/* 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;
}