mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2025-07-01 23:35:55 +00:00
Restore the option for relative touch mode
This commit is contained in:
parent
c2c2bd2df6
commit
0c9d72a9a1
@ -151,6 +151,7 @@ SOURCES += \
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streaming/input/input.cpp \
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streaming/input/keyboard.cpp \
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streaming/input/mouse.cpp \
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streaming/input/reltouch.cpp \
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streaming/session.cpp \
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streaming/audio/audio.cpp \
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streaming/audio/renderers/sdlaud.cpp \
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@ -596,6 +596,22 @@ Flickable {
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You can toggle this while streaming using Ctrl+Alt+Shift+M."
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}
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CheckBox {
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id: absoluteTouchCheck
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hoverEnabled: true
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text: "Use touchscreen as a trackpad"
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font.pointSize: 12
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checked: !StreamingPreferences.absoluteTouchMode
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onCheckedChanged: {
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StreamingPreferences.absoluteTouchMode = !checked
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}
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ToolTip.delay: 1000
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ToolTip.timeout: 5000
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ToolTip.visible: hovered
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ToolTip.text: "When checked, the touchscreen acts like a trackpad. When unchecked, the touchscreen will directly control the mouse pointer."
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}
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CheckBox {
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id: gamepadMouseCheck
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hoverEnabled: true
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@ -20,6 +20,7 @@
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#define SER_MDNS "mdns"
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#define SER_QUITAPPAFTER "quitAppAfter"
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#define SER_ABSMOUSEMODE "mouseacceleration"
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#define SER_ABSTOUCHMODE "abstouchmode"
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#define SER_STARTWINDOWED "startwindowed"
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#define SER_FRAMEPACING "framepacing"
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#define SER_CONNWARNINGS "connwarnings"
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@ -60,6 +61,7 @@ void StreamingPreferences::reload()
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enableMdns = settings.value(SER_MDNS, true).toBool();
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quitAppAfter = settings.value(SER_QUITAPPAFTER, false).toBool();
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absoluteMouseMode = settings.value(SER_ABSMOUSEMODE, false).toBool();
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absoluteTouchMode = settings.value(SER_ABSTOUCHMODE, true).toBool();
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startWindowed = settings.value(SER_STARTWINDOWED, true).toBool();
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framePacing = settings.value(SER_FRAMEPACING, false).toBool();
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connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
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@ -104,6 +106,7 @@ void StreamingPreferences::save()
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settings.setValue(SER_MDNS, enableMdns);
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settings.setValue(SER_QUITAPPAFTER, quitAppAfter);
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settings.setValue(SER_ABSMOUSEMODE, absoluteMouseMode);
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settings.setValue(SER_ABSTOUCHMODE, absoluteTouchMode);
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settings.setValue(SER_STARTWINDOWED, startWindowed);
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settings.setValue(SER_FRAMEPACING, framePacing);
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settings.setValue(SER_CONNWARNINGS, connectionWarnings);
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@ -62,6 +62,7 @@ public:
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Q_PROPERTY(bool enableMdns MEMBER enableMdns NOTIFY enableMdnsChanged)
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Q_PROPERTY(bool quitAppAfter MEMBER quitAppAfter NOTIFY quitAppAfterChanged)
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Q_PROPERTY(bool absoluteMouseMode MEMBER absoluteMouseMode NOTIFY absoluteMouseModeChanged)
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Q_PROPERTY(bool absoluteTouchMode MEMBER absoluteTouchMode NOTIFY absoluteTouchModeChanged)
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Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
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Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
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Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
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@ -86,6 +87,7 @@ public:
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bool enableMdns;
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bool quitAppAfter;
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bool absoluteMouseMode;
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bool absoluteTouchMode;
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bool startWindowed;
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bool framePacing;
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bool connectionWarnings;
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@ -109,6 +111,7 @@ signals:
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void enableMdnsChanged();
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void quitAppAfterChanged();
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void absoluteMouseModeChanged();
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void absoluteTouchModeChanged();
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void audioConfigChanged();
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void videoCodecConfigChanged();
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void videoDecoderSelectionChanged();
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@ -27,23 +27,8 @@ Uint32 SdlInputHandler::longPressTimerCallback(Uint32, void*)
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return 0;
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}
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void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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void SdlInputHandler::handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 10)
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if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
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// Ignore anything that isn't a touchscreen. We may get callbacks
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// for trackpads, but we want to handle those in the mouse path.
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return;
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}
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#elif defined(Q_OS_DARWIN)
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// SDL2 sends touch events from trackpads by default on
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// macOS. This totally screws our actual mouse handling,
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// so we must explicitly ignore touch events on macOS
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// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
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// to tell them apart.
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return;
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#endif
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// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
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// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
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// or lower than those values as touch events continue for touches started within the client area that
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@ -17,7 +17,13 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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m_LongPressTimer(0),
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m_StreamWidth(streamWidth),
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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_LeftButtonReleaseTimer(0),
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m_RightButtonReleaseTimer(0),
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m_DragTimer(0),
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m_DragButton(0),
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m_NumFingersDown(0)
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{
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// Allow gamepad input when the app doesn't have focus
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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@ -94,6 +100,8 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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SDL_zero(m_GamepadState);
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SDL_zero(m_LastTouchDownEvent);
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SDL_zero(m_LastTouchUpEvent);
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SDL_zero(m_TouchDownEvent);
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SDL_zero(m_CumulativeDelta);
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SDL_AtomicSet(&m_MouseDeltaX, 0);
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SDL_AtomicSet(&m_MouseDeltaY, 0);
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@ -130,6 +138,9 @@ SdlInputHandler::~SdlInputHandler()
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SDL_RemoveTimer(m_MouseMoveTimer);
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SDL_RemoveTimer(m_LongPressTimer);
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SDL_RemoveTimer(m_LeftButtonReleaseTimer);
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SDL_RemoveTimer(m_RightButtonReleaseTimer);
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SDL_RemoveTimer(m_DragTimer);
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_QuitSubSystem(SDL_INIT_HAPTIC);
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@ -258,3 +269,28 @@ void SdlInputHandler::setCaptureActive(bool active)
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SDL_SetWindowGrab(m_Window, SDL_FALSE);
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}
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}
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void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 10)
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if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
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// Ignore anything that isn't a touchscreen. We may get callbacks
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// for trackpads, but we want to handle those in the mouse path.
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return;
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}
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#elif defined(Q_OS_DARWIN)
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// SDL2 sends touch events from trackpads by default on
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// macOS. This totally screws our actual mouse handling,
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// so we must explicitly ignore touch events on macOS
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// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
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// to tell them apart.
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return;
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#endif
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if (m_AbsoluteTouchMode) {
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handleAbsoluteFingerEvent(event);
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}
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else {
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handleRelativeFingerEvent(event);
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}
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}
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@ -86,6 +86,10 @@ private:
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void sendGamepadState(GamepadState* state);
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void handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event);
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void handleRelativeFingerEvent(SDL_TouchFingerEvent* event);
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static
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Uint32 longPressTimerCallback(Uint32 interval, void* param);
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@ -95,6 +99,15 @@ private:
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static
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Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
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static
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Uint32 releaseLeftButtonTimerCallback(Uint32 interval, void* param);
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static
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Uint32 releaseRightButtonTimerCallback(Uint32 interval, void* param);
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static
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Uint32 dragTimerCallback(Uint32 interval, void* param);
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SDL_Window* m_Window;
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bool m_MultiController;
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bool m_GamepadMouse;
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@ -112,6 +125,15 @@ private:
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int m_StreamWidth;
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int m_StreamHeight;
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bool m_AbsoluteMouseMode;
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bool m_AbsoluteTouchMode;
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SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
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float m_CumulativeDelta[MAX_FINGERS];
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SDL_TimerID m_LeftButtonReleaseTimer;
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SDL_TimerID m_RightButtonReleaseTimer;
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SDL_TimerID m_DragTimer;
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char m_DragButton;
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int m_NumFingersDown;
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static const int k_ButtonMap[];
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};
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178
app/streaming/input/reltouch.cpp
Normal file
178
app/streaming/input/reltouch.cpp
Normal file
@ -0,0 +1,178 @@
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#include "input.h"
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#include <Limelight.h>
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#include <SDL.h>
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// How long the mouse button will be pressed for a tap to click gesture
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#define TAP_BUTTON_RELEASE_DELAY 100
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// How long the fingers must be stationary to start a drag
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#define DRAG_ACTIVATION_DELAY 650
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// How far the finger can move before it cancels a drag or tap
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#define DEAD_ZONE_DELTA 0.1f
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Uint32 SdlInputHandler::releaseLeftButtonTimerCallback(Uint32, void*)
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{
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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return 0;
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}
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Uint32 SdlInputHandler::releaseRightButtonTimerCallback(Uint32, void*)
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{
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
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return 0;
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}
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Uint32 SdlInputHandler::dragTimerCallback(Uint32, void *param)
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{
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auto me = reinterpret_cast<SdlInputHandler*>(param);
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// Check how many fingers are down now to decide
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// which button to hold down
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if (me->m_NumFingersDown == 2) {
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me->m_DragButton = BUTTON_RIGHT;
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}
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else if (me->m_NumFingersDown == 1) {
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me->m_DragButton = BUTTON_LEFT;
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}
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, me->m_DragButton);
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return 0;
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}
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void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
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{
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int fingerIndex = -1;
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// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
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// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
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// or lower than those values as touch events continue for touches started within the client area that
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// leave the client area during a drag motion.
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// dx and dy are deltas from the last touch event, not the first touch down.
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// Determine the index of this finger using our list
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// of fingers that are currently active on screen.
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// This is also required to handle finger up which
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// where the finger will not be in SDL_GetTouchFinger()
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// anymore.
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if (event->type != SDL_FINGERDOWN) {
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for (int i = 0; i < MAX_FINGERS; i++) {
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if (event->fingerId == m_TouchDownEvent[i].fingerId) {
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fingerIndex = i;
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break;
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}
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}
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}
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else {
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// Resolve the new finger by determining the ID of each
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// finger on the display.
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int numTouchFingers = SDL_GetNumTouchFingers(event->touchId);
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for (int i = 0; i < numTouchFingers; i++) {
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SDL_Finger* finger = SDL_GetTouchFinger(event->touchId, i);
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SDL_assert(finger != nullptr);
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if (finger != nullptr) {
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if (finger->id == event->fingerId) {
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fingerIndex = i;
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break;
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}
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}
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}
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}
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if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) {
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// Too many fingers
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return;
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}
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// Handle cursor motion based on the position of the
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// primary finger on screen
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if (fingerIndex == 0) {
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// The event x and y values are relative to our window width
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// and height. However, we want to scale them to be relative
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// to the host resolution. Fortunately this is easy since we
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// already have normalized values. We'll just multiply them
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// by the stream dimensions to get real X and Y values rather
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// than the client window dimensions.
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short deltaX = static_cast<short>(event->dx * m_StreamWidth);
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short deltaY = static_cast<short>(event->dy * m_StreamHeight);
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent(deltaX, deltaY);
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}
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}
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// Start a drag timer when primary or secondary
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// fingers go down
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if (event->type == SDL_FINGERDOWN &&
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(fingerIndex == 0 || fingerIndex == 1)) {
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SDL_RemoveTimer(m_DragTimer);
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m_DragTimer = SDL_AddTimer(DRAG_ACTIVATION_DELAY,
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dragTimerCallback,
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this);
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}
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if (event->type == SDL_FINGERMOTION) {
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// Count the total cumulative dx/dy that the finger
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// has moved.
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m_CumulativeDelta[fingerIndex] += qAbs(event->x);
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m_CumulativeDelta[fingerIndex] += qAbs(event->y);
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// If it's outside the deadzone delta, cancel drags and taps
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if (m_CumulativeDelta[fingerIndex] > DEAD_ZONE_DELTA) {
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SDL_RemoveTimer(m_DragTimer);
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m_DragTimer = 0;
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// This effectively cancels the tap logic below
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m_TouchDownEvent[fingerIndex].timestamp = 0;
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}
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}
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if (event->type == SDL_FINGERUP) {
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// Cancel the drag timer on finger up
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SDL_RemoveTimer(m_DragTimer);
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m_DragTimer = 0;
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// Release any drag
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if (m_DragButton != 0) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton);
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m_DragButton = 0;
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}
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// 2 finger tap
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else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) {
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// Zero timestamp of the primary finger to ensure we won't
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// generate a left click if the primary finger comes up soon.
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m_TouchDownEvent[0].timestamp = 0;
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// Press down the right mouse button
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
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// Queue a timer to release it in 100 ms
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SDL_RemoveTimer(m_RightButtonReleaseTimer);
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m_RightButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
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releaseRightButtonTimerCallback,
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nullptr);
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}
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// 1 finger tap
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else if (event->timestamp - m_TouchDownEvent[0].timestamp < 250) {
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// Press down the left mouse button
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
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// Queue a timer to release it in 100 ms
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SDL_RemoveTimer(m_LeftButtonReleaseTimer);
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m_LeftButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
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releaseLeftButtonTimerCallback,
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nullptr);
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}
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}
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m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId);
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if (event->type == SDL_FINGERDOWN) {
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m_TouchDownEvent[fingerIndex] = *event;
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m_CumulativeDelta[fingerIndex] = 0;
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}
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else if (event->type == SDL_FINGERUP) {
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m_TouchDownEvent[fingerIndex] = {};
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}
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}
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