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https://github.com/moonlight-stream/moonlight-qt.git
synced 2025-07-01 23:35:55 +00:00
Pass through focus-gain clicks to the host in absolute mouse mode
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parent
97c15c7876
commit
05e82c24f8
@ -19,6 +19,8 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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m_StreamHeight(streamHeight),
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m_StreamHeight(streamHeight),
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m_AbsoluteMouseMode(prefs.absoluteMouseMode),
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m_AbsoluteMouseMode(prefs.absoluteMouseMode),
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m_AbsoluteTouchMode(prefs.absoluteTouchMode),
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m_AbsoluteTouchMode(prefs.absoluteTouchMode),
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m_PendingFocusGain(false),
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m_PendingFocusButtonUp(0),
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m_LeftButtonReleaseTimer(0),
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m_LeftButtonReleaseTimer(0),
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m_RightButtonReleaseTimer(0),
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m_RightButtonReleaseTimer(0),
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m_DragTimer(0),
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m_DragTimer(0),
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@ -203,12 +205,44 @@ void SdlInputHandler::notifyFocusGained()
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#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN)
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#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN)
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int mouseX, mouseY;
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int mouseX, mouseY;
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Uint32 mouseState = SDL_GetGlobalMouseState(&mouseX, &mouseY);
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Uint32 mouseState = SDL_GetGlobalMouseState(&mouseX, &mouseY);
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if (mouseState & SDL_BUTTON(SDL_BUTTON_LEFT)) {
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if (mouseState != 0) {
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int x, y, width, height;
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int x, y, width, height;
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SDL_GetWindowPosition(m_Window, &x, &y);
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SDL_GetWindowPosition(m_Window, &x, &y);
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SDL_GetWindowSize(m_Window, &width, &height);
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SDL_GetWindowSize(m_Window, &width, &height);
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if (mouseX > x && mouseX < x+width && mouseY > y && mouseY < y+height) {
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if (mouseX > x && mouseX < x+width && mouseY > y && mouseY < y+height) {
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setCaptureActive(true);
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if (m_AbsoluteMouseMode) {
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// We won't receive mouse events until the mouse gesture ends after gaining
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// focus. To allow users to click directly into the unfocused window, we'll
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// emulate mouse events using SDL_GetGlobalMouseState().
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m_PendingFocusGain = true;
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if (mouseState & SDL_BUTTON_LMASK) {
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m_PendingFocusButtonUp = SDL_BUTTON_LEFT;
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}
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else if (mouseState & SDL_BUTTON_RMASK) {
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m_PendingFocusButtonUp = SDL_BUTTON_RIGHT;
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}
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else if (mouseState & SDL_BUTTON_MMASK) {
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m_PendingFocusButtonUp = SDL_BUTTON_MIDDLE;
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}
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else if (mouseState & SDL_BUTTON_X1MASK) {
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m_PendingFocusButtonUp = SDL_BUTTON_X1;
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}
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else if (mouseState & SDL_BUTTON_X2MASK) {
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m_PendingFocusButtonUp = SDL_BUTTON_X2;
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}
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else {
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SDL_assert(false);
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m_PendingFocusGain = false;
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}
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// Update the mouse position then send the button down event
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sendSyntheticMouseState(SDL_MOUSEMOTION, 0);
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sendSyntheticMouseState(SDL_MOUSEBUTTONDOWN, m_PendingFocusButtonUp);
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}
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else if (mouseState & SDL_BUTTON_LMASK) {
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setCaptureActive(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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#endif
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#endif
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@ -77,6 +77,8 @@ public:
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void setCaptureActive(bool active);
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void setCaptureActive(bool active);
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void sendSyntheticMouseState(Uint32 state, Uint32 button);
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static
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static
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QString getUnmappedGamepads();
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QString getUnmappedGamepads();
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@ -127,6 +129,9 @@ private:
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bool m_AbsoluteMouseMode;
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bool m_AbsoluteMouseMode;
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bool m_AbsoluteTouchMode;
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bool m_AbsoluteTouchMode;
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bool m_PendingFocusGain;
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Uint32 m_PendingFocusButtonUp;
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SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
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SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
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SDL_TimerID m_LeftButtonReleaseTimer;
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SDL_TimerID m_LeftButtonReleaseTimer;
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SDL_TimerID m_RightButtonReleaseTimer;
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SDL_TimerID m_RightButtonReleaseTimer;
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@ -111,6 +111,46 @@ void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
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}
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}
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}
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}
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void SdlInputHandler::sendSyntheticMouseState(Uint32 type, Uint32 button) {
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int mouseX, mouseY;
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int windowX, windowY;
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SDL_Event event;
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Uint32 buttonState = SDL_GetGlobalMouseState(&mouseX, &mouseY);
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SDL_GetWindowPosition(m_Window, &windowX, &windowY);
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switch (type) {
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case SDL_MOUSEMOTION:
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event.motion.type = type;
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event.motion.timestamp = SDL_GetTicks();
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event.motion.windowID = SDL_GetWindowID(m_Window);
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event.motion.which = 0;
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event.motion.state = buttonState;
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event.motion.x = mouseX - windowX;
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event.motion.y = mouseY - windowY;
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event.motion.xrel = 0;
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event.motion.yrel = 0;
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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event.button.type = type;
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event.button.timestamp = SDL_GetTicks();
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event.button.windowID = SDL_GetWindowID(m_Window);
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event.button.which = 0;
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event.button.button = button;
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event.button.state = type == SDL_MOUSEBUTTONDOWN ? SDL_PRESSED : SDL_RELEASED;
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event.button.clicks = 1;
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event.button.x = mouseX - windowX;
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event.button.y = mouseY - windowY;
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break;
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default:
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SDL_assert(false);
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}
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SDL_PushEvent(&event);
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}
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Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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{
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{
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auto me = reinterpret_cast<SdlInputHandler*>(param);
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auto me = reinterpret_cast<SdlInputHandler*>(param);
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@ -122,5 +162,20 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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LiSendMouseMoveEvent(deltaX, deltaY);
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LiSendMouseMoveEvent(deltaX, deltaY);
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}
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}
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if (me->m_PendingFocusGain && me->m_AbsoluteMouseMode) {
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Uint32 buttonState = SDL_GetGlobalMouseState(NULL, NULL);
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// Update the position first
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me->sendSyntheticMouseState(SDL_MOUSEMOTION, 0);
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// If the button has come up since last time, send that too
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if ((buttonState & SDL_BUTTON(me->m_PendingFocusButtonUp)) == 0) {
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me->sendSyntheticMouseState(SDL_MOUSEBUTTONUP, me->m_PendingFocusButtonUp);
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// Focus gain has completed
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me->m_PendingFocusGain = false;
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}
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}
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return interval;
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return interval;
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}
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}
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