raze/source/common/platform/win32/i_mouse.cpp
Christoph Oelckers 84173ee09b - backend update from GZDoom.
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2022-06-06 11:45:34 +02:00

1156 lines
27 KiB
C++

/*
**
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#define DIRECTINPUT_VERSION 0x800
#include <windows.h>
#include <dinput.h>
#include "i_input.h"
#include "d_eventbase.h"
#include "d_gui.h"
#include "hardware.h"
#include "menu.h"
#include "menustate.h"
#include "keydef.h"
#include "i_interface.h"
#include "i_mainwindow.h"
// MACROS ------------------------------------------------------------------
#define DINPUT_BUFFERSIZE 32
// Compensate for w32api's lack
#ifndef GET_XBUTTON_WPARAM
#define GET_XBUTTON_WPARAM(wParam) (HIWORD(wParam))
#endif
// Only present in Vista SDK, and it probably isn't available with w32api,
// either.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x20e
#endif
// TYPES -------------------------------------------------------------------
class FRawMouse : public FMouse
{
public:
FRawMouse();
~FRawMouse();
bool GetDevice();
bool ProcessRawInput(RAWINPUT *rawinput, int code);
bool WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result);
void Grab();
void Ungrab();
protected:
bool Grabbed;
POINT UngrabbedPointerPos;
};
class FDInputMouse : public FMouse
{
public:
FDInputMouse();
~FDInputMouse();
bool GetDevice();
void ProcessInput();
bool WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result);
void Grab();
void Ungrab();
protected:
LPDIRECTINPUTDEVICE8 Device;
bool Grabbed;
};
class FWin32Mouse : public FMouse
{
public:
FWin32Mouse();
~FWin32Mouse();
bool GetDevice();
void ProcessInput();
bool WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result);
void Grab();
void Ungrab();
protected:
POINT UngrabbedPointerPos;
LONG PrevX, PrevY;
bool Grabbed;
};
enum EMouseMode
{
MM_None,
MM_Win32,
MM_DInput,
MM_RawInput
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void SetCursorState(bool visible);
static FMouse *CreateWin32Mouse();
static FMouse *CreateDInputMouse();
static FMouse *CreateRawMouse();
static void CenterMouse(int x, int y, LONG *centx, LONG *centy);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern LPDIRECTINPUT8 g_pdi;
extern LPDIRECTINPUT g_pdi3;
extern bool GUICapture;
extern int BlockMouseMove;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static EMouseMode MouseMode = MM_None;
static FMouse *(*MouseFactory[])() =
{
CreateWin32Mouse,
CreateDInputMouse,
CreateRawMouse
};
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FMouse *Mouse;
bool NativeMouse;
bool CursorState;
CVAR (Bool, use_mouse, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, m_hidepointer, true, 0)
CUSTOM_CVAR (Int, in_mouse, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self < 0)
{
self = 0;
}
else if (self > 3)
{
self = 3;
}
else
{
I_StartupMouse();
}
}
// CODE --------------------------------------------------------------------
//==========================================================================
//
// SetCursorState
//
// Ensures the cursor is either visible or invisible.
//
//==========================================================================
static void SetCursorState(bool visible)
{
CursorState = visible || !m_hidepointer;
if (GetForegroundWindow() == mainwindow.GetHandle())
{
if (CursorState)
{
SetCursor((HCURSOR)(intptr_t)GetClassLongPtr(mainwindow.GetHandle(), GCLP_HCURSOR));
}
else
{
SetCursor(NULL);
}
}
}
//==========================================================================
//
// CenterMouse
//
// Moves the mouse to the center of the window, but only if the current
// position isn't already in the center.
//
//==========================================================================
static void CenterMouse(int curx, int cury, LONG *centxp, LONG *centyp)
{
RECT rect;
GetWindowRect(mainwindow.GetHandle(), &rect);
int centx = (rect.left + rect.right) >> 1;
int centy = (rect.top + rect.bottom) >> 1;
// Reduce the number of WM_MOUSEMOVE messages that get sent
// by only calling SetCursorPos when we really need to.
if (centx != curx || centy != cury)
{
if (centxp != NULL)
{
*centxp = centx;
*centyp = centy;
}
SetCursorPos(centx, centy);
}
}
//==========================================================================
//
// I_CheckNativeMouse
//
// Should we be capturing mouse input, or should we let the OS have normal
// control of it (i.e. native mouse)?
//
//==========================================================================
void I_CheckNativeMouse(bool preferNative, bool eventhandlerresult)
{
bool windowed = (screen == NULL) || !screen->IsFullscreen();
bool want_native;
if (!windowed)
{
// ungrab mouse when in the menu with mouse control on.
want_native = m_use_mouse && (menuactive == MENU_On || menuactive == MENU_OnNoPause);
}
else
{
if ((GetForegroundWindow() != mainwindow.GetHandle()) || preferNative || !use_mouse)
{
want_native = true;
}
else if (menuactive == MENU_WaitKey)
{
want_native = false;
}
else
{
bool captureModeInGame = sysCallbacks.CaptureModeInGame && sysCallbacks.CaptureModeInGame();
want_native = ((!m_use_mouse || menuactive != MENU_WaitKey) &&
(!captureModeInGame || GUICapture));
}
}
if (!want_native && eventhandlerresult)
want_native = true;
//Printf ("%d %d %d\n", wantNative, preferNative, NativeMouse);
if (want_native != NativeMouse)
{
if (Mouse != NULL)
{
NativeMouse = want_native;
if (want_native)
{
BlockMouseMove = 3;
Mouse->Ungrab();
}
else
{
Mouse->Grab();
}
}
}
}
//==========================================================================
//
// FMouse - Constructor
//
//==========================================================================
FMouse::FMouse()
{
ButtonState = 0;
WheelMove[0] = 0;
WheelMove[1] = 0;
}
//==========================================================================
//
// FMouse :: WheelMoved
//
// Generates events for a wheel move. Events are generated for every
// WHEEL_DELTA units that the wheel has moved. In normal mode, each move
// generates both a key down and a key up event. In GUI mode, only one
// event is generated for each unit of movement. Axis can be 0 for up/down
// or 1 for left/right.
//
//==========================================================================
void FMouse::WheelMoved(int axis, int wheelmove)
{
assert(axis == 0 || axis == 1);
event_t ev = { 0 };
int dir;
WheelMove[axis] += wheelmove;
if (WheelMove[axis] < 0)
{
dir = WHEEL_DELTA;
ev.data1 = KEY_MWHEELDOWN;
}
else
{
dir = -WHEEL_DELTA;
ev.data1 = KEY_MWHEELUP;
}
ev.data1 += axis * 2;
if (!GUICapture)
{
while (abs(WheelMove[axis]) >= WHEEL_DELTA)
{
ev.type = EV_KeyDown;
D_PostEvent(&ev);
ev.type = EV_KeyUp;
D_PostEvent(&ev);
WheelMove[axis] += dir;
}
}
else
{
ev.type = EV_GUI_Event;
ev.subtype = ev.data1 - KEY_MWHEELUP + EV_GUI_WheelUp;
if (GetKeyState(VK_SHIFT) & 0x8000) ev.data3 |= GKM_SHIFT;
if (GetKeyState(VK_CONTROL) & 0x8000) ev.data3 |= GKM_CTRL;
if (GetKeyState(VK_MENU) & 0x8000) ev.data3 |= GKM_ALT;
ev.data1 = 0;
while (abs(WheelMove[axis]) >= WHEEL_DELTA)
{
D_PostEvent(&ev);
WheelMove[axis] += dir;
}
}
}
//==========================================================================
//
// FMouse :: PostButtonEvent
//
// Posts a mouse button up/down event. Down events are always posted. Up
// events will only be sent if the button is currently marked as down.
//
//==========================================================================
CVAR(Bool, m_swapbuttons, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
void FMouse::PostButtonEvent(int button, bool down)
{
event_t ev = { 0 };
// Neither RawInput nor DirectInput check the GUI setting for swapped mouse buttons so we have to do our own implementation...
if (m_swapbuttons && button < 2)
{
button = 1 - button;
}
int mask = 1 << button;
ev.data1 = KEY_MOUSE1 + button;
if (down)
{
ButtonState |= mask;
ev.type = EV_KeyDown;
D_PostEvent(&ev);
}
else if (ButtonState & mask)
{
ButtonState &= ~mask;
ev.type = EV_KeyUp;
D_PostEvent(&ev);
}
}
//==========================================================================
//
// FMouse :: ClearButtonState
//
// Sends key up events for all buttons that are currently down and marks
// them as up. Used when focus is lost and we can no longer track up events,
// so get them marked up right away.
//
//==========================================================================
void FMouse::ClearButtonState()
{
if (ButtonState != 0)
{
int i, mask;
event_t ev = { 0 };
ev.type = EV_KeyUp;
for (i = sizeof(ButtonState) * 8, mask = 1; i > 0; --i, mask <<= 1)
{
if (ButtonState & mask)
{
ev.data1 = KEY_MOUSE1 + (int)sizeof(ButtonState) * 8 - i;
D_PostEvent(&ev);
}
}
ButtonState = 0;
}
// Reset mouse wheel accumulation to 0.
WheelMove[0] = 0;
WheelMove[1] = 0;
}
//==========================================================================
//
// CreateRawMouse
//
//==========================================================================
static FMouse *CreateRawMouse()
{
return new FRawMouse;
}
//==========================================================================
//
// FRawMouse - Constructor
//
//==========================================================================
FRawMouse::FRawMouse()
{
Grabbed = false;
SetCursorState(true);
}
//==========================================================================
//
// FRawMouse - Destructor
//
//==========================================================================
FRawMouse::~FRawMouse()
{
Ungrab();
}
//==========================================================================
//
// FRawMouse :: GetDevice
//
// Ensure the API is present and we can listen for mouse input.
//
//==========================================================================
bool FRawMouse::GetDevice()
{
RAWINPUTDEVICE rid;
rid.usUsagePage = HID_GENERIC_DESKTOP_PAGE;
rid.usUsage = HID_GDP_MOUSE;
rid.dwFlags = 0;
rid.hwndTarget = mainwindow.GetHandle();
if (!RegisterRawInputDevices(&rid, 1, sizeof(rid)))
{
return false;
}
rid.dwFlags = RIDEV_REMOVE;
rid.hwndTarget = NULL; // Must be NULL for RIDEV_REMOVE.
RegisterRawInputDevices(&rid, 1, sizeof(rid));
return true;
}
//==========================================================================
//
// FRawMouse :: Grab
//
//==========================================================================
void FRawMouse::Grab()
{
if (!Grabbed)
{
RAWINPUTDEVICE rid;
rid.usUsagePage = HID_GENERIC_DESKTOP_PAGE;
rid.usUsage = HID_GDP_MOUSE;
rid.dwFlags = RIDEV_CAPTUREMOUSE | RIDEV_NOLEGACY;
rid.hwndTarget = mainwindow.GetHandle();
if (RegisterRawInputDevices(&rid, 1, sizeof(rid)))
{
GetCursorPos(&UngrabbedPointerPos);
Grabbed = true;
SetCursorState(false);
// By setting the cursor position, we force the pointer image
// to change right away instead of having it delayed until
// some time in the future.
CenterMouse(-1, -1, NULL, NULL);
}
}
}
//==========================================================================
//
// FRawMouse :: Ungrab
//
//==========================================================================
void FRawMouse::Ungrab()
{
if (Grabbed)
{
RAWINPUTDEVICE rid;
rid.usUsagePage = HID_GENERIC_DESKTOP_PAGE;
rid.usUsage = HID_GDP_MOUSE;
rid.dwFlags = RIDEV_REMOVE;
rid.hwndTarget = NULL;
if (RegisterRawInputDevices(&rid, 1, sizeof(rid)))
{
Grabbed = false;
ClearButtonState();
}
SetCursorState(true);
SetCursorPos(UngrabbedPointerPos.x, UngrabbedPointerPos.y);
}
}
//==========================================================================
//
// FRawMouse :: ProcessRawInput
//
//==========================================================================
bool FRawMouse::ProcessRawInput(RAWINPUT *raw, int code)
{
if (!Grabbed || raw->header.dwType != RIM_TYPEMOUSE || !use_mouse)
{
return false;
}
// Check buttons. The up and down motions are stored in the usButtonFlags field.
// The ulRawButtons field, unfortunately, is device-dependant, and may well
// not contain any data at all. This means it is apparently impossible
// to read more than five mouse buttons with Windows, because RI_MOUSE_WHEEL
// gets in the way when trying to extrapolate to more than five.
for (int i = 0, mask = 1; i < 5; ++i)
{
if (raw->data.mouse.usButtonFlags & mask) // button down
{
PostButtonEvent(i, true);
}
mask <<= 1;
if (raw->data.mouse.usButtonFlags & mask) // button up
{
PostButtonEvent(i, false);
}
mask <<= 1;
}
if (raw->data.mouse.usButtonFlags & RI_MOUSE_WHEEL)
{
WheelMoved(0, (SHORT)raw->data.mouse.usButtonData);
}
else if (raw->data.mouse.usButtonFlags & 0x800) // horizontal mouse wheel
{
WheelMoved(1, (SHORT)raw->data.mouse.usButtonData);
}
int x = raw->data.mouse.lLastX;
int y = raw->data.mouse.lLastY;
PostMouseMove(x, y);
if (x | y)
{
CenterMouse(-1, -1, NULL, NULL);
}
return true;
}
//==========================================================================
//
// FRawMouse :: WndProcHook
//
//==========================================================================
bool FRawMouse::WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result)
{
if (!Grabbed)
{
return false;
}
if (message == WM_SYSCOMMAND)
{
wParam &= 0xFFF0;
if (wParam == SC_MOVE || wParam == SC_SIZE)
{
return true;
}
}
return false;
}
/**************************************************************************/
/**************************************************************************/
//==========================================================================
//
// CreateDInputMouse
//
//==========================================================================
static FMouse *CreateDInputMouse()
{
return new FDInputMouse;
}
//==========================================================================
//
// FDInputMouse - Constructor
//
//==========================================================================
FDInputMouse::FDInputMouse()
{
Device = NULL;
Grabbed = false;
SetCursorState(true);
}
//==========================================================================
//
// FDInputMouse - Destructor
//
//==========================================================================
FDInputMouse::~FDInputMouse()
{
if (Device != NULL)
{
Device->Release();
Device = NULL;
}
}
//==========================================================================
//
// FDInputMouse :: GetDevice
//
// Create the device interface and initialize it.
//
//==========================================================================
bool FDInputMouse::GetDevice()
{
HRESULT hr;
if (g_pdi3 != NULL)
{ // DirectInput3 interface
hr = g_pdi3->CreateDevice(GUID_SysMouse, (LPDIRECTINPUTDEVICE*)&Device, NULL);
}
else if (g_pdi != NULL)
{ // DirectInput8 interface
hr = g_pdi->CreateDevice(GUID_SysMouse, &Device, NULL);
}
else
{
hr = -1;
}
if (FAILED(hr))
{
return false;
}
// How many buttons does this mouse have?
DIDEVCAPS_DX3 caps = { sizeof(caps) };
hr = Device->GetCapabilities((DIDEVCAPS *)&caps);
// If that failed, just assume four buttons.
if (FAILED(hr))
{
caps.dwButtons = 4;
}
// Now select the data format with enough buttons for this mouse.
// (Can we use c_dfDIMouse2 with DirectInput3? If so, then we could just set
// that unconditionally.)
hr = Device->SetDataFormat(caps.dwButtons <= 4 ? &c_dfDIMouse : &c_dfDIMouse2);
if (FAILED(hr))
{
ufailit:
Device->Release();
Device = NULL;
return false;
}
hr = Device->SetCooperativeLevel(mainwindow.GetHandle(), DISCL_EXCLUSIVE | DISCL_FOREGROUND);
if (FAILED(hr))
{
goto ufailit;
}
// Set buffer size so we can use buffered input.
DIPROPDWORD prop;
prop.diph.dwSize = sizeof(prop);
prop.diph.dwHeaderSize = sizeof(prop.diph);
prop.diph.dwObj = 0;
prop.diph.dwHow = DIPH_DEVICE;
prop.dwData = DINPUT_BUFFERSIZE;
hr = Device->SetProperty(DIPROP_BUFFERSIZE, &prop.diph);
if (FAILED(hr))
{
goto ufailit;
}
return true;
}
//==========================================================================
//
// FDInputMouse::WndProcHook
//
//==========================================================================
bool FDInputMouse::WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result)
{
// Do not allow window sizing or moving activity while the mouse is
// grabbed, because they will never be able to complete, causing mouse
// input to hang until the mouse is ungrabbed (e.g. by alt-tabbing away).
if (Grabbed && message == WM_SYSCOMMAND)
{
wParam &= 0xFFF0;
if (wParam == SC_MOVE || wParam == SC_SIZE)
{
return true;
}
}
return false;
}
//==========================================================================
//
// FDInputMouse :: ProcessInput
//
// Posts any events that have accumulated since the previous call.
//
//==========================================================================
void FDInputMouse::ProcessInput()
{
DIDEVICEOBJECTDATA od;
DWORD dwElements;
HRESULT hr;
int dx, dy;
dx = 0;
dy = 0;
if (!Grabbed || !use_mouse)
return;
event_t ev = { 0 };
for (;;)
{
DWORD cbObjectData = g_pdi3 ? sizeof(DIDEVICEOBJECTDATA_DX3) : sizeof(DIDEVICEOBJECTDATA);
dwElements = 1;
hr = Device->GetDeviceData(cbObjectData, &od, &dwElements, 0);
if (hr == DIERR_INPUTLOST || hr == DIERR_NOTACQUIRED)
{
Grab();
hr = Device->GetDeviceData(cbObjectData, &od, &dwElements, 0);
}
/* Unable to read data or no data available */
if (FAILED(hr) || !dwElements)
break;
/* Look at the element to see what happened */
// GCC does not like putting the DIMOFS_ macros in case statements,
// so use ifs instead.
if (od.dwOfs == (DWORD)DIMOFS_X)
{
dx += od.dwData;
}
else if (od.dwOfs == (DWORD)DIMOFS_Y)
{
dy += od.dwData;
}
else if (od.dwOfs == (DWORD)DIMOFS_Z)
{
WheelMoved(0, od.dwData);
}
else if (od.dwOfs >= (DWORD)DIMOFS_BUTTON0 && od.dwOfs <= (DWORD)DIMOFS_BUTTON7)
{
/* [RH] Mouse button events mimic keydown/up events */
if (!GUICapture)
{
PostButtonEvent(od.dwOfs - DIMOFS_BUTTON0, !!(od.dwData & 0x80));
}
}
}
PostMouseMove(dx, dy);
}
//==========================================================================
//
// FDInputMouse :: Grab
//
//==========================================================================
void FDInputMouse::Grab()
{
if (SUCCEEDED(Device->Acquire()))
{
Grabbed = true;
SetCursorState(false);
}
}
//==========================================================================
//
// FDInputMouse :: Ungrab
//
//==========================================================================
void FDInputMouse::Ungrab()
{
Device->Unacquire();
Grabbed = false;
SetCursorState(true);
ClearButtonState();
}
/**************************************************************************/
/**************************************************************************/
//==========================================================================
//
// CreateWin32Mouse
//
//==========================================================================
static FMouse *CreateWin32Mouse()
{
return new FWin32Mouse;
}
//==========================================================================
//
// FWin32Mouse - Constructor
//
//==========================================================================
FWin32Mouse::FWin32Mouse()
{
GetCursorPos(&UngrabbedPointerPos);
Grabbed = false;
SetCursorState(true);
}
//==========================================================================
//
// FWin32Mouse - Destructor
//
//==========================================================================
FWin32Mouse::~FWin32Mouse()
{
Ungrab();
}
//==========================================================================
//
// FWin32Mouse :: GetDevice
//
// The Win32 mouse is always available, since it is the lowest common
// denominator. (Even if it's not connected, it is still considered as
// "available"; it just won't generate any events.)
//
//==========================================================================
bool FWin32Mouse::GetDevice()
{
return true;
}
//==========================================================================
//
// FWin32Mouse :: ProcessInput
//
// Get current mouse position and post events if the mouse has moved from
// last time.
//
//==========================================================================
void FWin32Mouse::ProcessInput()
{
POINT pt;
int x, y;
if (!Grabbed || !use_mouse || !GetCursorPos(&pt))
{
return;
}
x = pt.x - PrevX;
y = pt.y - PrevY;
if (x | y)
{
CenterMouse(pt.x, pt.y, &PrevX, &PrevY);
}
PostMouseMove(2* x, 2* y); // The factor of 2 is needed to match this with raw mouse input.
}
//==========================================================================
//
// FWin32Mouse :: WndProcHook
//
// Intercepts mouse-related window messages if the mouse is grabbed.
//
//==========================================================================
bool FWin32Mouse::WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result)
{
if (!Grabbed)
{
return false;
}
if (message == WM_SIZE)
{
if (wParam == SIZE_MAXIMIZED || wParam == SIZE_RESTORED)
{
CenterMouse(-1, -1, &PrevX, &PrevY);
return true;
}
}
else if (message == WM_MOVE)
{
CenterMouse(-1, -1, &PrevX, &PrevY);
return true;
}
else if (message == WM_SYSCOMMAND)
{
// Do not enter the window moving and sizing modes while grabbed,
// because those require the mouse.
wParam &= 0xFFF0;
if (wParam == SC_MOVE || wParam == SC_SIZE)
{
return true;
}
}
else if (!use_mouse)
{
// all following messages should only be processed if the mouse is in use
return false;
}
else if (message == WM_MOUSEWHEEL)
{
WheelMoved(0, (SHORT)HIWORD(wParam));
return true;
}
else if (message == WM_MOUSEHWHEEL)
{
WheelMoved(1, (SHORT)HIWORD(wParam));
return true;
}
else if (message >= WM_LBUTTONDOWN && message <= WM_MBUTTONUP)
{
int action = (message - WM_LBUTTONDOWN) % 3;
int button = (message - WM_LBUTTONDOWN) / 3;
if (action == 2)
{ // double clicking we care not about.
return false;
}
event_t ev = { 0 };
ev.type = action ? EV_KeyUp : EV_KeyDown;
ev.data1 = KEY_MOUSE1 + button;
if (action)
{
ButtonState &= ~(1 << button);
}
else
{
ButtonState |= 1 << button;
}
D_PostEvent(&ev);
return true;
}
else if (message >= WM_XBUTTONDOWN && message <= WM_XBUTTONUP)
{
// Microsoft's (lack of) documentation for the X buttons is unclear on whether
// or not simultaneous pressing of multiple X buttons will ever be merged into
// a single message. Winuser.h describes the button field as being filled with
// flags, which suggests that it could merge them. My testing
// indicates it does not, but I will assume it might in the future.
auto xbuttons = GET_XBUTTON_WPARAM(wParam);
event_t ev = { 0 };
ev.type = (message == WM_XBUTTONDOWN) ? EV_KeyDown : EV_KeyUp;
// There are only two X buttons defined presently, so I extrapolate from
// the current winuser.h values to support up to 8 mouse buttons.
for (int i = 0; i < 5; ++i, xbuttons >>= 1)
{
if (xbuttons & 1)
{
ev.data1 = KEY_MOUSE4 + i;
if (ev.type == EV_KeyDown)
{
ButtonState |= 1 << (i + 4);
}
else
{
ButtonState &= ~(1 << (i + 4));
}
D_PostEvent(&ev);
}
}
*result = TRUE;
return true;
}
return false;
}
//==========================================================================
//
// FWin32Mouse :: Grab
//
// Hides the mouse and locks it inside the window boundaries.
//
//==========================================================================
void FWin32Mouse::Grab()
{
RECT rect;
if (Grabbed)
{
return;
}
GetCursorPos(&UngrabbedPointerPos);
ClipCursor(NULL); // helps with Win95?
GetClientRect(mainwindow.GetHandle(), &rect);
// Reposition the rect so that it only covers the client area.
ClientToScreen(mainwindow.GetHandle(), (LPPOINT)&rect.left);
ClientToScreen(mainwindow.GetHandle(), (LPPOINT)&rect.right);
ClipCursor(&rect);
SetCursorState(false);
CenterMouse(-1, -1, &PrevX, &PrevY);
Grabbed = true;
}
//==========================================================================
//
// FWin32Mouse :: Ungrab
//
// Shows the mouse and lets it roam free.
//
//==========================================================================
void FWin32Mouse::Ungrab()
{
if (!Grabbed)
{
return;
}
ClipCursor(NULL);
SetCursorPos(UngrabbedPointerPos.x, UngrabbedPointerPos.y);
SetCursorState(true);
Grabbed = false;
ClearButtonState();
}
/**************************************************************************/
/**************************************************************************/
//==========================================================================
//
// I_StartupMouse
//
// Called during game init and whenever in_mouse changes.
//
//==========================================================================
void I_StartupMouse ()
{
EMouseMode new_mousemode;
switch(in_mouse)
{
case 1:
new_mousemode = MM_Win32;
break;
case 2:
new_mousemode = MM_DInput;
break;
default:
case 3:
new_mousemode = MM_RawInput;
break;
}
if (new_mousemode != MouseMode)
{
if (Mouse != NULL)
{
delete Mouse;
}
do
{
Mouse = MouseFactory[new_mousemode - MM_Win32]();
if (Mouse != NULL)
{
if (Mouse->GetDevice())
{
break;
}
delete Mouse;
Mouse = NULL;
}
new_mousemode = (EMouseMode)(new_mousemode - 1);
}
while (new_mousemode != MM_None);
MouseMode = new_mousemode;
NativeMouse = true;
}
}