Beispiel #1
0
        private int HandleSdlEvent(IntPtr userData, IntPtr ptr)
        {
            SDL_Event *sdlEvent = (SDL_Event *)ptr;

            if (Plugin.ProcessWndProc(sdlEvent) != 0)
            {
                if (sdlEvent->type == SDL_EventType.SDL_MOUSEMOTION)
                {
                    if (UIManager.GameCursor != null)
                    {
                        UIManager.GameCursor.AllowDrawSDLCursor = false;
                    }
                }

                return(0);
            }

            switch (sdlEvent->type)
            {
            case SDL_EventType.SDL_AUDIODEVICEADDED:
                Console.WriteLine("AUDIO ADDED: {0}", sdlEvent->adevice.which);

                break;

            case SDL_EventType.SDL_AUDIODEVICEREMOVED:
                Console.WriteLine("AUDIO REMOVED: {0}", sdlEvent->adevice.which);

                break;

            case SDL_EventType.SDL_WINDOWEVENT:

                switch (sdlEvent->window.windowEvent)
                {
                case SDL_WindowEventID.SDL_WINDOWEVENT_ENTER:
                    Mouse.MouseInWindow = true;

                    break;

                case SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE:
                    Mouse.MouseInWindow = false;

                    break;

                case SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED:
                    Plugin.OnFocusGained();

                    break;

                case SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST:
                    Plugin.OnFocusLost();

                    break;
                }

                break;

            case SDL_EventType.SDL_KEYDOWN:

                Keyboard.OnKeyDown(sdlEvent->key);

                if (Plugin.ProcessHotkeys((int)sdlEvent->key.keysym.sym, (int)sdlEvent->key.keysym.mod, true))
                {
                    _ignoreNextTextInput = false;

                    UIManager.KeyboardFocusControl?.InvokeKeyDown(sdlEvent->key.keysym.sym, sdlEvent->key.keysym.mod);

                    Scene.OnKeyDown(sdlEvent->key);
                }
                else
                {
                    _ignoreNextTextInput = true;
                }

                break;

            case SDL_EventType.SDL_KEYUP:

                Keyboard.OnKeyUp(sdlEvent->key);
                UIManager.KeyboardFocusControl?.InvokeKeyUp(sdlEvent->key.keysym.sym, sdlEvent->key.keysym.mod);
                Scene.OnKeyUp(sdlEvent->key);
                Plugin.ProcessHotkeys(0, 0, false);

                if (sdlEvent->key.keysym.sym == SDL_Keycode.SDLK_PRINTSCREEN)
                {
                    TakeScreenshot();
                }

                break;

            case SDL_EventType.SDL_TEXTINPUT:

                if (_ignoreNextTextInput)
                {
                    break;
                }

                // Fix for linux OS: https://github.com/andreakarasho/ClassicUO/pull/1263
                if (Keyboard.Alt || Keyboard.Ctrl)
                {
                    break;
                }

                string s = UTF8_ToManaged((IntPtr)sdlEvent->text.text, false);

                if (!string.IsNullOrEmpty(s))
                {
                    UIManager.KeyboardFocusControl?.InvokeTextInput(s);
                    Scene.OnTextInput(s);
                }

                break;

            case SDL_EventType.SDL_MOUSEMOTION:

                if (UIManager.GameCursor != null && !UIManager.GameCursor.AllowDrawSDLCursor)
                {
                    UIManager.GameCursor.AllowDrawSDLCursor = true;
                    UIManager.GameCursor.Graphic            = 0xFFFF;
                }

                Mouse.Update();

                if (Mouse.IsDragging)
                {
                    if (!Scene.OnMouseDragging())
                    {
                        UIManager.OnMouseDragging();
                    }
                }

                if (Mouse.IsDragging && !_dragStarted)
                {
                    _dragStarted = true;
                }

                break;

            case SDL_EventType.SDL_MOUSEWHEEL:
                Mouse.Update();
                bool isScrolledUp = sdlEvent->wheel.y > 0;

                Plugin.ProcessMouse(0, sdlEvent->wheel.y);

                if (!Scene.OnMouseWheel(isScrolledUp))
                {
                    UIManager.OnMouseWheel(isScrolledUp);
                }

                break;

            case SDL_EventType.SDL_MOUSEBUTTONDOWN:
            {
                Mouse.Update();

                SDL_MouseButtonEvent mouse = sdlEvent->button;

                // The values in MouseButtonType are chosen to exactly match the SDL values
                MouseButtonType buttonType = (MouseButtonType)mouse.button;

                uint lastClickTime = 0;

                switch (buttonType)
                {
                case MouseButtonType.Left:
                    lastClickTime = Mouse.LastLeftButtonClickTime;

                    break;

                case MouseButtonType.Middle:
                    lastClickTime = Mouse.LastMidButtonClickTime;

                    break;

                case MouseButtonType.Right:
                    lastClickTime = Mouse.LastRightButtonClickTime;

                    break;
                }

                Mouse.ButtonPress(buttonType);
                uint ticks = Time.Ticks;

                if (lastClickTime + Mouse.MOUSE_DELAY_DOUBLE_CLICK >= ticks)
                {
                    lastClickTime = 0;

                    bool res = Scene.OnMouseDoubleClick(buttonType) || UIManager.OnMouseDoubleClick(buttonType);

                    if (!res)
                    {
                        if (!Scene.OnMouseDown(buttonType))
                        {
                            UIManager.OnMouseButtonDown(buttonType);
                        }
                    }
                    else
                    {
                        lastClickTime = 0xFFFF_FFFF;
                    }
                }
                else
                {
                    if (buttonType != MouseButtonType.Left && buttonType != MouseButtonType.Right)
                    {
                        Plugin.ProcessMouse(sdlEvent->button.button, 0);
                    }

                    if (!Scene.OnMouseDown(buttonType))
                    {
                        UIManager.OnMouseButtonDown(buttonType);
                    }

                    lastClickTime = Mouse.CancelDoubleClick ? 0 : ticks;
                }

                switch (buttonType)
                {
                case MouseButtonType.Left:
                    Mouse.LastLeftButtonClickTime = lastClickTime;

                    break;

                case MouseButtonType.Middle:
                    Mouse.LastMidButtonClickTime = lastClickTime;

                    break;

                case MouseButtonType.Right:
                    Mouse.LastRightButtonClickTime = lastClickTime;

                    break;
                }

                break;
            }

            case SDL_EventType.SDL_MOUSEBUTTONUP:
            {
                Mouse.Update();

                if (_dragStarted)
                {
                    _dragStarted = false;
                }

                SDL_MouseButtonEvent mouse = sdlEvent->button;

                // The values in MouseButtonType are chosen to exactly match the SDL values
                MouseButtonType buttonType = (MouseButtonType)mouse.button;

                uint lastClickTime = 0;

                switch (buttonType)
                {
                case MouseButtonType.Left:
                    lastClickTime = Mouse.LastLeftButtonClickTime;

                    break;

                case MouseButtonType.Middle:
                    lastClickTime = Mouse.LastMidButtonClickTime;

                    break;

                case MouseButtonType.Right:
                    lastClickTime = Mouse.LastRightButtonClickTime;

                    break;
                }

                if (lastClickTime != 0xFFFF_FFFF)
                {
                    if (!Scene.OnMouseUp(buttonType) || UIManager.LastControlMouseDown(buttonType) != null)
                    {
                        UIManager.OnMouseButtonUp(buttonType);
                    }
                }

                Mouse.ButtonRelease(buttonType);

                break;
            }
            }

            return(0);
        }