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https://github.com/moonlight-stream/moonlight-embedded.git
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Ungrab and fullscreen actions in SDL
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@ -20,11 +20,13 @@
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#ifdef HAVE_SDL
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#include "sdlinput.h"
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#include "../sdl.h"
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#include "limelight-common/Limelight.h"
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#define QUIT_MODIFIERS (MODIFIER_SHIFT|MODIFIER_ALT|MODIFIER_CTRL)
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#define ACTION_MODIFIERS (MODIFIER_SHIFT|MODIFIER_ALT|MODIFIER_CTRL)
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#define QUIT_KEY SDLK_q
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#define FULLSCREEN_KEY SDLK_f
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typedef struct _GAMEPAD_STATE {
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char leftTrigger, rightTrigger;
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@ -69,7 +71,7 @@ static PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
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return &gamepads[0];
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}
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bool sdlinput_handle_event(SDL_Event* event) {
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int sdlinput_handle_event(SDL_Event* event) {
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int button = 0;
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PGAMEPAD_STATE gamepad;
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switch (event->type) {
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@ -96,7 +98,7 @@ bool sdlinput_handle_event(SDL_Event* event) {
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if (button != 0)
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LiSendMouseButtonEvent(event->type==SDL_MOUSEBUTTONDOWN?BUTTON_ACTION_PRESS:BUTTON_ACTION_RELEASE, button);
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break;
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return SDL_MOUSE_GRAB;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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button = event->key.keysym.sym;
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@ -129,8 +131,12 @@ bool sdlinput_handle_event(SDL_Event* event) {
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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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if ((keyboard_modifiers & ACTION_MODIFIERS) == ACTION_MODIFIERS && event->key.keysym.sym == QUIT_KEY && event->type==SDL_KEYUP)
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return SDL_QUIT_APPLICATION;
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else if ((keyboard_modifiers & ACTION_MODIFIERS) == ACTION_MODIFIERS && event->key.keysym.sym == FULLSCREEN_KEY && event->type==SDL_KEYUP)
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return SDL_TOGGLE_FULLSCREEN;
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else if ((keyboard_modifiers & ACTION_MODIFIERS) == ACTION_MODIFIERS)
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return SDL_MOUSE_UNGRAB;
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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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@ -156,7 +162,7 @@ bool sdlinput_handle_event(SDL_Event* event) {
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gamepad->rightTrigger = (event->caxis.value >> 8) + 127;
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break;
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default:
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return true;
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return SDL_NOTHING;
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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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break;
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@ -210,7 +216,7 @@ bool sdlinput_handle_event(SDL_Event* event) {
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button = RB_FLAG;
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break;
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default:
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return true;
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return SDL_NOTHING;
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}
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if (event->type == SDL_CONTROLLERBUTTONDOWN)
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gamepad->buttons |= button;
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@ -220,7 +226,7 @@ bool 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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break;
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}
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return true;
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return SDL_NOTHING;
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}
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#endif /* HAVE_SDL */
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@ -52,6 +52,6 @@ static const short keyCodes[] = {
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};
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void sdlinput_init();
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bool sdlinput_handle_event(SDL_Event* event);
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int sdlinput_handle_event(SDL_Event* event);
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#endif /* HAVE_SDL */
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26
src/sdl.c
26
src/sdl.c
@ -27,6 +27,7 @@
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#include <stdbool.h>
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static bool done;
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static int fullscreen_flags;
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SDL_Window *sdl_window;
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@ -41,19 +42,34 @@ void sdl_init(int width, int height) {
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fprintf(stderr, "SDL: could not create window - exiting\n");
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exit(1);
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}
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SDL_ShowCursor(SDL_DISABLE);
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//SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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sdlinput_init();
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}
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void sdl_loop() {
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SDL_Event event;
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while(!done && SDL_WaitEvent(&event)) {
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if (!sdlinput_handle_event(&event))
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done = true;
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else if (event.type == SDL_QUIT)
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switch (sdlinput_handle_event(&event)) {
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case SDL_QUIT_APPLICATION:
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done = true;
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break;
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case SDL_TOGGLE_FULLSCREEN:
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fullscreen_flags ^= SDL_WINDOW_FULLSCREEN;
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SDL_SetWindowFullscreen(sdl_window, fullscreen_flags);
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case SDL_MOUSE_GRAB:
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SDL_SetRelativeMouseMode(SDL_TRUE);
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break;
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case SDL_MOUSE_UNGRAB:
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SDL_SetRelativeMouseMode(SDL_FALSE);
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break;
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default:
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if (event.type == SDL_QUIT)
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done = true;
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}
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}
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SDL_DestroyWindow(sdl_window);
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SDL_Quit();
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}
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#endif /* HAVE_SDL */
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