/* Copyright (C) 2014 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Globals.h" #include "lib/external_libraries/libsdl.h" #include "network/NetClient.h" #include "ps/GameSetup/Config.h" #include "soundmanager/ISoundManager.h" bool g_app_minimized = false; bool g_app_has_focus = true; std::map g_keys; int g_mouse_x = 50, g_mouse_y = 50; bool g_mouse_active = true; // unused, left, right, middle, wheel up, wheel down // (order is given by SDL_BUTTON_* constants). bool g_mouse_buttons[6] = {0}; PIFrequencyFilter g_frequencyFilter; // updates the state of the above; never swallows messages. InReaction GlobalsInputHandler(const SDL_Event_* ev) { size_t c; switch(ev->ev.type) { #if SDL_VERSION_ATLEAST(2, 0, 0) case SDL_WINDOWEVENT: switch(ev->ev.window.event) { case SDL_WINDOWEVENT_MINIMIZED: g_app_minimized = true; break; case SDL_WINDOWEVENT_EXPOSED: case SDL_WINDOWEVENT_RESTORED: g_app_minimized = false; break; case SDL_WINDOWEVENT_FOCUS_GAINED: g_app_has_focus = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: g_app_has_focus = false; break; case SDL_WINDOWEVENT_ENTER: g_mouse_active = true; break; case SDL_WINDOWEVENT_LEAVE: g_mouse_active = false; break; } return IN_PASS; #else case SDL_ACTIVEEVENT: if(ev->ev.active.state & SDL_APPACTIVE) { g_app_minimized = (ev->ev.active.gain == 0); // negated if ( g_SoundManager ) g_SoundManager->Pause( g_app_minimized && g_PauseOnFocusLoss && !g_NetClient ); } if(ev->ev.active.state & SDL_APPINPUTFOCUS) { g_app_has_focus = (ev->ev.active.gain != 0); if ( g_SoundManager ) g_SoundManager->Pause( !g_app_has_focus && g_PauseOnFocusLoss && !g_NetClient ); } if(ev->ev.active.state & SDL_APPMOUSEFOCUS) g_mouse_active = (ev->ev.active.gain != 0); return IN_PASS; #endif case SDL_MOUSEMOTION: g_mouse_x = ev->ev.motion.x; g_mouse_y = ev->ev.motion.y; return IN_PASS; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: c = ev->ev.button.button; if(c < ARRAY_SIZE(g_mouse_buttons)) g_mouse_buttons[c] = (ev->ev.type == SDL_MOUSEBUTTONDOWN); else { // don't complain: just ignore people with too many mouse buttons //debug_warn(L"invalid mouse button"); } return IN_PASS; case SDL_KEYDOWN: case SDL_KEYUP: g_keys[ev->ev.key.keysym.sym] = (ev->ev.type == SDL_KEYDOWN); return IN_PASS; default: return IN_PASS; } UNREACHABLE; }