mirror of
https://gitea.wildfiregames.com/0ad/0ad
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198 lines
5.4 KiB
C++
198 lines
5.4 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_INPUT_HANDLER
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#define INCLUDED_INPUT_HANDLER
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#include "ps/Input.h"
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#include <array>
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#include <concepts>
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#include <cstddef>
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#include <queue>
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#include <memory>
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#include <optional>
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#include <type_traits>
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class ScriptRequest;
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union SDL_Event;
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namespace Input
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{
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class HandlerBase;
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enum class Reaction
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{
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// Pass the event to the next handler in the chain.
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PASS,
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// We handled it. No other handlers will receive this event.
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HANDLED
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};
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// A slot for each handler. Numbers are in invocation order. A handler can discard events. The first handler
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// is the only which gets all events.
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namespace Slot
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{
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constexpr std::integral_constant<size_t, 0> PRIMARY;
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constexpr std::integral_constant<size_t, 1> WINDOW;
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// These two must be called first `globalsInput` deals with some important global state, such as which
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// scancodes are being pressed, mouse buttons pressed, etc. while hotkeyStateChange updates the map of
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// active hotkeys.
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constexpr std::integral_constant<size_t, 2> HOTKEY_STATE_CHANGE;
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constexpr std::integral_constant<size_t, 3> GLOBAL;
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// Should be called after scancode map update (i.e. after the global input, but before UI). This never
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// blocks the event, but it does some processing necessary for hotkeys, which are triggered later down the
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// input chain. (by calling this before the UI, we can use `EventWouldTriggerHotkey` in the UI).
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constexpr std::integral_constant<size_t, 4> HOTKEY_INPUT_PREPARATION;
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constexpr std::integral_constant<size_t, 5> TOUCH_INPUT;
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// The console handler needs to be called before the hotkey handler so that text can be typed in without
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// setting off hotkeys.
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constexpr std::integral_constant<size_t, 6> CONSOLE;
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// Likewise for gui.
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constexpr std::integral_constant<size_t, 7> GUI;
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constexpr std::integral_constant<size_t, 8> HOTKEY_INPUT;
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constexpr std::integral_constant<size_t, 9> PROFILE_VIEWER;
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constexpr std::integral_constant<size_t, 10> GAME_VIEW;
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}
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/**
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* Holds a pointer to all registered `HandlerBase`s.
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* It does unregister all registered `Handler`s in the destructor.
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*/
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class Manager
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{
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public:
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Manager();
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// The `Manager` needs to have a constant memory location (the `Handler`s hold a pointer to it).
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Manager(Manager&) = delete;
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Manager& operator=(Manager&) = delete;
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Manager(Manager&&) = delete;
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Manager& operator=(Manager&&) = delete;
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~Manager();
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void PushPriorityEvent(const SDL_Event& event);
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void DispatchEvent(const SDL_Event& event);
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template<size_t slot>
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HandlerBase*& Get() noexcept
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{
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return std::get<slot>(m_Handlers);
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}
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class PollEventsResult
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{
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public:
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class EventIterator
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{
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public:
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using difference_type = std::ptrdiff_t;
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using value_type = SDL_Event;
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using pointer = value_type*;
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using reference = value_type&;
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using iterator_category = std::input_iterator_tag;
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EventIterator() = default;
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explicit EventIterator(PollEventsResult& range);
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reference operator*();
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pointer operator->();
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EventIterator& operator++();
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EventIterator& operator++(int);
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bool operator==(const EventIterator& other) const;
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private:
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PollEventsResult* m_Storage{nullptr};
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};
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explicit PollEventsResult(std::queue<SDL_Event>& priorityEvents);
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EventIterator begin();
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EventIterator end();
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private:
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std::queue<SDL_Event>& m_PriorityEvents;
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const std::unique_ptr<SDL_Event> m_Event;
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};
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PollEventsResult PollEvents();
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private:
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std::array<HandlerBase*, 11> m_Handlers{{}};
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const std::unique_ptr<std::queue<SDL_Event>> m_PriorityEvents;
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};
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/**
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* Type-erased callable
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*/
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class HandlerBase
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{
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protected:
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/**
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* Can't not be constructed themself, use `Handler` instead.
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* @param pos On construction the pointer is set to @c this. On
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* destruction the pointer will be set to nullptr.
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*/
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explicit HandlerBase(HandlerBase*& pos) noexcept;
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virtual ~HandlerBase();
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// A `HandlerBase` needs to have a constant memory location (the `Manager` does hold a pointer to it).
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HandlerBase(HandlerBase&) = delete;
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HandlerBase& operator=(HandlerBase&) = delete;
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HandlerBase(HandlerBase&&) = delete;
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HandlerBase& operator=(HandlerBase&&) = delete;
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public:
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virtual Input::Reaction operator()(const SDL_Event& event) = 0;
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private:
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HandlerBase** toReset;
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};
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/**
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* Usable type to register a handler to the associated `Manager`.
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*/
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template<std::invocable<const SDL_Event&> Callback>
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class Handler final : private HandlerBase
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{
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public:
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// `slot` specifies when(in which order) the `callback` of this `Handler` is executed.
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template<size_t slot>
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explicit Handler(Manager& manager, std::integral_constant<size_t, slot>, Callback func) :
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HandlerBase{manager.Get<slot>()},
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callback{std::move(func)}
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{
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}
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~Handler() final = default;
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private:
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Input::Reaction operator()(const SDL_Event& event) final
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{
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return callback(event);
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}
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Callback callback;
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};
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}
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#endif // INCLUDED_INPUT_HANDLER
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