::get_mouse_state(&mousex, &mousey);
400 
401  scrolling_ = handle_scroll(mousex, mousey, mouse_flags);
402 
403  map_location highlighted_hex = get_display().mouseover_hex();
404 
405  // Scrolling ended, update the cursor and the brightened hex
406  if(!scrolling_ && was_scrolling) {
407  get_mouse_handler_base().mouse_update(is_browsing(), highlighted_hex);
408  }
409 }
410 
411 bool controller_base::show_menu(const theme::menu* menu, const point& loc, bool context_menu)
412 {
414  if(!menu || !cmd_exec) {
415  return false;
416  }
417 
418  // context menus cannot appear outside map area,
419  // but main top-panel menus can.
420  if(context_menu && !get_display().map_area().contains(loc)) {
421  return false;
422  }
423 
424  cmd_exec->show_menu(menu->items(), loc, context_menu);
425  return true;
426 }
427 
428 void controller_base::execute_action(const std::vector<std::string>& items)
429 {
431  if(!cmd_exec) {
432  return;
433  }
434 
435  cmd_exec->execute_action(items);
436 }
map_location loc
Definition: move.cpp:172
void handle_event(const SDL_Event &event) override
bool handle_scroll(int mousex, int mousey, int mouse_flags)
Handle scrolling by keyboard, joystick and moving mouse near map edges.
virtual events::mouse_handler_base & get_mouse_handler_base()=0
Get a reference to a mouse handler member a derived class uses.
virtual ~controller_base()
virtual plugins_context * get_plugins_context()
Get (optionally) a plugins context a derived class uses.
virtual soundsource::manager * get_soundsource_man()
Get (optionally) a soundsources manager a derived class uses.
void handle_event(const SDL_Event &event) override
Process mouse- and keypress-events from SDL.
virtual void process_keyup_event(const SDL_Event &)
Process keyup (always).
bool show_menu(const theme::menu *menu, const point &loc, bool context_menu)
virtual void process() override
virtual void process_focus_keydown_event(const SDL_Event &)
Process keydown (only when the general map display does not have focus).
virtual bool have_keyboard_focus()
Derived classes should override this to return false when arrow keys should not scroll the map,...
virtual void execute_action(const std::vector< std::string > &items_arg)
virtual void process_keydown_event(const SDL_Event &)
Process keydown (always).
virtual display & get_display()=0
Get a reference to a display member a derived class uses.
void long_touch_callback(int x, int y)
std::size_t long_touch_timer_
Context menu timer.
virtual std::vector< std::string > additional_actions_pressed()
virtual hotkey::command_executor * get_hotkey_command_executor()
Optionally get a command executor to handle context menu events.
virtual void play_slice()
std::chrono::steady_clock::time_point last_scroll_tick_
virtual bool is_browsing() const
const theme::action * action_pressed()
Definition: display.cpp:1411
const theme::menu * menu_pressed()
Definition: display.cpp:1427
const map_location & mouseover_hex() const
Definition: display.hpp:299
bool scroll(const point &amount, bool force=false)
Scrolls the display by amount pixels.
Definition: display.cpp:1583
virtual int drag_threshold() const
Minimum dragging distance to fire the drag&drop.
void touch_motion_event(const SDL_TouchFingerEvent &event, const bool browse)
virtual void mouse_press(const SDL_MouseButtonEvent &event, const bool browse)
void mouse_update(const bool browse, map_location loc)
Update the mouse with a fake mouse motion.
void mouse_motion_event(const SDL_MouseMotionEvent &event, const bool browse)
virtual void mouse_wheel(int xscroll, int yscroll, bool browse)
Called when scrolling with the mouse wheel.
void set_scroll_start(int x, int y)
Called when the middle click scrolling.
virtual void show_menu(const std::vector< config > &items_arg, const point &menu_loc, bool context_menu)
void execute_action(const std::vector< std::string > &items_arg)
static prefs & get()
int scroll_speed()
bool get_scroll_when_mouse_outside(bool def)
int mouse_scroll_threshold()
Gets the threshold for when to scroll.
const std::vector< std::string > & items() const
Definition: theme.hpp:183
virtual rect & location(const rect &screen) const
Definition: theme.cpp:333
const std::vector< config > & items() const
Definition: theme.hpp:236
static lg::log_domain log_display("display")
controller_base framework: controller_base is roughly analogous to a "dialog" class in a GUI toolkit ...
map_display and display: classes which take care of displaying the map and game-data on the screen.
#define TIMER_EVENT
Definition: events.hpp:29
Contains functions for cleanly handling SDL input.
Standard logging facilities (interface).
CURSOR_TYPE get()
Definition: cursor.cpp:205
void draw()
Trigger a draw cycle.
Definition: events.cpp:712
void raise_process_event()
Definition: events.cpp:717
void pump()
Process all events currently in the queue.
Definition: events.cpp:480
bool is_touch(const SDL_MouseButtonEvent &event)
Check if this mouse button event is caused by a touch.
Definition: events.cpp:763
Game configuration data as global variables.
Definition: build_info.cpp:68
std::chrono::milliseconds popup_show_delay
Delay before a popup shows.
Definition: settings.cpp:38
bool is_in_dialog()
Is a dialog open?
Definition: handler.cpp:1126
std::size_t add_timer(const std::chrono::milliseconds &interval, const std::function< void(std::size_t id)> &callback, const bool repeat)
Adds a new timer.
Definition: timer.cpp:123
bool remove_timer(const std::size_t id)
Removes a timer.
Definition: timer.cpp:164
bool execute_timer(const std::size_t id)
Executes a timer.
Definition: timer.cpp:197
void jhat_event(const SDL_Event &event, command_executor *executor)
void key_event(const SDL_Event &event, command_executor *executor)
void mbutton_event(const SDL_Event &event, command_executor *executor)
void run_events(command_executor *executor)
void jbutton_event(const SDL_Event &event, command_executor *executor)
void keyup_event(const SDL_Event &, command_executor *executor)
uint32_t get_mouse_state(float *x, float *y)
A wrapper for SDL_GetMouseState that gives coordinates in draw space.
Definition: input.cpp:27
bool contains(const Container &container, const Value &value)
Returns true iff value is found in container.
Definition: general.hpp:87
bool window_has_mouse_focus()
True iff the window has mouse focus.
Definition: video.cpp:738
point game_canvas_size()
The size of the game canvas, in drawing coordinates / game pixels.
Definition: video.cpp:432
SDL_Window * get_window()
Definition: video.cpp:690
rect game_canvas()
The game canvas area, in drawing coordinates.
Definition: video.cpp:427
This file contains the settings handling of the widget library.
Encapsulates the map of the game.
Definition: location.hpp:46
Holds a 2D point.
Definition: point.hpp:25
An abstract description of a rectangle with integer coordinates.
Definition: rect.hpp:49
Contains the gui2 timer routines.