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