Restore the option for relative touch mode

This commit is contained in:
Cameron Gutman 2020-04-30 20:55:15 -07:00
parent c2c2bd2df6
commit 0c9d72a9a1
8 changed files with 261 additions and 17 deletions

View File

@ -151,6 +151,7 @@ SOURCES += \
streaming/input/input.cpp \
streaming/input/keyboard.cpp \
streaming/input/mouse.cpp \
streaming/input/reltouch.cpp \
streaming/session.cpp \
streaming/audio/audio.cpp \
streaming/audio/renderers/sdlaud.cpp \

View File

@ -596,6 +596,22 @@ Flickable {
You can toggle this while streaming using Ctrl+Alt+Shift+M."
}
CheckBox {
id: absoluteTouchCheck
hoverEnabled: true
text: "Use touchscreen as a trackpad"
font.pointSize: 12
checked: !StreamingPreferences.absoluteTouchMode
onCheckedChanged: {
StreamingPreferences.absoluteTouchMode = !checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "When checked, the touchscreen acts like a trackpad. When unchecked, the touchscreen will directly control the mouse pointer."
}
CheckBox {
id: gamepadMouseCheck
hoverEnabled: true

View File

@ -20,6 +20,7 @@
#define SER_MDNS "mdns"
#define SER_QUITAPPAFTER "quitAppAfter"
#define SER_ABSMOUSEMODE "mouseacceleration"
#define SER_ABSTOUCHMODE "abstouchmode"
#define SER_STARTWINDOWED "startwindowed"
#define SER_FRAMEPACING "framepacing"
#define SER_CONNWARNINGS "connwarnings"
@ -60,6 +61,7 @@ void StreamingPreferences::reload()
enableMdns = settings.value(SER_MDNS, true).toBool();
quitAppAfter = settings.value(SER_QUITAPPAFTER, false).toBool();
absoluteMouseMode = settings.value(SER_ABSMOUSEMODE, false).toBool();
absoluteTouchMode = settings.value(SER_ABSTOUCHMODE, true).toBool();
startWindowed = settings.value(SER_STARTWINDOWED, true).toBool();
framePacing = settings.value(SER_FRAMEPACING, false).toBool();
connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
@ -104,6 +106,7 @@ void StreamingPreferences::save()
settings.setValue(SER_MDNS, enableMdns);
settings.setValue(SER_QUITAPPAFTER, quitAppAfter);
settings.setValue(SER_ABSMOUSEMODE, absoluteMouseMode);
settings.setValue(SER_ABSTOUCHMODE, absoluteTouchMode);
settings.setValue(SER_STARTWINDOWED, startWindowed);
settings.setValue(SER_FRAMEPACING, framePacing);
settings.setValue(SER_CONNWARNINGS, connectionWarnings);

View File

@ -62,6 +62,7 @@ public:
Q_PROPERTY(bool enableMdns MEMBER enableMdns NOTIFY enableMdnsChanged)
Q_PROPERTY(bool quitAppAfter MEMBER quitAppAfter NOTIFY quitAppAfterChanged)
Q_PROPERTY(bool absoluteMouseMode MEMBER absoluteMouseMode NOTIFY absoluteMouseModeChanged)
Q_PROPERTY(bool absoluteTouchMode MEMBER absoluteTouchMode NOTIFY absoluteTouchModeChanged)
Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
@ -86,6 +87,7 @@ public:
bool enableMdns;
bool quitAppAfter;
bool absoluteMouseMode;
bool absoluteTouchMode;
bool startWindowed;
bool framePacing;
bool connectionWarnings;
@ -109,6 +111,7 @@ signals:
void enableMdnsChanged();
void quitAppAfterChanged();
void absoluteMouseModeChanged();
void absoluteTouchModeChanged();
void audioConfigChanged();
void videoCodecConfigChanged();
void videoDecoderSelectionChanged();

View File

@ -27,23 +27,8 @@ Uint32 SdlInputHandler::longPressTimerCallback(Uint32, void*)
return 0;
}
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
void SdlInputHandler::handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
{
#if SDL_VERSION_ATLEAST(2, 0, 10)
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
// Ignore anything that isn't a touchscreen. We may get callbacks
// for trackpads, but we want to handle those in the mouse path.
return;
}
#elif defined(Q_OS_DARWIN)
// SDL2 sends touch events from trackpads by default on
// macOS. This totally screws our actual mouse handling,
// so we must explicitly ignore touch events on macOS
// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
// to tell them apart.
return;
#endif
// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
// or lower than those values as touch events continue for touches started within the client area that

View File

@ -17,7 +17,13 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
m_LongPressTimer(0),
m_StreamWidth(streamWidth),
m_StreamHeight(streamHeight),
m_AbsoluteMouseMode(prefs.absoluteMouseMode)
m_AbsoluteMouseMode(prefs.absoluteMouseMode),
m_AbsoluteTouchMode(prefs.absoluteTouchMode),
m_LeftButtonReleaseTimer(0),
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
m_DragButton(0),
m_NumFingersDown(0)
{
// Allow gamepad input when the app doesn't have focus
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
@ -94,6 +100,8 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
SDL_zero(m_GamepadState);
SDL_zero(m_LastTouchDownEvent);
SDL_zero(m_LastTouchUpEvent);
SDL_zero(m_TouchDownEvent);
SDL_zero(m_CumulativeDelta);
SDL_AtomicSet(&m_MouseDeltaX, 0);
SDL_AtomicSet(&m_MouseDeltaY, 0);
@ -130,6 +138,9 @@ SdlInputHandler::~SdlInputHandler()
SDL_RemoveTimer(m_MouseMoveTimer);
SDL_RemoveTimer(m_LongPressTimer);
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
SDL_RemoveTimer(m_RightButtonReleaseTimer);
SDL_RemoveTimer(m_DragTimer);
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
@ -258,3 +269,28 @@ void SdlInputHandler::setCaptureActive(bool active)
SDL_SetWindowGrab(m_Window, SDL_FALSE);
}
}
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
{
#if SDL_VERSION_ATLEAST(2, 0, 10)
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
// Ignore anything that isn't a touchscreen. We may get callbacks
// for trackpads, but we want to handle those in the mouse path.
return;
}
#elif defined(Q_OS_DARWIN)
// SDL2 sends touch events from trackpads by default on
// macOS. This totally screws our actual mouse handling,
// so we must explicitly ignore touch events on macOS
// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
// to tell them apart.
return;
#endif
if (m_AbsoluteTouchMode) {
handleAbsoluteFingerEvent(event);
}
else {
handleRelativeFingerEvent(event);
}
}

View File

@ -86,6 +86,10 @@ private:
void sendGamepadState(GamepadState* state);
void handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event);
void handleRelativeFingerEvent(SDL_TouchFingerEvent* event);
static
Uint32 longPressTimerCallback(Uint32 interval, void* param);
@ -95,6 +99,15 @@ private:
static
Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
static
Uint32 releaseLeftButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 releaseRightButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
SDL_Window* m_Window;
bool m_MultiController;
bool m_GamepadMouse;
@ -112,6 +125,15 @@ private:
int m_StreamWidth;
int m_StreamHeight;
bool m_AbsoluteMouseMode;
bool m_AbsoluteTouchMode;
SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
float m_CumulativeDelta[MAX_FINGERS];
SDL_TimerID m_LeftButtonReleaseTimer;
SDL_TimerID m_RightButtonReleaseTimer;
SDL_TimerID m_DragTimer;
char m_DragButton;
int m_NumFingersDown;
static const int k_ButtonMap[];
};

View File

@ -0,0 +1,178 @@
#include "input.h"
#include <Limelight.h>
#include <SDL.h>
// How long the mouse button will be pressed for a tap to click gesture
#define TAP_BUTTON_RELEASE_DELAY 100
// How long the fingers must be stationary to start a drag
#define DRAG_ACTIVATION_DELAY 650
// How far the finger can move before it cancels a drag or tap
#define DEAD_ZONE_DELTA 0.1f
Uint32 SdlInputHandler::releaseLeftButtonTimerCallback(Uint32, void*)
{
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
return 0;
}
Uint32 SdlInputHandler::releaseRightButtonTimerCallback(Uint32, void*)
{
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
return 0;
}
Uint32 SdlInputHandler::dragTimerCallback(Uint32, void *param)
{
auto me = reinterpret_cast<SdlInputHandler*>(param);
// Check how many fingers are down now to decide
// which button to hold down
if (me->m_NumFingersDown == 2) {
me->m_DragButton = BUTTON_RIGHT;
}
else if (me->m_NumFingersDown == 1) {
me->m_DragButton = BUTTON_LEFT;
}
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, me->m_DragButton);
return 0;
}
void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
{
int fingerIndex = -1;
// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
// or lower than those values as touch events continue for touches started within the client area that
// leave the client area during a drag motion.
// dx and dy are deltas from the last touch event, not the first touch down.
// Determine the index of this finger using our list
// of fingers that are currently active on screen.
// This is also required to handle finger up which
// where the finger will not be in SDL_GetTouchFinger()
// anymore.
if (event->type != SDL_FINGERDOWN) {
for (int i = 0; i < MAX_FINGERS; i++) {
if (event->fingerId == m_TouchDownEvent[i].fingerId) {
fingerIndex = i;
break;
}
}
}
else {
// Resolve the new finger by determining the ID of each
// finger on the display.
int numTouchFingers = SDL_GetNumTouchFingers(event->touchId);
for (int i = 0; i < numTouchFingers; i++) {
SDL_Finger* finger = SDL_GetTouchFinger(event->touchId, i);
SDL_assert(finger != nullptr);
if (finger != nullptr) {
if (finger->id == event->fingerId) {
fingerIndex = i;
break;
}
}
}
}
if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) {
// Too many fingers
return;
}
// Handle cursor motion based on the position of the
// primary finger on screen
if (fingerIndex == 0) {
// The event x and y values are relative to our window width
// and height. However, we want to scale them to be relative
// to the host resolution. Fortunately this is easy since we
// already have normalized values. We'll just multiply them
// by the stream dimensions to get real X and Y values rather
// than the client window dimensions.
short deltaX = static_cast<short>(event->dx * m_StreamWidth);
short deltaY = static_cast<short>(event->dy * m_StreamHeight);
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent(deltaX, deltaY);
}
}
// Start a drag timer when primary or secondary
// fingers go down
if (event->type == SDL_FINGERDOWN &&
(fingerIndex == 0 || fingerIndex == 1)) {
SDL_RemoveTimer(m_DragTimer);
m_DragTimer = SDL_AddTimer(DRAG_ACTIVATION_DELAY,
dragTimerCallback,
this);
}
if (event->type == SDL_FINGERMOTION) {
// Count the total cumulative dx/dy that the finger
// has moved.
m_CumulativeDelta[fingerIndex] += qAbs(event->x);
m_CumulativeDelta[fingerIndex] += qAbs(event->y);
// If it's outside the deadzone delta, cancel drags and taps
if (m_CumulativeDelta[fingerIndex] > DEAD_ZONE_DELTA) {
SDL_RemoveTimer(m_DragTimer);
m_DragTimer = 0;
// This effectively cancels the tap logic below
m_TouchDownEvent[fingerIndex].timestamp = 0;
}
}
if (event->type == SDL_FINGERUP) {
// Cancel the drag timer on finger up
SDL_RemoveTimer(m_DragTimer);
m_DragTimer = 0;
// Release any drag
if (m_DragButton != 0) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton);
m_DragButton = 0;
}
// 2 finger tap
else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) {
// Zero timestamp of the primary finger to ensure we won't
// generate a left click if the primary finger comes up soon.
m_TouchDownEvent[0].timestamp = 0;
// Press down the right mouse button
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
// Queue a timer to release it in 100 ms
SDL_RemoveTimer(m_RightButtonReleaseTimer);
m_RightButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
releaseRightButtonTimerCallback,
nullptr);
}
// 1 finger tap
else if (event->timestamp - m_TouchDownEvent[0].timestamp < 250) {
// Press down the left mouse button
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
// Queue a timer to release it in 100 ms
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
m_LeftButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
releaseLeftButtonTimerCallback,
nullptr);
}
}
m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId);
if (event->type == SDL_FINGERDOWN) {
m_TouchDownEvent[fingerIndex] = *event;
m_CumulativeDelta[fingerIndex] = 0;
}
else if (event->type == SDL_FINGERUP) {
m_TouchDownEvent[fingerIndex] = {};
}
}