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c18bee3d5b
Quietly insert forward declaration of a Input::Binding class, and make it a friend of Input::Event and Input::Session_client. This is to allow non-C++ language bindings (Nim) to access private members by providing their own implementation of the Binding class. Fix #2889
215 lines
6.2 KiB
C++
215 lines
6.2 KiB
C++
/*
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* \brief Input event structure
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* \author Norman Feske
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* \date 2006-08-16
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*/
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/*
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* Copyright (C) 2006-2017 Genode Labs GmbH
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*
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* This file is part of the Genode OS framework, which is distributed
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* under the terms of the GNU Affero General Public License version 3.
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*/
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#ifndef _INCLUDE__INPUT__EVENT_H_
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#define _INCLUDE__INPUT__EVENT_H_
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#include <base/output.h>
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#include <input/keycodes.h>
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#include <util/geometry.h>
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#include <util/utf8.h>
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namespace Input {
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typedef Genode::Codepoint Codepoint;
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struct Touch_id { int value; };
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/*
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* Event attributes
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*/
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struct Press { Keycode key; };
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struct Press_char { Keycode key; Codepoint codepoint; };
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struct Release { Keycode key; };
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struct Wheel { int x, y; };
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struct Focus_enter { };
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struct Focus_leave { };
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struct Hover_leave { };
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struct Absolute_motion { int x, y; };
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struct Relative_motion { int x, y; };
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struct Touch { Touch_id id; float x, y; };
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struct Touch_release { Touch_id id; };
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class Event;
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class Binding;
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}
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class Input::Event
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{
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private:
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enum Type { INVALID, PRESS, RELEASE, REL_MOTION, ABS_MOTION, WHEEL,
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FOCUS_ENTER, FOCUS_LEAVE, HOVER_LEAVE, TOUCH, TOUCH_RELEASE };
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Type _type = INVALID;
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struct Attr
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{
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union {
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Press_char press;
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Release release;
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Wheel wheel;
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Absolute_motion abs_motion;
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Relative_motion rel_motion;
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Touch touch;
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Touch_release touch_release;
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};
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} _attr { };
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static bool _valid(Keycode key) { return key > KEY_RESERVED && key < KEY_MAX; }
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/**
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* Return point representation of attribute 'a'
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*/
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template <typename R, typename T>
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static Genode::Point<R> _xy(T const &a) { return Genode::Point<R>(a.x, a.y); }
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friend class Input::Binding;
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public:
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/**
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* Default constructor creates an invalid event
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*
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* This constructor can be used for creating an array of events.
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*/
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Event() { }
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/*
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* Constructors for creating input events of various types
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*
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* These constructors can be used implicitly for the given attribute
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* types for assignments or for passing an event as return value.
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*/
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Event(Press_char arg) : _type(PRESS) { _attr.press = arg; }
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Event(Press arg) : Event(Press_char{arg.key, Codepoint{INVALID}}) { }
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Event(Release arg) : _type(RELEASE) { _attr.release = arg; }
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Event(Relative_motion arg) : _type(REL_MOTION) { _attr.rel_motion = arg; }
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Event(Absolute_motion arg) : _type(ABS_MOTION) { _attr.abs_motion = arg; }
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Event(Wheel arg) : _type(WHEEL) { _attr.wheel = arg; }
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Event(Focus_enter) : _type(FOCUS_ENTER) { }
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Event(Focus_leave) : _type(FOCUS_LEAVE) { }
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Event(Hover_leave) : _type(HOVER_LEAVE) { }
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Event(Touch arg) : _type(TOUCH) { _attr.touch = arg; }
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Event(Touch_release arg) : _type(TOUCH_RELEASE) { _attr.touch_release = arg; }
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/************************************
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** Methods for handling the event **
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************************************/
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bool valid() const { return _type != INVALID; }
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bool press() const { return _type == PRESS; }
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bool release() const { return _type == RELEASE; }
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bool absolute_motion() const { return _type == ABS_MOTION; }
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bool relative_motion() const { return _type == REL_MOTION; }
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bool wheel() const { return _type == WHEEL; }
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bool focus_enter() const { return _type == FOCUS_ENTER; }
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bool focus_leave() const { return _type == FOCUS_LEAVE; }
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bool hover_leave() const { return _type == HOVER_LEAVE; }
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bool touch() const { return _type == TOUCH; }
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bool touch_release() const { return _type == TOUCH_RELEASE; }
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bool key_press(Keycode key) const
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{
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return press() && _attr.press.key == key;
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}
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bool key_release(Keycode key) const
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{
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return release() && _attr.release.key == key;
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}
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template <typename FN>
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void handle_press(FN const &fn) const
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{
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if (press() && _valid(_attr.press.key))
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fn(_attr.press.key, _attr.press.codepoint);
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}
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template <typename FN>
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void handle_repeat(FN const &fn) const
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{
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if (key_press(KEY_UNKNOWN) && _attr.press.codepoint.value)
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fn(_attr.press.codepoint);
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}
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template <typename FN>
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void handle_release(FN const &fn) const
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{
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if (release() && _valid(_attr.release.key))
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fn(_attr.release.key);
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}
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template <typename FN>
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void handle_relative_motion(FN const &fn) const
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{
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if (relative_motion())
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fn(_attr.rel_motion.x, _attr.rel_motion.y);
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}
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template <typename FN>
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void handle_absolute_motion(FN const &fn) const
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{
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if (absolute_motion())
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fn(_attr.abs_motion.x, _attr.abs_motion.y);
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}
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template <typename FN>
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void handle_wheel(FN const &fn) const
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{
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if (wheel())
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fn(_attr.wheel.x, _attr.wheel.y);
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}
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template <typename FN>
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void handle_touch(FN const &fn) const
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{
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if (touch())
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fn(_attr.touch.id, _attr.touch.x, _attr.touch.y);
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}
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template <typename FN>
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void handle_touch_release(FN const &fn) const
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{
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if (touch_release())
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fn(_attr.touch_release.id);
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}
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inline void print(Genode::Output &out) const;
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};
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void Input::Event::print(Genode::Output &out) const
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{
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using Genode::print;
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switch (_type) {
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case INVALID: print(out, "INVALID"); break;
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case PRESS: print(out, "PRESS ", key_name(_attr.press.key),
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" ", _attr.press.codepoint.value); break;
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case RELEASE: print(out, "RELEASE ", key_name(_attr.release.key)); break;
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case REL_MOTION: print(out, "REL_MOTION ", _xy<int>(_attr.rel_motion)); break;
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case ABS_MOTION: print(out, "ABS_MOTION ", _xy<int>(_attr.abs_motion)); break;
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case WHEEL: print(out, "WHEEL ", _xy<int>(_attr.wheel)); break;
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case FOCUS_ENTER: print(out, "FOCUS_ENTER"); break;
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case FOCUS_LEAVE: print(out, "FOCUS_LEAVE"); break;
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case HOVER_LEAVE: print(out, "HOVER_LEAVE"); break;
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case TOUCH_RELEASE: print(out, "TOUCH_RELEASE ", _attr.touch.id.value); break;
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case TOUCH: print(out, "TOUCH ", _attr.touch.id.value, " ",
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_xy<float>(_attr.touch)); break;
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};
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}
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#endif /* _INCLUDE__INPUT__EVENT_H_ */
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