moonlight-chrome/input.cpp
2023-09-17 15:56:50 -05:00

366 lines
12 KiB
C++

#include "moonlight.hpp"
#include "ppapi/c/ppb_input_event.h"
#include "ppapi/cpp/mouse_cursor.h"
#include "ppapi/cpp/input_event.h"
#include <Limelight.h>
#include <math.h>
#define KEY_PREFIX 0x80
#define TOUCH_DEAD_ZONE_DELAY 0.250
#define TOUCH_DEAD_ZONE_RADIUS 50
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#define MAX(a, b) ((a) > (b) ? (a) : (b))
static int ConvertPPButtonToLiButton(PP_InputEvent_MouseButton ppButton) {
switch (ppButton) {
case PP_INPUTEVENT_MOUSEBUTTON_LEFT:
return BUTTON_LEFT;
case PP_INPUTEVENT_MOUSEBUTTON_MIDDLE:
return BUTTON_MIDDLE;
case PP_INPUTEVENT_MOUSEBUTTON_RIGHT:
return BUTTON_RIGHT;
default:
return 0;
}
}
void MoonlightInstance::LockMouseOrJustCaptureInput() {
if (m_MouseLockingFeatureEnabled) {
LockMouse(m_CallbackFactory.NewCallback(&MoonlightInstance::DidLockMouse));
}
else {
pp::MouseCursor::SetCursor(this, PP_MOUSECURSOR_TYPE_NONE);
}
// Assume it worked until we get a callback telling us otherwise;
// if not locking mouse this just serves to tell us whether to capture input
m_MouseLocked = true;
}
void MoonlightInstance::UnlockMouseOrJustReleaseInput() {
if (m_MouseLockingFeatureEnabled) {
UnlockMouse();
} else {
pp::MouseCursor::SetCursor(this, PP_MOUSECURSOR_TYPE_POINTER);
}
m_MouseLocked = false;
m_WaitingForAllModifiersUp = false;
}
void MoonlightInstance::DidLockMouse(int32_t result) {
m_MouseLocked = (result == PP_OK);
if (m_MouseLocked) {
// Request an IDR frame to dump the frame queue that may have
// built up from the GL pipeline being stalled.
LiRequestIdrFrame();
}
}
void MoonlightInstance::MouseLockLost() {
m_MouseLocked = false;
}
static char GetModifierFlags(const pp::InputEvent& event) {
uint32_t modifiers = event.GetModifiers();
char flags = 0;
if (modifiers & PP_INPUTEVENT_MODIFIER_SHIFTKEY) {
flags |= MODIFIER_SHIFT;
}
if (modifiers & PP_INPUTEVENT_MODIFIER_CONTROLKEY) {
flags |= MODIFIER_CTRL;
}
if (modifiers & PP_INPUTEVENT_MODIFIER_ALTKEY) {
flags |= MODIFIER_ALT;
}
return flags;
}
static uint32_t GetTranslatedKeyCode(const pp::KeyboardInputEvent& event) {
// For some reason, NaCl won't give us the real left and right
// VK codes for modifiers and instead gives us modifier flags
// to indicate whether the key is left or right. We have to
// convert these back to the original VK codes to before
// sending them to the PC.
switch (event.GetKeyCode()) {
// VK_SHIFT
case 0x10:
if (event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISLEFT) {
// VK_LSHIFT
return 0xA0;
}
else if (event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISRIGHT) {
// VK_RSHIFT
return 0xA1;
}
break;
// VK_CONTROL
case 0x11:
if (event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISLEFT) {
// VK_LCONTROL
return 0xA2;
}
else if (event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISRIGHT) {
// VK_RCONTROL
return 0xA3;
}
break;
// VK_MENU (Alt)
case 0x12:
if (event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISLEFT) {
// VK_LMENU
return 0xA4;
}
else if (event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISRIGHT) {
// VK_RMENU
return 0xA5;
}
break;
default:
break;
}
// We have to handle the ISKEYPAD modifier on macOS, and convert them
// to the correct numpad keycodes for Windows.
int32_t num = event.GetKeyCode() - 0x30;
if ((event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISKEYPAD) &&
num >= 0 && num <= 9) {
// Offset with numpad 0's virtual keycode
return num + 0x60;
}
return event.GetKeyCode();
}
void MoonlightInstance::ReportMouseMovement() {
if (m_MouseDeltaX != 0 || m_MouseDeltaY != 0) {
LiSendMouseMoveEvent(m_MouseDeltaX, m_MouseDeltaY);
m_MouseDeltaX = m_MouseDeltaY = 0;
} else if (m_MousePositionX != 0 || m_MousePositionY != 0) {
// Clamp the input coordinates to the plugin area
short x = MIN(MAX(m_MousePositionX, 0), m_PluginRect.width());
short y = MIN(MAX(m_MousePositionY, 0), m_PluginRect.height());
LiSendMousePositionEvent(x, y, m_PluginRect.width(), m_PluginRect.height());
m_MousePositionX = 0;
m_MousePositionY = 0;
}
if (m_AccumulatedTicks != 0) {
// We can have fractional ticks here, so multiply by WHEEL_DELTA
// to get actual scroll distance and use the high-res variant.
LiSendHighResScrollEvent(m_AccumulatedTicks * 120);
m_AccumulatedTicks = 0;
}
}
bool MoonlightInstance::TryHandleNativeTouchEvent(const pp::InputEvent& event) {
// Check if the host supports native pen/touch events
if (!(LiGetHostFeatureFlags() & LI_FF_PEN_TOUCH_EVENTS)) {
return false;
}
uint8_t eventType;
switch (event.GetType()) {
case PP_INPUTEVENT_TYPE_TOUCHSTART:
eventType = LI_TOUCH_EVENT_DOWN;
break;
case PP_INPUTEVENT_TYPE_TOUCHMOVE:
eventType = LI_TOUCH_EVENT_MOVE;
break;
case PP_INPUTEVENT_TYPE_TOUCHEND:
eventType = LI_TOUCH_EVENT_UP;
break;
case PP_INPUTEVENT_TYPE_TOUCHCANCEL:
eventType = LI_TOUCH_EVENT_CANCEL;
break;
default:
// Not a touch event
return false;
}
pp::TouchInputEvent touchEvent(event);
uint32_t count = touchEvent.GetTouchCount(PP_TOUCHLIST_TYPE_CHANGEDTOUCHES);
for (uint32_t i = 0; i < count; i++) {
pp::TouchPoint touchPoint = touchEvent.GetTouchByIndex(PP_TOUCHLIST_TYPE_CHANGEDTOUCHES, i);
pp::FloatPoint touchPos = touchPoint.position();
LiSendTouchEvent(eventType, touchPoint.id(),
MIN(MAX(touchPos.x(), 0), m_PluginRect.width()) / m_PluginRect.width(),
MIN(MAX(touchPos.y(), 0), m_PluginRect.height()) / m_PluginRect.height(),
touchPoint.pressure(),
0.0f, 0.0f,
touchPoint.rotation_angle());
}
return true;
}
bool MoonlightInstance::HandleInputEvent(const pp::InputEvent& event) {
// If the host can handle native touch events, send them natively
if (TryHandleNativeTouchEvent(event)) {
return true;
}
switch (event.GetType()) {
case PP_INPUTEVENT_TYPE_MOUSEDOWN: {
// Lock the mouse cursor when the user clicks on the stream
if (!m_MouseLocked) {
LockMouseOrJustCaptureInput();
return true;
}
pp::MouseInputEvent mouseEvent(event);
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, ConvertPPButtonToLiButton(mouseEvent.GetButton()));
return true;
}
case PP_INPUTEVENT_TYPE_MOUSEMOVE: {
if (!m_MouseLocked) {
return false;
}
pp::MouseInputEvent mouseEvent(event);
pp::Point posDelta = mouseEvent.GetMovement();
pp::Point position = mouseEvent.GetPosition();
// Wait to report mouse movement until the next input polling window
// to allow batching to occur which reduces overall input lag.
if (m_MouseLocked) {
if (m_MouseLockingFeatureEnabled) {
m_MouseDeltaX += posDelta.x();
m_MouseDeltaY += posDelta.y();
} else {
m_MousePositionX = position.x();
m_MousePositionY = position.y();
}
}
return true;
}
case PP_INPUTEVENT_TYPE_MOUSEUP: {
if (!m_MouseLocked) {
return false;
}
pp::MouseInputEvent mouseEvent(event);
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, ConvertPPButtonToLiButton(mouseEvent.GetButton()));
return true;
}
case PP_INPUTEVENT_TYPE_WHEEL: {
if (!m_MouseLocked) {
return false;
}
pp::WheelInputEvent wheelEvent(event);
// Accumulate the current tick value
m_AccumulatedTicks += wheelEvent.GetTicks().y();
return true;
}
case PP_INPUTEVENT_TYPE_KEYDOWN: {
if (!m_MouseLocked) {
return false;
}
pp::KeyboardInputEvent keyboardEvent(event);
char modifiers = GetModifierFlags(event);
uint32_t keyCode = GetTranslatedKeyCode(keyboardEvent);
if (modifiers == (MODIFIER_ALT | MODIFIER_CTRL | MODIFIER_SHIFT)) {
if (keyCode == 0x51) { // Q key
// Terminate the connection
StopConnection();
return true;
}
else {
// Wait until these keys come up to unlock the mouse
m_WaitingForAllModifiersUp = true;
}
}
if (event.GetModifiers() & PP_INPUTEVENT_MODIFIER_ISAUTOREPEAT) {
return true;
}
LiSendKeyboardEvent(KEY_PREFIX << 8 | keyCode,
KEY_ACTION_DOWN, modifiers);
return true;
}
case PP_INPUTEVENT_TYPE_KEYUP: {
if (!m_MouseLocked) {
return false;
}
pp::KeyboardInputEvent keyboardEvent(event);
char modifiers = GetModifierFlags(event);
uint32_t keyCode = GetTranslatedKeyCode(keyboardEvent);
// Check if all modifiers are up now
if (m_WaitingForAllModifiersUp && modifiers == 0) {
UnlockMouseOrJustReleaseInput();
}
LiSendKeyboardEvent(KEY_PREFIX << 8 | keyCode,
KEY_ACTION_UP, modifiers);
return true;
}
case PP_INPUTEVENT_TYPE_TOUCHMOVE:
case PP_INPUTEVENT_TYPE_TOUCHSTART: {
pp::TouchInputEvent touchEvent(event);
pp::FloatPoint touchPoint = touchEvent.GetTouchByIndex(PP_TOUCHLIST_TYPE_TARGETTOUCHES, 0).position();
// Create a small deadzone for touch downs to allow more precise double-clicks
if (event.GetType() == PP_INPUTEVENT_TYPE_TOUCHMOVE ||
event.GetTimeStamp() - m_LastTouchUpTime > TOUCH_DEAD_ZONE_DELAY ||
sqrt(pow(m_LastTouchUpPoint.x() - touchPoint.x(), 2) +
pow(m_LastTouchUpPoint.y() - touchPoint.y(), 2)) > TOUCH_DEAD_ZONE_RADIUS) {
// Scale the touch coordinates to the video rect
short x = MIN(MAX(touchPoint.x(), 0), m_PluginRect.width());
short y = MIN(MAX(touchPoint.y(), 0), m_PluginRect.height());
// Update the mouse position prior to sending the button down
LiSendMousePositionEvent(x, y, m_PluginRect.width(), m_PluginRect.height());
}
if (event.GetType() == PP_INPUTEVENT_TYPE_TOUCHSTART &&
touchEvent.GetTouchCount(PP_TOUCHLIST_TYPE_TARGETTOUCHES) == 1) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
return true;
}
case PP_INPUTEVENT_TYPE_TOUCHCANCEL:
case PP_INPUTEVENT_TYPE_TOUCHEND: {
pp::TouchInputEvent touchEvent(event);
if (touchEvent.GetTouchCount(PP_TOUCHLIST_TYPE_TARGETTOUCHES) == 1) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
m_LastTouchUpTime = event.GetTimeStamp();
m_LastTouchUpPoint = touchEvent.GetTouchByIndex(PP_TOUCHLIST_TYPE_TARGETTOUCHES, 0).position();
}
return true;
}
default: {
return false;
}
}
}