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2025-09-18 17:55:52 -04:00

182 lines
5.0 KiB
C++

/**
* UserInput.h
* Copyright (c) 2013 ROBLOX Corp. All Rights Reserved.
*/
#pragma once
// Roblox Headers
#include "util/UserInputBase.h"
#include "util/RunStateOwner.h"
#include "util/Rect.h"
#include "V8DataModel/InputObject.h"
#include "SDLGameController.h"
class RobloxView;
namespace RBX {
class DataModel;
}
class RobloxCriticalSection
{
private:
public:
int callers;
std::string recentCaller;
std::string olderCaller;
RobloxCriticalSection()
: callers(0)
{}
};
class RobloxCritSecLoc
{
private:
RobloxCriticalSection& robloxCriticalSection;
public:
RobloxCritSecLoc( RobloxCriticalSection& cs, const std::string& location)
: robloxCriticalSection(cs)
{
/*
#ifdef __RBX_NOT_RELEASE // should compile away the string manipulations
RBXASSERT(robloxCriticalSection.callers == 0); // Show THESE ASSERTS TO David/Erik - they imply multiple entry points to User Input Object - trying to track down
robloxCriticalSection.callers++;
robloxCriticalSection.olderCaller = robloxCriticalSection.recentCaller;
robloxCriticalSection.recentCaller = location;
#endif
*/
}
~RobloxCritSecLoc()
{
/*
#ifdef __RBX_NOT_RELEASE // should compile away the string manipulations
RBXASSERT(robloxCriticalSection.callers == 1);
robloxCriticalSection.callers--;
robloxCriticalSection.recentCaller = "";
robloxCriticalSection.olderCaller = "";
#endif
*/
}
};
class UserInput
: public RBX::UserInputBase
{
private:
int debugI;
mutable RobloxCriticalSection diSection;
rbx::signals::scoped_connection processedMouseConnection;
size_t tableSize;
// Mouse Stuff
bool isMouseCaptured; // poor man's tracker of button state
bool leftMouseButtonDown;
bool middleMouseButtonDown;
bool rightMouseButtonDown;
G3D::Vector2 wrapMousePosition; // in normalized coordinates (center is 0,0. radius is getWrapRadius)
bool wrapping;
bool leftMouseDown;
bool rightMouseDown;
bool autoMouseMove;
// Keyboard Stuff
int externallyForcedKeyDown; // + this from exteranal source (like a gui button)
class RobloxView * wnd;
shared_ptr<RBX::RunService> runService;
// InputObject stuff
boost::unordered_map<RBX::InputObject::UserInputType,shared_ptr<RBX::InputObject> > inputObjectMap;
shared_ptr<SDLGameController> sdlGameController;
////////////////////////////////
//
// Events
void sendEvent(shared_ptr<RBX::InputObject> event, bool processed = false);
void sendMouseEvent(RBX::InputObject::UserInputType mouseEventType,
RBX::InputObject::UserInputState mouseEventState,
RBX::Vector3& position, RBX::Vector3& delta);
////////////////////////////////////
//
// Keyboard Mouse
bool isMouseInside;
G3D::Vector2 posToWrapTo;
// Studio mobile emulation
shared_ptr<RBX::InputObject> touchInput;
// window stuff
RBX::Vector2int16 getWindowSize() const;
G3D::Rect2D getWindowRect() const; // { return windowRect; }
bool isFullScreenMode() const;
bool movementKeysDown();
bool keyDownInternal(RBX::KeyCode code) const;
void doWrapMouse(const G3D::Vector2& delta, G3D::Vector2& wrapMouseDelta);
G3D::Vector2 getGameCursorPositionInternal();
G3D::Vector2 getGameCursorPositionExpandedInternal(); // prevent hysteresis
G3D::Vector2 getWindowsCursorPositionInternal();
RBX::Vector2 getCursorPositionInternal();
void doDiagnostics();
void postProcessUserInput(bool cursorMoved, bool leftMouseUp, RBX::Vector2 wrapMouseDelta, RBX::Vector2 mouseDelta);
void mouseEventWasProcessed(bool datamodelSunkEvent, void* nativeEventObject, const shared_ptr<RBX::InputObject>& inputObject);
void renderStepped();
public:
shared_ptr<RBX::DataModel> dataModel;
// const static int WM_CALL_SETFOCUS = WM_USER + 187;
// HCURSOR hInvisibleCursor;
////////////////////////////////
//
// UserInputBase
/*implement*/ RBX::Vector2 getCursorPosition();
// todo: no longer used, remove this
void doWrapHybrid(bool cursorMoved, bool leftMouseUp, G3D::Vector2& wrapMouseDelta, G3D::Vector2& wrapMousePosition, G3D::Vector2& posToWrapTo);
/*implement*/ bool keyDown(RBX::KeyCode code) const;
/*implement*/ void setKeyState(RBX::KeyCode code, RBX::ModCode modCode, char modifiedKey, bool isDown);
bool isMiddleMouseDown() const { return middleMouseButtonDown; }
bool isLeftMouseDown() const { return leftMouseButtonDown; }
bool areEditModeMovementKeysDown();
/*implement*/ void centerCursor() {wrapMousePosition = RBX::Vector2::zero();}
/*override*/ RBX::TextureProxyBaseRef getGameCursor(RBX::Adorn* adorn);
void PostUserInputMessage(RBX::InputObject::UserInputType eventType, RBX::InputObject::UserInputState eventState, int wParam, int lParam, char extraParam = 0, bool processed = false);
// Call this only within a DataModel lock:
void ProcessUserInputMessage(RBX::InputObject::UserInputType eventType, RBX::InputObject::UserInputState eventState, int wParam, int lParam, char extraParam = 0, bool processed = false);
UserInput(RobloxView *wnd, shared_ptr<RBX::DataModel> dataModel);
~UserInput();
void setDataModel(shared_ptr<RBX::DataModel> dataModel);
void onMouseInside();
void onMouseLeave();
void resetKeyState();
};