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window_callbacks.cpp
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window_callbacks.cpp
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#include "window_callbacks.h"
#include "symbols.h"
#include <mcpelauncher/minecraft_version.h>
#include <game_window_manager.h>
#include <log.h>
#include <mcpelauncher/path_helper.h>
WindowCallbacks::WindowCallbacks(GameWindow &window, JniSupport &jniSupport, FakeInputQueue &inputQueue) :
window(window), jniSupport(jniSupport), inputQueue(inputQueue) {
useDirectMouseInput = true;
useDirectKeyboardInput = (Keyboard::_states && Keyboard::_inputs && Keyboard::_gameControllerId);
}
void WindowCallbacks::registerCallbacks() {
using namespace std::placeholders;
window.setWindowSizeCallback(std::bind(&WindowCallbacks::onWindowSizeCallback, this, _1, _2));
window.setCloseCallback(std::bind(&WindowCallbacks::onClose, this));
window.setMouseButtonCallback(std::bind(&WindowCallbacks::onMouseButton, this, _1, _2, _3, _4));
window.setMousePositionCallback(std::bind(&WindowCallbacks::onMousePosition, this, _1, _2));
window.setMouseRelativePositionCallback(std::bind(&WindowCallbacks::onMouseRelativePosition, this, _1, _2));
window.setMouseScrollCallback(std::bind(&WindowCallbacks::onMouseScroll, this, _1, _2, _3, _4));
window.setTouchStartCallback(std::bind(&WindowCallbacks::onTouchStart, this, _1, _2, _3));
window.setTouchUpdateCallback(std::bind(&WindowCallbacks::onTouchUpdate, this, _1, _2, _3));
window.setTouchEndCallback(std::bind(&WindowCallbacks::onTouchEnd, this, _1, _2, _3));
window.setKeyboardCallback(std::bind(&WindowCallbacks::onKeyboard, this, _1, _2));
window.setKeyboardTextCallback(std::bind(&WindowCallbacks::onKeyboardText, this, _1));
window.setPasteCallback(std::bind(&WindowCallbacks::onPaste, this, _1));
window.setGamepadStateCallback(std::bind(&WindowCallbacks::onGamepadState, this, _1, _2));
window.setGamepadButtonCallback(std::bind(&WindowCallbacks::onGamepadButton, this, _1, _2, _3));
window.setGamepadAxisCallback(std::bind(&WindowCallbacks::onGamepadAxis, this, _1, _2, _3));
}
void WindowCallbacks::onWindowSizeCallback(int w, int h) {
jniSupport.onWindowResized(w, h);
}
void WindowCallbacks::onClose() {
jniSupport.onWindowClosed();
}
void WindowCallbacks::onMouseButton(double x, double y, int btn, MouseButtonAction action) {
if (btn < 1)
return;
if (btn > 3) {
// Seems to get recognized same as regular Mousebuttons as Button4 or higher, but ignored from mouse
return onKeyboard((KeyCode) btn, action == MouseButtonAction::PRESS ? KeyAction::PRESS : KeyAction::RELEASE);
}
if (useDirectMouseInput)
Mouse::feed((char) btn, (char) (action == MouseButtonAction::PRESS ? 1 : 0), (short) x, (short) y, 0, 0);
else if (action == MouseButtonAction::PRESS)
inputQueue.addEvent(FakeMotionEvent(AMOTION_EVENT_ACTION_DOWN, 0, x, y));
else if (action == MouseButtonAction::RELEASE)
inputQueue.addEvent(FakeMotionEvent(AMOTION_EVENT_ACTION_UP, 0, x, y));
}
void WindowCallbacks::onMousePosition(double x, double y) {
if (useDirectMouseInput)
Mouse::feed(0, 0, (short) x, (short) y, 0, 0);
else
inputQueue.addEvent(FakeMotionEvent(AMOTION_EVENT_ACTION_MOVE, 0, x, y));
}
void WindowCallbacks::onMouseRelativePosition(double x, double y) {
if (useDirectMouseInput)
Mouse::feed(0, 0, 0, 0, (short) x, (short) y);
else
inputQueue.addEvent(FakeMotionEvent(AMOTION_EVENT_ACTION_MOVE, 0, x, y));
}
void WindowCallbacks::onMouseScroll(double x, double y, double dx, double dy) {
char cdy = (char) std::max(std::min(dy * 127.0, 127.0), -127.0);
if (useDirectMouseInput)
Mouse::feed(4, cdy, 0, 0, (short) x, (short) y);
}
void WindowCallbacks::onTouchStart(int id, double x, double y) {
inputQueue.addEvent(FakeMotionEvent(AMOTION_EVENT_ACTION_DOWN, id, x, y));
}
void WindowCallbacks::onTouchUpdate(int id, double x, double y) {
inputQueue.addEvent(FakeMotionEvent(AMOTION_EVENT_ACTION_MOVE, id, x, y));
}
void WindowCallbacks::onTouchEnd(int id, double x, double y) {
inputQueue.addEvent(FakeMotionEvent(AMOTION_EVENT_ACTION_UP, id, x, y));
}
void WindowCallbacks::onKeyboard(KeyCode key, KeyAction action) {
#ifdef __APPLE__
if (key == KeyCode::LEFT_SUPER || key == KeyCode::RIGHT_SUPER)
#else
if (key == KeyCode::LEFT_CTRL || key == KeyCode::RIGHT_CTRL)
#endif
modCTRL = (action != KeyAction::RELEASE);
if (modCTRL && key == KeyCode::C) {
window.setClipboardText(jniSupport.getTextInputHandler().getCopyText());
} else {
jniSupport.getTextInputHandler().onKeyPressed(key, action);
}
if (key == KeyCode::FN11 && action == KeyAction::PRESS)
window.setFullscreen(fullscreen = !fullscreen);
if (useDirectKeyboardInput && (action == KeyAction::PRESS || action == KeyAction::RELEASE)) {
Keyboard::InputEvent evData {};
evData.key = (unsigned int) key & 0xff;
evData.event = (action == KeyAction::PRESS ? 1 : 0);
evData.controllerId = *Keyboard::_gameControllerId;
Keyboard::_inputs->push_back(evData);
Keyboard::_states[(int) key & 0xff] = evData.event;
return;
}
if (action == KeyAction::PRESS)
inputQueue.addEvent(FakeKeyEvent(AKEY_EVENT_ACTION_DOWN, mapMinecraftToAndroidKey(key)));
else if (action == KeyAction::RELEASE)
inputQueue.addEvent(FakeKeyEvent(AKEY_EVENT_ACTION_UP, mapMinecraftToAndroidKey(key)));
}
void WindowCallbacks::onKeyboardText(std::string const& c) {
if (c == "\n" && !jniSupport.getTextInputHandler().isMultiline())
jniSupport.onReturnKeyPressed();
else
jniSupport.getTextInputHandler().onTextInput(c);
}
void WindowCallbacks::onPaste(std::string const& str) {
jniSupport.getTextInputHandler().onTextInput(str);
}
void WindowCallbacks::onGamepadState(int gamepad, bool connected) {
Log::trace("WindowCallbacks", "Gamepad %s #%i", connected ? "connected" : "disconnected", gamepad);
if (connected)
gamepads.insert({gamepad, GamepadData()});
else
gamepads.erase(gamepad);
jniSupport.setGameControllerConnected(gamepad, connected);
}
void WindowCallbacks::queueGamepadAxisInputIfNeeded(int gamepad) {
if (!needsQueueGamepadInput)
return;
inputQueue.addEvent(FakeMotionEvent(AINPUT_SOURCE_GAMEPAD, gamepad, AMOTION_EVENT_ACTION_MOVE, 0, 0.f, 0.f,
[this, gamepad](int axis) {
auto gpi = gamepads.find(gamepad);
if (gpi == gamepads.end())
return 0.f;
auto& gp = gpi->second;
if (axis == AMOTION_EVENT_AXIS_X) return gp.axis[(int) GamepadAxisId::LEFT_X];
if (axis == AMOTION_EVENT_AXIS_Y) return gp.axis[(int) GamepadAxisId::LEFT_Y];
if (axis == AMOTION_EVENT_AXIS_RX) return gp.axis[(int) GamepadAxisId::RIGHT_X];
if (axis == AMOTION_EVENT_AXIS_RY) return gp.axis[(int) GamepadAxisId::RIGHT_Y];
if (axis == AMOTION_EVENT_AXIS_GAS) return gp.axis[(int) GamepadAxisId::LEFT_TRIGGER];
if (axis == AMOTION_EVENT_AXIS_BRAKE) return gp.axis[(int) GamepadAxisId::RIGHT_TRIGGER];
if (axis == AMOTION_EVENT_AXIS_HAT_X) {
if (gp.button[(int) GamepadButtonId::DPAD_LEFT])
return -1.f;
if (gp.button[(int) GamepadButtonId::DPAD_RIGHT])
return 1.f;
return 0.f;
}
if (axis == AMOTION_EVENT_AXIS_HAT_Y) {
if (gp.button[(int) GamepadButtonId::DPAD_UP])
return -1.f;
if (gp.button[(int) GamepadButtonId::DPAD_DOWN])
return 1.f;
return 0.f;
}
return 0.f;
}));
needsQueueGamepadInput = false;
}
void WindowCallbacks::onGamepadButton(int gamepad, GamepadButtonId btn, bool pressed) {
auto gpi = gamepads.find(gamepad);
if (gpi == gamepads.end())
return;
auto& gp = gpi->second;
if ((int) btn < 0 || (int) btn >= 15)
throw std::runtime_error("bad button id");
if (gp.button[(int) btn] == pressed)
return;
gp.button[(int) btn] = pressed;
if (btn == GamepadButtonId::DPAD_UP || btn == GamepadButtonId::DPAD_DOWN || btn == GamepadButtonId::DPAD_LEFT || btn == GamepadButtonId::DPAD_RIGHT) {
queueGamepadAxisInputIfNeeded(gamepad);
return;
}
if (pressed)
inputQueue.addEvent(FakeKeyEvent(AINPUT_SOURCE_GAMEPAD, gamepad, AKEY_EVENT_ACTION_DOWN, mapGamepadToAndroidKey(btn)));
else
inputQueue.addEvent(FakeKeyEvent(AINPUT_SOURCE_GAMEPAD, gamepad, AKEY_EVENT_ACTION_UP, mapGamepadToAndroidKey(btn)));
}
void WindowCallbacks::onGamepadAxis(int gamepad, GamepadAxisId ax, float value) {
auto gpi = gamepads.find(gamepad);
if (gpi == gamepads.end())
return;
auto& gp = gpi->second;
if ((int) ax < 0 || (int) ax >= 6)
throw std::runtime_error("bad axis id");
gp.axis[(int) ax] = value;
queueGamepadAxisInputIfNeeded(gamepad);
}
void WindowCallbacks::loadGamepadMappings() {
auto windowManager = GameWindowManager::getManager();
std::vector<std::string> controllerDbPaths;
PathHelper::findAllDataFiles("gamecontrollerdb.txt", [&controllerDbPaths](std::string const &path) {
controllerDbPaths.push_back(path);
});
for (std::string const& path : controllerDbPaths) {
Log::trace("Launcher", "Loading gamepad mappings: %s", path.c_str());
windowManager->addGamepadMappingFile(path);
}
}
WindowCallbacks::GamepadData::GamepadData() {
for (int i = 0; i < 6; i++)
axis[i] = 0.f;
memset(button, 0, sizeof(button));
}
int WindowCallbacks::mapMinecraftToAndroidKey(KeyCode code) {
if (code >= KeyCode::NUM_0 && code <= KeyCode::NUM_9)
return (int) code - (int) KeyCode::NUM_0 + AKEYCODE_0;
if (code >= KeyCode::A && code <= KeyCode::Z)
return (int) code - (int) KeyCode::A + AKEYCODE_A;
if (code >= KeyCode::FN1 && code <= KeyCode::FN12)
return (int) code - (int) KeyCode::FN1 + AKEYCODE_F1;
switch (code) {
case KeyCode::BACK: return AKEYCODE_BACK;
case KeyCode::BACKSPACE: return AKEYCODE_DEL;
case KeyCode::TAB: return AKEYCODE_TAB;
case KeyCode::ENTER: return AKEYCODE_ENTER;
case KeyCode::LEFT_SHIFT: return AKEYCODE_SHIFT_LEFT;
case KeyCode::RIGHT_SHIFT: return AKEYCODE_SHIFT_RIGHT;
case KeyCode::LEFT_CTRL: return AKEYCODE_CTRL_LEFT;
case KeyCode::RIGHT_CTRL: return AKEYCODE_CTRL_RIGHT;
case KeyCode::PAUSE: return AKEYCODE_BREAK;
case KeyCode::CAPS_LOCK: return AKEYCODE_CAPS_LOCK;
case KeyCode::ESCAPE: return AKEYCODE_ESCAPE;
case KeyCode::SPACE: return AKEYCODE_SPACE;
case KeyCode::PAGE_UP: return AKEYCODE_PAGE_UP;
case KeyCode::PAGE_DOWN: return AKEYCODE_PAGE_DOWN;
case KeyCode::END: return AKEYCODE_MOVE_END;
case KeyCode::HOME: return AKEYCODE_MOVE_HOME;
case KeyCode::LEFT: return AKEYCODE_DPAD_LEFT;
case KeyCode::UP: return AKEYCODE_DPAD_UP;
case KeyCode::RIGHT: return AKEYCODE_DPAD_RIGHT;
case KeyCode::DOWN: return AKEYCODE_DPAD_DOWN;
case KeyCode::INSERT: return AKEYCODE_INSERT;
case KeyCode::DELETE: return AKEYCODE_FORWARD_DEL;
case KeyCode::NUM_LOCK: return AKEYCODE_NUM_LOCK;
case KeyCode::SCROLL_LOCK: return AKEYCODE_SCROLL_LOCK;
case KeyCode::SEMICOLON: return AKEYCODE_SEMICOLON;
case KeyCode::EQUAL: return AKEYCODE_EQUALS;
case KeyCode::COMMA: return AKEYCODE_COMMA;
case KeyCode::MINUS: return AKEYCODE_MINUS;
case KeyCode::PERIOD: return AKEYCODE_PERIOD;
case KeyCode::SLASH: return AKEYCODE_SLASH;
case KeyCode::GRAVE: return AKEYCODE_GRAVE;
case KeyCode::LEFT_BRACKET: return AKEYCODE_LEFT_BRACKET;
case KeyCode::BACKSLASH: return AKEYCODE_BACKSLASH;
case KeyCode::RIGHT_BRACKET: return AKEYCODE_RIGHT_BRACKET;
case KeyCode::APOSTROPHE: return AKEYCODE_APOSTROPHE;
case KeyCode::MENU: return AKEYCODE_MENU;
case KeyCode::LEFT_SUPER: return AKEYCODE_META_LEFT;
case KeyCode::RIGHT_SUPER: return AKEYCODE_META_RIGHT;
case KeyCode::LEFT_ALT: return AKEYCODE_ALT_LEFT;
case KeyCode::RIGHT_ALT: return AKEYCODE_ALT_RIGHT;
default: return AKEYCODE_UNKNOWN;
}
}
int WindowCallbacks::mapGamepadToAndroidKey(GamepadButtonId btn) {
switch (btn) {
case GamepadButtonId::A: return AKEYCODE_BUTTON_A;
case GamepadButtonId::B: return AKEYCODE_BUTTON_B;
case GamepadButtonId::X: return AKEYCODE_BUTTON_X;
case GamepadButtonId::Y: return AKEYCODE_BUTTON_Y;
case GamepadButtonId::LB: return AKEYCODE_BUTTON_L1;
case GamepadButtonId::RB: return AKEYCODE_BUTTON_R1;
case GamepadButtonId::BACK: return AKEYCODE_BUTTON_SELECT;
case GamepadButtonId::START: return AKEYCODE_BUTTON_START;
case GamepadButtonId::GUIDE: return AKEYCODE_BUTTON_MODE;
case GamepadButtonId::LEFT_STICK: return AKEYCODE_BUTTON_THUMBL;
case GamepadButtonId::RIGHT_STICK: return AKEYCODE_BUTTON_THUMBR;
case GamepadButtonId::DPAD_UP: return AKEYCODE_DPAD_UP;
case GamepadButtonId::DPAD_RIGHT: return AKEYCODE_DPAD_RIGHT;
case GamepadButtonId::DPAD_DOWN: return AKEYCODE_DPAD_DOWN;
case GamepadButtonId::DPAD_LEFT: return AKEYCODE_DPAD_LEFT;
default: return -1;
}
}