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InstanceBrick--nightcap/include/runtime/roblox_window_input_runtime.h
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#ifndef MOCKTAIL_RUNTIME_ROBLOX_WINDOW_INPUT_RUNTIME_H_
#define MOCKTAIL_RUNTIME_ROBLOX_WINDOW_INPUT_RUNTIME_H_
#include <memory>
#include "mocktail/platform/sdl_gamepad_manager.h"
#include "mocktail/platform/text_clipboard.h"
#include "mocktail/status.h"
#include "runtime/roblox_input_native_adapter.h"
#include "runtime/roblox_text_surface_overlay.h"
#include "runtime/roblox_xr_controller_input.h"
namespace mocktail {
namespace runtime {
// Composition owner for the single SDL event observer. It queries logical and
// pixel extents from the window, initializes JNI input first, then registers
// the observer. Shutdown clears the observer before releasing pressed input
// and JNI references, so no event can reach a torn-down Roblox runtime.
class RobloxWindowInputRuntime final {
public:
RobloxWindowInputRuntime(JniEnvironmentProvider environment,
RobloxInputSymbols symbols);
~RobloxWindowInputRuntime();
RobloxWindowInputRuntime(const RobloxWindowInputRuntime&) = delete;
RobloxWindowInputRuntime& operator=(const RobloxWindowInputRuntime&) = delete;
Status Initialize();
Status Shutdown();
Status BeginTextFocusSession(RobloxTextFocusSession session);
Status EndTextFocusSession(int64_t textbox_handle, uint64_t generation,
bool notify_native);
Status ReplaceFocusedTextFromEngine(uint64_t generation,
std::string authoritative_utf8);
Status QueryCurrentTextBoxInfo(RobloxNativeTextBoxInfoQueryResult* result);
Status UpdateTextFocusProperties(uint64_t generation,
const RobloxTextFocusProperties& properties);
// Feeds a synthetic platform event through the same authoritative router as
// real SDL events. Used by the XR controller delivery path so tracked
// controllers reuse the verified gamepad route (single event source, router
// deduplication and focus gating) instead of a second JNI input path.
void InjectPlatformEvent(const platform::PlatformEvent& event);
RobloxInputSnapshot Snapshot() const;
void SetRawMouseEnabled(bool enabled);
// Drains one batch of XR tracked-controller input into the same router.
// Called once per main-loop iteration on the input thread; inert in non-VR
// builds or while no OpenXR controller layer is active.
void DrainXrControllers();
// Routes an engine/experience vibration request to the active XR hand.
void RequestXrControllerHaptics(int hand, float amplitude,
std::uint64_t duration_ns, float frequency_hz);
void StopXrControllerHaptics(int hand);
private:
static void PlatformEventCallback(void* context,
const platform::PlatformEvent& event);
static bool MouseLockQueryCallback(void* context, bool* locked_center);
static void GamepadEventCallback(void* context,
const platform::PlatformEvent& event);
static void XrControllerEventCallback(void* context,
const platform::PlatformEvent& event);
RobloxTextSurfaceOverlay text_surface_overlay_;
std::unique_ptr<platform::TextClipboard> text_clipboard_;
RobloxInputRuntime runtime_;
platform::SdlGamepadManager gamepads_;
// XR tracked-controller producer. Feeds the same runtime_ router as SDL so
// there is exactly one authoritative input route.
RobloxXrControllerInput xr_controllers_;
bool xr_controllers_initialized_ = false;
bool observer_registered_ = false;
bool mouse_lock_query_registered_ = false;
bool initialized_ = false;
};
} // namespace runtime
} // namespace mocktail
#endif // MOCKTAIL_RUNTIME_ROBLOX_WINDOW_INPUT_RUNTIME_H_