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serenity/Widgets/EventLoop.cpp
Andreas Kling fd4e86460b Make PS2MouseDevice behave more like a proper character device.
Get rid of the goofy MouseClient interface and have the GUI event loop just
read mouse data from the character device.

The previous approach was awful as it was sending us into random GUI code
in the mouse interrupt handler.
2019-01-12 05:23:16 +01:00

182 lines
5.6 KiB
C++

#include "EventLoop.h"
#include "Event.h"
#include "Object.h"
#include "WindowManager.h"
#include "AbstractScreen.h"
#ifdef SERENITY
#include "PS2MouseDevice.h"
#endif
static EventLoop* s_mainEventLoop;
void EventLoop::initialize()
{
s_mainEventLoop = nullptr;
}
EventLoop::EventLoop()
{
if (!s_mainEventLoop)
s_mainEventLoop = this;
}
EventLoop::~EventLoop()
{
}
EventLoop& EventLoop::main()
{
ASSERT(s_mainEventLoop);
return *s_mainEventLoop;
}
int EventLoop::exec()
{
for (;;) {
if (m_queuedEvents.is_empty())
waitForEvent();
auto events = move(m_queuedEvents);
for (auto& queuedEvent : events) {
auto* receiver = queuedEvent.receiver;
auto& event = *queuedEvent.event;
//printf("EventLoop: Object{%p} event %u (%s)\n", receiver, (unsigned)event.type(), event.name());
if (!receiver) {
switch (event.type()) {
case Event::Quit:
return 0;
default:
printf("event type %u with no receiver :(\n", event.type());
return 1;
}
} else {
receiver->event(event);
}
}
}
}
void EventLoop::postEvent(Object* receiver, OwnPtr<Event>&& event)
{
//printf("EventLoop::postEvent: {%u} << receiver=%p, event=%p\n", m_queuedEvents.size(), receiver, event.ptr());
m_queuedEvents.append({ receiver, move(event) });
}
#ifdef SERENITY
void EventLoop::waitForEvent()
{
auto& mouse = PS2MouseDevice::the();
while (mouse.has_data_available_for_reading()) {
signed_byte data[3];
ssize_t nread = mouse.read((byte*)data, 3);
ASSERT(nread == 3);
AbstractScreen::the().on_receive_mouse_data(data[1], -data[2], data[0] & 1, data[0] & 2);
}
}
#endif
#ifdef USE_SDL
static inline MouseButton toMouseButton(byte sdlButton)
{
if (sdlButton == 1)
return MouseButton::Left;
if (sdlButton == 2)
return MouseButton::Middle;
if (sdlButton == 3)
return MouseButton::Right;
ASSERT_NOT_REACHED();
return MouseButton::None;
}
void EventLoop::handleKeyEvent(Event::Type type, const SDL_KeyboardEvent& sdlKey)
{
auto keyEvent = make<KeyEvent>(type, 0);
int key = 0;
switch (sdlKey.keysym.sym) {
case SDLK_LEFT: key = KeyboardKey::LeftArrow; break;
case SDLK_RIGHT: key = KeyboardKey::RightArrow; break;
case SDLK_UP: key = KeyboardKey::UpArrow; break;
case SDLK_DOWN: key = KeyboardKey::DownArrow; break;
case SDLK_BACKSPACE: key = KeyboardKey::Backspace; break;
case SDLK_RETURN: key = KeyboardKey::Return; break;
}
keyEvent->m_key = key;
if (sdlKey.keysym.sym > SDLK_UNKNOWN && sdlKey.keysym.sym <= 'z') {
char buf[] = { 0, 0 };
char& ch = buf[0];
ch = (char)sdlKey.keysym.sym;
if (sdlKey.keysym.mod & KMOD_SHIFT) {
if (ch >= 'a' && ch <= 'z') {
ch &= ~0x20;
} else {
switch (ch) {
case '1': ch = '!'; break;
case '2': ch = '@'; break;
case '3': ch = '#'; break;
case '4': ch = '$'; break;
case '5': ch = '%'; break;
case '6': ch = '^'; break;
case '7': ch = '&'; break;
case '8': ch = '*'; break;
case '9': ch = '('; break;
case '0': ch = ')'; break;
case '-': ch = '_'; break;
case '=': ch = '+'; break;
case '`': ch = '~'; break;
case ',': ch = '<'; break;
case '.': ch = '>'; break;
case '/': ch = '?'; break;
case '[': ch = '{'; break;
case ']': ch = '}'; break;
case '\\': ch = '|'; break;
case '\'': ch = '"'; break;
case ';': ch = ':'; break;
}
}
}
keyEvent->m_text = buf;
}
keyEvent->m_shift = sdlKey.keysym.mod & KMOD_SHIFT;
keyEvent->m_ctrl = sdlKey.keysym.mod & KMOD_CTRL;
keyEvent->m_alt = sdlKey.keysym.mod & KMOD_ALT;
postEvent(&WindowManager::the(), move(keyEvent));
}
void EventLoop::waitForEvent()
{
SDL_Event sdlEvent;
while (SDL_PollEvent(&sdlEvent) != 0) {
switch (sdlEvent.type) {
case SDL_QUIT:
postEvent(nullptr, make<QuitEvent>());
return;
case SDL_WINDOWEVENT:
if (sdlEvent.window.event == SDL_WINDOWEVENT_EXPOSED) {
// Spam paint events whenever we get exposed.
// This is obviously not ideal, but the SDL backend here is just a prototype anyway.
postEvent(&WindowManager::the(), make<PaintEvent>());
}
return;
case SDL_MOUSEMOTION:
postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseMove, sdlEvent.motion.x, sdlEvent.motion.y));
return;
case SDL_MOUSEBUTTONDOWN:
postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseDown, sdlEvent.button.x, sdlEvent.button.y, toMouseButton(sdlEvent.button.button)));
return;
case SDL_MOUSEBUTTONUP:
postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseUp, sdlEvent.button.x, sdlEvent.button.y, toMouseButton(sdlEvent.button.button)));
return;
case SDL_KEYDOWN:
handleKeyEvent(Event::KeyDown, sdlEvent.key);
return;
case SDL_KEYUP:
handleKeyEvent(Event::KeyUp, sdlEvent.key);
return;
}
}
}
#endif