/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_INPUT_HANDLER
#define INCLUDED_INPUT_HANDLER
#include "ps/Input.h"
#include
#include
#include
#include
#include
#include
#include
class ScriptRequest;
union SDL_Event;
namespace Input
{
class HandlerBase;
enum class Reaction
{
// Pass the event to the next handler in the chain.
PASS,
// We handled it. No other handlers will receive this event.
HANDLED
};
// A slot for each handler. Numbers are in invocation order. A handler can discard events. The first handler
// is the only which gets all events.
namespace Slot
{
constexpr std::integral_constant PRIMARY;
constexpr std::integral_constant WINDOW;
constexpr std::integral_constant SCREENSHOT;
// These two must be called first `globalsInput` deals with some important global state, such as which
// scancodes are being pressed, mouse buttons pressed, etc. while hotkeyStateChange updates the map of
// active hotkeys.
constexpr std::integral_constant HOTKEY_STATE_CHANGE;
constexpr std::integral_constant GLOBAL;
// Should be called after scancode map update (i.e. after the global input, but before UI). This never
// blocks the event, but it does some processing necessary for hotkeys, which are triggered later down the
// input chain. (by calling this before the UI, we can use `EventWouldTriggerHotkey` in the UI).
constexpr std::integral_constant HOTKEY_INPUT_PREPARATION;
constexpr std::integral_constant TOUCH_INPUT;
// The console handler needs to be called before the hotkey handler so that text can be typed in without
// setting off hotkeys.
constexpr std::integral_constant CONSOLE;
// Likewise for gui.
constexpr std::integral_constant GUI;
constexpr std::integral_constant HOTKEY_INPUT;
constexpr std::integral_constant PROFILE_VIEWER;
constexpr std::integral_constant GAME_VIEW;
}
/**
* Holds a pointer to all registered `HandlerBase`s.
* It does unregister all registered `Handler`s in the destructor.
*/
class Manager
{
public:
Manager();
// The `Manager` needs to have a constant memory location (the `Handler`s hold a pointer to it).
Manager(Manager&) = delete;
Manager& operator=(Manager&) = delete;
Manager(Manager&&) = delete;
Manager& operator=(Manager&&) = delete;
~Manager();
void PushPriorityEvent(const SDL_Event& event);
void DispatchEvent(const SDL_Event& event);
template
HandlerBase*& Get() noexcept
{
return std::get(m_Handlers);
}
class PollEventsResult
{
public:
class EventIterator
{
public:
using difference_type = std::ptrdiff_t;
using value_type = SDL_Event;
using pointer = value_type*;
using reference = value_type&;
using iterator_category = std::input_iterator_tag;
EventIterator() = default;
explicit EventIterator(PollEventsResult& range);
reference operator*();
pointer operator->();
EventIterator& operator++();
EventIterator& operator++(int);
bool operator==(const EventIterator& other) const;
private:
PollEventsResult* m_Storage{nullptr};
};
explicit PollEventsResult(std::queue& priorityEvents);
EventIterator begin();
EventIterator end();
private:
std::queue& m_PriorityEvents;
const std::unique_ptr m_Event;
};
PollEventsResult PollEvents();
private:
std::array m_Handlers{{}};
const std::unique_ptr> m_PriorityEvents;
};
/**
* Type-erased callable
*/
class HandlerBase
{
protected:
/**
* Can't not be constructed themself, use `Handler` instead.
* @param pos On construction the pointer is set to @c this. On
* destruction the pointer will be set to nullptr.
*/
explicit HandlerBase(HandlerBase*& pos) noexcept;
virtual ~HandlerBase();
// A `HandlerBase` needs to have a constant memory location (the `Manager` does hold a pointer to it).
HandlerBase(HandlerBase&) = delete;
HandlerBase& operator=(HandlerBase&) = delete;
HandlerBase(HandlerBase&&) = delete;
HandlerBase& operator=(HandlerBase&&) = delete;
public:
virtual Input::Reaction operator()(const SDL_Event& event) = 0;
private:
// When the handler is destructed this position han to be changed to
// `nullptr`, so that it's not invoked again.
HandlerBase*& m_ToReset;
};
/**
* Usable type to register a handler to the associated `Manager`.
*/
template Callback>
class Handler final : private HandlerBase
{
public:
// `slot` specifies when(in which order) the `callback` of this `Handler` is executed.
template
explicit Handler(Manager& manager, std::integral_constant, Callback func) :
HandlerBase{manager.Get()},
m_Callback{std::move(func)}
{
}
~Handler() final = default;
private:
Input::Reaction operator()(const SDL_Event& event) final
{
return m_Callback(event);
}
Callback m_Callback;
};
}
#endif // INCLUDED_INPUT_HANDLER