BACKENDS: Do not send mouse events to games occurring outside the game draw rect
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parent
319ab07fe0
commit
cd538ffffa
5 changed files with 63 additions and 27 deletions
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@ -169,13 +169,15 @@ int SdlEventSource::mapKey(SDLKey sdlKey, SDLMod mod, Uint16 unicode) {
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}
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}
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void SdlEventSource::processMouseEvent(Common::Event &event, int x, int y) {
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bool SdlEventSource::processMouseEvent(Common::Event &event, int x, int y) {
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event.mouse.x = x;
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event.mouse.y = y;
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if (_graphicsManager) {
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_graphicsManager->notifyMousePosition(event.mouse);
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return _graphicsManager->notifyMousePosition(event.mouse);
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}
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return true;
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}
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bool SdlEventSource::handleKbdMouse(Common::Event &event) {
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@ -307,8 +309,7 @@ bool SdlEventSource::handleKbdMouse(Common::Event &event) {
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if (_km.x != oldKmX || _km.y != oldKmY) {
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event.type = Common::EVENT_MOUSEMOVE;
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processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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return true;
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return processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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}
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}
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}
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@ -548,7 +549,9 @@ bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
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// with a mouse wheel event. However, SDL2 does not supply
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// these, thus we use whatever we got last time. It seems
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// these are always stored in _km.x, _km.y.
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processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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if (!processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER)) {
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return false;
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}
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if (yDir < 0) {
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event.type = Common::EVENT_WHEELDOWN;
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return true;
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@ -739,12 +742,12 @@ bool SdlEventSource::handleKeyUp(SDL_Event &ev, Common::Event &event) {
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bool SdlEventSource::handleMouseMotion(SDL_Event &ev, Common::Event &event) {
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event.type = Common::EVENT_MOUSEMOVE;
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processMouseEvent(event, ev.motion.x, ev.motion.y);
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// update KbdMouse
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_km.x = ev.motion.x * MULTIPLIER;
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_km.y = ev.motion.y * MULTIPLIER;
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return true;
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return processMouseEvent(event, ev.motion.x, ev.motion.y);
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}
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bool SdlEventSource::handleMouseButtonDown(SDL_Event &ev, Common::Event &event) {
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@ -765,12 +768,11 @@ bool SdlEventSource::handleMouseButtonDown(SDL_Event &ev, Common::Event &event)
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else
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return false;
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processMouseEvent(event, ev.button.x, ev.button.y);
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// update KbdMouse
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_km.x = ev.button.x * MULTIPLIER;
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_km.y = ev.button.y * MULTIPLIER;
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return true;
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return processMouseEvent(event, ev.button.x, ev.button.y);
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}
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bool SdlEventSource::handleMouseButtonUp(SDL_Event &ev, Common::Event &event) {
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@ -784,21 +786,21 @@ bool SdlEventSource::handleMouseButtonUp(SDL_Event &ev, Common::Event &event) {
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#endif
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else
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return false;
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processMouseEvent(event, ev.button.x, ev.button.y);
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// update KbdMouse
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_km.x = ev.button.x * MULTIPLIER;
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_km.y = ev.button.y * MULTIPLIER;
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return true;
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return processMouseEvent(event, ev.button.x, ev.button.y);
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}
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bool SdlEventSource::handleJoyButtonDown(SDL_Event &ev, Common::Event &event) {
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if (ev.jbutton.button == JOY_BUT_LMOUSE) {
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event.type = Common::EVENT_LBUTTONDOWN;
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processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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return processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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} else if (ev.jbutton.button == JOY_BUT_RMOUSE) {
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event.type = Common::EVENT_RBUTTONDOWN;
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processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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return processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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} else {
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event.type = Common::EVENT_KEYDOWN;
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switch (ev.jbutton.button) {
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@ -819,17 +821,17 @@ bool SdlEventSource::handleJoyButtonDown(SDL_Event &ev, Common::Event &event) {
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event.kbd.ascii = mapKey(SDLK_F5, (SDLMod)ev.key.keysym.mod, 0);
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break;
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}
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return true;
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}
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return true;
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}
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bool SdlEventSource::handleJoyButtonUp(SDL_Event &ev, Common::Event &event) {
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if (ev.jbutton.button == JOY_BUT_LMOUSE) {
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event.type = Common::EVENT_LBUTTONUP;
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processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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return processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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} else if (ev.jbutton.button == JOY_BUT_RMOUSE) {
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event.type = Common::EVENT_RBUTTONUP;
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processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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return processMouseEvent(event, _km.x / MULTIPLIER, _km.y / MULTIPLIER);
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} else {
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event.type = Common::EVENT_KEYUP;
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switch (ev.jbutton.button) {
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@ -850,8 +852,8 @@ bool SdlEventSource::handleJoyButtonUp(SDL_Event &ev, Common::Event &event) {
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event.kbd.ascii = mapKey(SDLK_F5, (SDLMod)ev.key.keysym.mod, 0);
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break;
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}
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return true;
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}
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return true;
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}
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bool SdlEventSource::handleJoyAxisMotion(SDL_Event &ev, Common::Event &event) {
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@ -117,7 +117,7 @@ protected:
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* Assigns the mouse coords to the mouse event. Furthermore notify the
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* graphics manager about the position change.
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*/
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virtual void processMouseEvent(Common::Event &event, int x, int y);
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virtual bool processMouseEvent(Common::Event &event, int x, int y);
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/**
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* Remaps key events. This allows platforms to configure
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@ -169,22 +169,47 @@ bool SdlGraphicsManager::showMouse(const bool visible) {
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return WindowedGraphicsManager::showMouse(visible);
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}
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void SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) {
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bool SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) {
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int showCursor = SDL_DISABLE;
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if (!_activeArea.drawRect.contains(mouse)) {
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bool valid = true;
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if (_activeArea.drawRect.contains(mouse)) {
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_cursorLastInActiveArea = true;
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} else {
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mouse.x = CLIP<int>(mouse.x, _activeArea.drawRect.left, _activeArea.drawRect.right - 1);
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mouse.y = CLIP<int>(mouse.y, _activeArea.drawRect.top, _activeArea.drawRect.bottom - 1);
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if (_window->mouseIsGrabbed()) {
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if (_window->mouseIsGrabbed() ||
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// Keep the mouse inside the game area during dragging to prevent an
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// event mismatch where the mouseup event gets lost because it is
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// performed outside of the game area
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(_cursorLastInActiveArea && SDL_GetMouseState(nullptr, nullptr) != 0)) {
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setSystemMousePosition(mouse.x, mouse.y);
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} else if (_cursorVisible) {
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showCursor = SDL_ENABLE;
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} else {
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// Allow the in-game mouse to get a final movement event to the edge
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// of the window if the mouse was moved out of the game area
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if (_cursorLastInActiveArea) {
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_cursorLastInActiveArea = false;
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} else if (_cursorVisible) {
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// Keep sending events to the game if the cursor is invisible,
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// since otherwise if a game lets you skip a cutscene by
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// clicking and the user moved the mouse outside the active
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// area, the clicks wouldn't do anything, which would be
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// confusing
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valid = false;
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}
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if (_cursorVisible) {
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showCursor = SDL_ENABLE;
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}
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}
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}
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SDL_ShowCursor(showCursor);
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setMousePosition(mouse.x, mouse.y);
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mouse = convertWindowToVirtual(mouse.x, mouse.y);
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if (valid) {
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setMousePosition(mouse.x, mouse.y);
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mouse = convertWindowToVirtual(mouse.x, mouse.y);
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}
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return valid;
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}
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void SdlGraphicsManager::handleResizeImpl(const int width, const int height) {
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@ -84,8 +84,10 @@ public:
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*
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* @param mouse The mouse position in window coordinates, which must be
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* converted synchronously to virtual coordinates.
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* @returns true if the mouse was in a valid position for the game and
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* should cause the event to be sent to the game.
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*/
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virtual void notifyMousePosition(Common::Point &mouse);
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virtual bool notifyMousePosition(Common::Point &mouse);
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virtual bool showMouse(const bool visible) override;
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@ -39,7 +39,8 @@ public:
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_cursorVisible(false),
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_cursorX(0),
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_cursorY(0),
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_cursorNeedsRedraw(false) {}
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_cursorNeedsRedraw(false),
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_cursorLastInActiveArea(true) {}
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virtual void showOverlay() override {
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if (_overlayVisible)
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@ -303,6 +304,12 @@ protected:
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*/
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bool _cursorNeedsRedraw;
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/**
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* Whether the last position of the system cursor was within the active area
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* of the window.
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*/
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bool _cursorLastInActiveArea;
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/**
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* The position of the mouse cursor, in window coordinates.
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*/
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