wesnoth/src/mouse_handler_base.cpp
Daniel Santos 2578e9e2ef
Add lua mouse button event handler (#7952)
* Add lua mouse button event handler that can be consumed.
* Fix middle-mouse down/click not getting sent to lua

This is a flexible event handler mechanism to allow for more advanced
add-on features. It does not allow the add-on to consume the value
however, so there's no mechanism for the add-on to requrest the default
action not be executed.

We would normally deal separately with mouse down, up and click, with
the later being an event where the mouse has gone both down and up on
the same UI component. However, Wesnoth's code seems to allow a mouse up
on many UI components to serve as a click, so this implementation
follows that behavior.

This addresses issue #7949

The mouse handling code needs an overhaul, so this patch works with it
in it's current state in the best possible way. The revised code
attempts to restrict clicks to those events where a mouse went both down
and up on the same map tile. It is able to do this with the right mouse
button as well as X1 and X2, but must work as existing click events are
treated for now.

This means that "left click" is managed via the `left_click()` function
which occurrs at mouse down, "right click" via `right_mouse_up()` when
the right mouse button comes up, and the middle button's click behavior
is coded directly into mouse_handler_base::mouse_press() (so no function
is called) and "clicks" when the button comes down. The new
`on_mouse_button()` code will allow the mod developer to consume any
click event, preventing the default behavior, and also receive event
callbacks for up and down events, although the return value is ignored
for these calls and left and middle click occur on mouse down.
2023-10-17 00:08:00 -04:00

461 lines
12 KiB
C++

/*
Copyright (C) 2006 - 2023
by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
Copyright (C) 2003 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project https://www.wesnoth.org/
This program 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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "mouse_handler_base.hpp"
#include "cursor.hpp"
#include "display.hpp"
#include "log.hpp"
#include "preferences/general.hpp"
#include "sdl/rect.hpp"
#include "tooltips.hpp"
#include "sdl/input.hpp" // get_mouse_state
static lg::log_domain log_display("display");
#define WRN_DP LOG_STREAM(warn, log_display)
namespace events
{
command_disabler::command_disabler()
{
++commands_disabled;
}
command_disabler::~command_disabler()
{
--commands_disabled;
}
int commands_disabled = 0;
static bool command_active()
{
#ifdef __APPLE__
return (SDL_GetModState() & KMOD_CTRL) != 0;
#else
return false;
#endif
}
mouse_handler_base::mouse_handler_base()
: simple_warp_(false)
, minimap_scrolling_(false)
, dragging_left_(false)
, dragging_touch_(false)
, dragging_started_(false)
, dragging_right_(false)
, drag_from_x_(0)
, drag_from_y_(0)
, drag_from_hex_()
, last_hex_()
, show_menu_(false)
, scroll_start_x_(0)
, scroll_start_y_(0)
, scroll_started_(false)
{
}
bool mouse_handler_base::dragging_started() const
{
return dragging_started_;
}
bool mouse_handler_base::is_dragging() const
{
return dragging_left_ || dragging_right_ || dragging_touch_;
}
void mouse_handler_base::mouse_motion_event(const SDL_MouseMotionEvent& event, const bool browse)
{
mouse_motion(event.x, event.y, browse);
}
void mouse_handler_base::touch_motion_event(const SDL_TouchFingerEvent& event, const bool browse)
{
// This is wrong (needs to be scaled from -1..1 to screen size), but it's discarded in touch_motion anyway.
// Let's not waste CPU cycles.
touch_motion(event.x, event.y, browse);
}
void mouse_handler_base::mouse_update(const bool browse, map_location loc)
{
int x, y;
sdl::get_mouse_state(&x, &y);
mouse_motion(x, y, browse, true, loc);
}
bool mouse_handler_base::mouse_motion_default(int x, int y, bool /*update*/)
{
tooltips::process(x, y);
if(simple_warp_) {
return true;
}
if(minimap_scrolling_) {
// if the game is run in a window, we could miss a LMB/MMB up event
// if it occurs outside our window.
// thus, we need to check if the LMB/MMB is still down
minimap_scrolling_ = ((sdl::get_mouse_button_mask() & (SDL_BUTTON(SDL_BUTTON_LEFT) | SDL_BUTTON(SDL_BUTTON_MIDDLE))) != 0);
if(minimap_scrolling_) {
const map_location& loc = gui().minimap_location_on(x, y);
if(loc.valid()) {
if(loc != last_hex_) {
last_hex_ = loc;
gui().scroll_to_tile(loc, display::WARP, false);
}
} else {
// clicking outside of the minimap will end minimap scrolling
minimap_scrolling_ = false;
}
}
if(minimap_scrolling_) {
return true;
}
}
// Fire the drag & drop only after minimal drag distance
// While we check the mouse buttons state, we also grab fresh position data.
int mx = drag_from_x_; // some default value to prevent unlikely SDL bug
int my = drag_from_y_;
if(is_dragging() && !dragging_started_) {
Uint32 mouse_state = dragging_left_ || dragging_right_ ? sdl::get_mouse_state(&mx, &my) : 0;
#ifdef MOUSE_TOUCH_EMULATION
if(dragging_left_ && (mouse_state & SDL_BUTTON(SDL_BUTTON_RIGHT))) {
// Monkey-patch touch controls again to make them look like left button.
mouse_state = SDL_BUTTON(SDL_BUTTON_LEFT);
}
#endif
if((dragging_left_ && (mouse_state & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0) ||
(dragging_right_ && (mouse_state & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0))
{
const double drag_distance =
std::pow(static_cast<double>(drag_from_x_- mx), 2) +
std::pow(static_cast<double>(drag_from_y_- my), 2);
if(drag_distance > drag_threshold() * drag_threshold()) {
dragging_started_ = true;
cursor::set_dragging(true);
}
}
}
return false;
}
bool mouse_handler_base::mouse_button_event(const SDL_MouseButtonEvent& event, uint8_t button,
map_location loc, bool click)
{
(void)event;
(void)button;
(void)loc;
(void)click;
return false;
}
void mouse_handler_base::mouse_press(const SDL_MouseButtonEvent& event, const bool browse)
{
if(is_middle_click(event) && !preferences::middle_click_scrolls()) {
simple_warp_ = true;
}
show_menu_ = false;
map_location loc = gui().hex_clicked_on(event.x, event.y);
mouse_update(browse, loc);
static clock_t touch_timestamp = 0;
if(is_touch_click(event)) {
if (event.state == SDL_PRESSED) {
cancel_dragging();
touch_timestamp = clock();
init_dragging(dragging_touch_);
if (!mouse_button_event(event, SDL_BUTTON_LEFT, loc, true)) {
left_click(event.x, event.y, browse);
}
} else if (event.state == SDL_RELEASED) {
minimap_scrolling_ = false;
if (!dragging_started_ && touch_timestamp > 0) {
clock_t dt = clock() - touch_timestamp;
if (dt > CLOCKS_PER_SEC * 3 / 10) {
if (!mouse_button_event(event, SDL_BUTTON_RIGHT, loc, true)) {
// BUG: This function won't do anything in the game, need right_mouse_up()
right_click(event.x, event.y, browse); // show_menu_ = true;
}
}
} else {
touch_timestamp = 0;
}
clear_dragging(event, browse);
mouse_button_event(event, SDL_BUTTON_LEFT, loc);
left_mouse_up(event.x, event.y, browse);
clear_drag_from_hex();
}
} else if(is_left_click(event)) {
if(event.state == SDL_PRESSED) {
cancel_dragging();
init_dragging(dragging_left_);
if (!mouse_button_event(event, SDL_BUTTON_LEFT, loc, true)) {
left_click(event.x, event.y, browse);
}
} else if(event.state == SDL_RELEASED) {
minimap_scrolling_ = false;
clear_dragging(event, browse);
mouse_button_event(event, SDL_BUTTON_LEFT, loc);
left_mouse_up(event.x, event.y, browse);
clear_drag_from_hex();
}
} else if(is_right_click(event)) {
if(event.state == SDL_PRESSED) {
mouse_button_event(event, SDL_BUTTON_RIGHT, loc);
cancel_dragging();
init_dragging(dragging_right_);
right_click(event.x, event.y, browse);
} else if(event.state == SDL_RELEASED) {
minimap_scrolling_ = false;
clear_dragging(event, browse);
if (!mouse_button_event(event, SDL_BUTTON_RIGHT, loc, true)) {
right_mouse_up(event.x, event.y, browse);
}
clear_drag_from_hex();
}
} else if(is_middle_click(event)) {
if(event.state == SDL_PRESSED) {
drag_from_hex_ = loc;
set_scroll_start(event.x, event.y);
scroll_started_ = true;
map_location minimap_loc = gui().minimap_location_on(event.x, event.y);
minimap_scrolling_ = false;
if(minimap_loc.valid()) {
simple_warp_ = false;
minimap_scrolling_ = true;
last_hex_ = minimap_loc;
gui().scroll_to_tile(minimap_loc, display::WARP, false);
} else if(mouse_button_event(event, SDL_BUTTON_MIDDLE, loc, true)) {
scroll_started_ = false;
simple_warp_ = false;
} else if(simple_warp_) {
// middle click not on minimap, check gamemap instead
if(loc.valid()) {
last_hex_ = loc;
gui().scroll_to_tile(loc, display::WARP, false);
}
} else {
// Deselect the current tile as we're scrolling
gui().highlight_hex({-1,-1});
}
} else if(event.state == SDL_RELEASED) {
minimap_scrolling_ = false;
simple_warp_ = false;
scroll_started_ = false;
mouse_button_event(event, SDL_BUTTON_MIDDLE, loc);
clear_drag_from_hex();
}
} else if(event.button == SDL_BUTTON_X1 || event.button == SDL_BUTTON_X2) {
if(event.state == SDL_PRESSED) {
cancel_dragging();
// record mouse-down hex in drag_from_hex_
drag_from_hex_ = loc;
mouse_button_event(event, event.button, loc);
} else {
mouse_button_event(event, event.button, loc, true);
clear_drag_from_hex();
}
}
if(!dragging_left_ && !dragging_right_ && !dragging_touch_ && dragging_started_) {
dragging_started_ = false;
cursor::set_dragging(false);
}
mouse_update(browse, loc);
}
bool mouse_handler_base::is_left_click(const SDL_MouseButtonEvent& event) const
{
#ifdef MOUSE_TOUCH_EMULATION
if(event.button == SDL_BUTTON_RIGHT) {
return true;
}
#endif
if(event.which == SDL_TOUCH_MOUSEID) {
return false;
}
return event.button == SDL_BUTTON_LEFT && !command_active();
}
bool mouse_handler_base::is_middle_click(const SDL_MouseButtonEvent& event) const
{
return event.button == SDL_BUTTON_MIDDLE;
}
bool mouse_handler_base::is_right_click(const SDL_MouseButtonEvent& event) const
{
#ifdef MOUSE_TOUCH_EMULATION
(void) event;
return false;
#else
if(event.which == SDL_TOUCH_MOUSEID) {
return false;
}
return event.button == SDL_BUTTON_RIGHT
|| (event.button == SDL_BUTTON_LEFT && command_active());
#endif
}
bool mouse_handler_base::is_touch_click(const SDL_MouseButtonEvent& event) const
{
return event.which == SDL_TOUCH_MOUSEID;
}
bool mouse_handler_base::left_click(int x, int y, const bool /*browse*/)
{
if(gui().view_locked()) {
return false;
}
// clicked on a hex on the minimap? then initiate minimap scrolling
const map_location& loc = gui().minimap_location_on(x, y);
minimap_scrolling_ = false;
if(loc.valid()) {
minimap_scrolling_ = true;
last_hex_ = loc;
gui().scroll_to_tile(loc, display::WARP, false);
return true;
}
return false;
}
void mouse_handler_base::touch_action(const map_location /*hex*/, bool /*browse*/)
{
}
void mouse_handler_base::left_drag_end(int /*x*/, int /*y*/, const bool browse)
{
move_action(browse);
}
void mouse_handler_base::mouse_wheel(int scrollx, int scrolly, bool browse)
{
int x, y;
sdl::get_mouse_state(&x, &y);
int movex = scrollx * preferences::scroll_speed();
int movey = scrolly * preferences::scroll_speed();
// Don't scroll map if cursor is not in gamemap area
if(!gui().map_area().contains(x, y)) {
return;
}
if(movex != 0 || movey != 0) {
CKey pressed;
// Alt + mousewheel do an 90° rotation on the scroll direction
if(pressed[SDLK_LALT] || pressed[SDLK_RALT]) {
gui().scroll(-movey, -movex);
} else {
gui().scroll(-movex, -movey);
}
}
if(scrollx < 0) {
mouse_wheel_left(x, y, browse);
} else if(scrollx > 0) {
mouse_wheel_right(x, y, browse);
}
if(scrolly < 0) {
mouse_wheel_down(x, y, browse);
} else if(scrolly > 0) {
mouse_wheel_up(x, y, browse);
}
}
void mouse_handler_base::right_mouse_up(int x, int y, const bool browse)
{
if(!right_click_show_menu(x, y, browse)) {
return;
}
const theme::menu* const m = gui().get_theme().context_menu();
if(m != nullptr) {
show_menu_ = true;
} else {
WRN_DP << "no context menu found...";
}
}
void mouse_handler_base::init_dragging(bool& dragging_flag)
{
dragging_flag = true;
sdl::get_mouse_state(&drag_from_x_, &drag_from_y_);
drag_from_hex_ = gui().hex_clicked_on(drag_from_x_, drag_from_y_);
}
void mouse_handler_base::cancel_dragging()
{
dragging_started_ = false;
dragging_left_ = false;
dragging_touch_ = false;
dragging_right_ = false;
cursor::set_dragging(false);
}
void mouse_handler_base::clear_dragging(const SDL_MouseButtonEvent& event, bool browse)
{
// we reset dragging info before calling functions
// because they may take time to return, and we
// could have started other drag&drop before that
cursor::set_dragging(false);
if(dragging_started_) {
dragging_started_ = false;
if(dragging_touch_) {
dragging_touch_ = false;
// Maybe to do: create touch_drag_end(). Do panning and what else there. OTOH, it's fine now.
left_drag_end(event.x, event.y, browse);
}
if(dragging_left_) {
dragging_left_ = false;
left_drag_end(event.x, event.y, browse);
}
if(dragging_right_) {
dragging_right_ = false;
right_drag_end(event.x, event.y, browse);
}
} else {
dragging_left_ = false;
dragging_right_ = false;
dragging_touch_ = false;
}
}
void mouse_handler_base::clear_drag_from_hex()
{
drag_from_hex_ = map_location::null_location();
}
} // end namespace events