mirror of
https://github.com/moonlight-stream/moonlight-embedded.git
synced 2026-06-17 14:22:00 +00:00
Use keyboard combination to quit in SDL mode
This commit is contained in:
+10
-4
@@ -23,7 +23,8 @@
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#include "limelight-common/Limelight.h"
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#include "limelight-common/Limelight.h"
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#include <stdbool.h>
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#define QUIT_MODIFIERS (MODIFIER_SHIFT|MODIFIER_ALT|MODIFIER_CTRL)
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#define QUIT_KEY SDLK_q
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typedef struct _GAMEPAD_STATE {
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typedef struct _GAMEPAD_STATE {
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char leftTrigger, rightTrigger;
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char leftTrigger, rightTrigger;
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@@ -69,7 +70,7 @@ static PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
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return &gamepads[0];
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return &gamepads[0];
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}
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}
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void sdlinput_handle_event(SDL_Event* event) {
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bool sdlinput_handle_event(SDL_Event* event) {
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int button = 0;
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int button = 0;
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PGAMEPAD_STATE gamepad;
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PGAMEPAD_STATE gamepad;
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switch (event->type) {
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switch (event->type) {
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@@ -128,6 +129,10 @@ void sdlinput_handle_event(SDL_Event* event) {
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keyboard_modifiers &= ~modifier;
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keyboard_modifiers &= ~modifier;
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}
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}
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// Quit the stream if all the required quit keys are down
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if ((keyboard_modifiers & QUIT_MODIFIERS) == QUIT_MODIFIERS && event->key.keysym.sym == QUIT_KEY && event->type==SDL_KEYUP)
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return false;
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LiSendKeyboardEvent(0x80 << 8 | button, event->type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, keyboard_modifiers);
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LiSendKeyboardEvent(0x80 << 8 | button, event->type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, keyboard_modifiers);
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break;
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break;
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case SDL_CONTROLLERAXISMOTION:
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case SDL_CONTROLLERAXISMOTION:
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@@ -152,7 +157,7 @@ void sdlinput_handle_event(SDL_Event* event) {
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gamepad->rightTrigger = (event->caxis.value >> 8) + 127;
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gamepad->rightTrigger = (event->caxis.value >> 8) + 127;
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break;
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break;
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default:
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default:
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return;
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return true;
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}
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}
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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break;
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@@ -206,7 +211,7 @@ void sdlinput_handle_event(SDL_Event* event) {
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button = RB_FLAG;
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button = RB_FLAG;
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break;
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break;
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default:
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default:
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return;
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return true;
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}
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}
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if (event->type == SDL_CONTROLLERBUTTONDOWN)
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if (event->type == SDL_CONTROLLERBUTTONDOWN)
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gamepad->buttons |= button;
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gamepad->buttons |= button;
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@@ -216,6 +221,7 @@ void sdlinput_handle_event(SDL_Event* event) {
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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break;
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}
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}
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return true;
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}
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}
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#endif /* HAVE_SDL */
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#endif /* HAVE_SDL */
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@@ -19,6 +19,7 @@
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#ifdef HAVE_SDL
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#ifdef HAVE_SDL
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#include <stdbool.h>
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#include <SDL.h>
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#include <SDL.h>
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static const short keyCodes[] = {
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static const short keyCodes[] = {
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@@ -50,6 +51,6 @@ static const short keyCodes[] = {
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};
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};
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void sdlinput_init();
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void sdlinput_init();
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void sdlinput_handle_event(SDL_Event* event);
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bool sdlinput_handle_event(SDL_Event* event);
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#endif /* HAVE_SDL */
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#endif /* HAVE_SDL */
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@@ -36,10 +36,10 @@ void sdl_loop() {
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SDL_Event event;
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SDL_Event event;
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while(!done && SDL_WaitEvent(&event)) {
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while(!done && SDL_WaitEvent(&event)) {
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sdlinput_handle_event(&event);
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if (!sdlinput_handle_event(&event))
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if (event.type == SDL_QUIT) {
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done = false;
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else if (event.type == SDL_QUIT)
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done = true;
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done = true;
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}
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}
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}
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}
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}
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