mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-19 22:50:29 +00:00
WIP SDL3 compatibility
This commit is contained in:
@@ -82,13 +82,13 @@ void SdlInputHandler::handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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uint8_t eventType;
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switch (event->type) {
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case SDL_FINGERDOWN:
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case SDL_EVENT_FINGER_DOWN :
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eventType = LI_TOUCH_EVENT_DOWN;
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break;
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case SDL_FINGERMOTION:
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case SDL_EVENT_FINGER_MOTION :
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eventType = LI_TOUCH_EVENT_MOVE;
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break;
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case SDL_FINGERUP:
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case SDL_EVENT_FINGER_UP :
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eventType = LI_TOUCH_EVENT_UP;
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break;
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default:
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@@ -98,16 +98,16 @@ void SdlInputHandler::handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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uint32_t pointerId;
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// If the pointer ID is larger than we can fit, just CRC it and use that as the ID.
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if ((uint64_t)event->fingerId > UINT32_MAX) {
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if ((uint64_t) event->fingerID > UINT32_MAX) {
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#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
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QByteArrayView bav((char*)&event->fingerId, sizeof(event->fingerId));
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QByteArrayView bav((char*)&event->fingerID, sizeof(event->fingerID));
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pointerId = qChecksum(bav);
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#else
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pointerId = qChecksum((char*)&event->fingerId, sizeof(event->fingerId));
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pointerId = qChecksum((char*)&event->fingerID, sizeof(event->fingerID));
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#endif
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}
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else {
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pointerId = (uint32_t)event->fingerId;
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pointerId = (uint32_t) event->fingerID;
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}
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// Try to send it as a native pen/touch event, otherwise fall back to our touch emulation
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@@ -117,7 +117,7 @@ void SdlInputHandler::handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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int numTouchDevices = SDL_GetNumTouchDevices();
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for (int i = 0; i < numTouchDevices; i++) {
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if (event->touchId == SDL_GetTouchDevice(i)) {
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if (event->touchID == SDL_GetTouchDevice(i)) {
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const char* touchName = SDL_GetTouchName(i);
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// SDL will report "pen" as the name of pen input devices on Windows.
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@@ -158,12 +158,12 @@ void SdlInputHandler::emulateAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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// dx and dy are deltas from the last touch event, not the first touch down.
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// Ignore touch down events with more than one finger
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if (event->type == SDL_FINGERDOWN && SDL_GetNumTouchFingers(event->touchId) > 1) {
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if (event->type == SDL_EVENT_FINGER_DOWN && SDL_GetNumTouchFingers(event->touchID) > 1) {
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return;
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}
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// Ignore touch move and touch up events from the non-primary finger
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if (event->type != SDL_FINGERDOWN && event->fingerId != m_LastTouchDownEvent.fingerId) {
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if (event->type != SDL_EVENT_FINGER_DOWN && event->fingerID != m_LastTouchDownEvent.fingerID) {
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return;
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}
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@@ -190,7 +190,7 @@ void SdlInputHandler::emulateAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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}
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// Don't reposition for finger down events within the deadzone. This makes double-clicking easier.
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if (event->type != SDL_FINGERDOWN ||
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if (event->type != SDL_EVENT_FINGER_DOWN ||
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event->timestamp - m_LastTouchUpEvent.timestamp > DOUBLE_TAP_DEAD_ZONE_DELAY ||
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qSqrt(qPow(event->x - m_LastTouchUpEvent.x, 2) + qPow(event->y - m_LastTouchUpEvent.y, 2)) > DOUBLE_TAP_DEAD_ZONE_DELTA) {
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// Scale window-relative events to be video-relative and clamp to video region
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@@ -201,7 +201,7 @@ void SdlInputHandler::emulateAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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LiSendMousePositionEvent(x - dst.x, y - dst.y, dst.w, dst.h);
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}
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if (event->type == SDL_FINGERDOWN) {
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if (event->type == SDL_EVENT_FINGER_DOWN) {
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m_LastTouchDownEvent = *event;
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// Start/restart the long press timer
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@@ -213,7 +213,7 @@ void SdlInputHandler::emulateAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
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// Left button down on finger down
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
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}
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else if (event->type == SDL_FINGERUP) {
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else if (event->type == SDL_EVENT_FINGER_UP) {
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m_LastTouchUpEvent = *event;
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// Cancel the long press timer
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@@ -188,7 +188,7 @@ Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param
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return interval;
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}
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void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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void SdlInputHandler::handleControllerAxisEvent(SDL_GamepadAxisEvent * event)
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{
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SDL_JoystickID gameControllerId = event->which;
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GamepadState* state = findStateForGamepad(gameControllerId);
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@@ -201,10 +201,10 @@ void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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for (;;) {
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switch (event->axis)
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{
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case SDL_CONTROLLER_AXIS_LEFTX:
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case SDL_GAMEPAD_AXIS_LEFTX :
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state->lsX = event->value;
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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case SDL_GAMEPAD_AXIS_LEFTY :
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// Signed values have one more negative value than
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// positive value, so inverting the sign on -32768
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// could actually cause the value to overflow and
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@@ -212,16 +212,16 @@ void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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// capping the value at 32767.
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state->lsY = -qMax(event->value, (short)-32767);
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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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case SDL_GAMEPAD_AXIS_RIGHTX :
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state->rsX = event->value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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case SDL_GAMEPAD_AXIS_RIGHTY :
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state->rsY = -qMax(event->value, (short)-32767);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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case SDL_GAMEPAD_AXIS_LEFT_TRIGGER :
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state->lt = (unsigned char)(event->value * 255UL / 32767);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER :
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state->rt = (unsigned char)(event->value * 255UL / 32767);
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break;
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default:
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@@ -232,18 +232,18 @@ void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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}
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// Check for another event to batch with
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if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
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if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_EVENT_GAMEPAD_AXIS_MOTION, SDL_EVENT_GAMEPAD_AXIS_MOTION) <= 0) {
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break;
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}
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event = &nextEvent.caxis;
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event = &nextEvent.gaxis;
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if (event->which != gameControllerId) {
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// Stop batching if a different gamepad interrupts us
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break;
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}
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// Remove the next event to batch
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SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
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SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_EVENT_GAMEPAD_AXIS_MOTION, SDL_EVENT_GAMEPAD_AXIS_MOTION);
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}
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// Only send the gamepad state to the host if it's not in mouse emulation mode
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@@ -252,7 +252,7 @@ void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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}
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}
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void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
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void SdlInputHandler::handleControllerButtonEvent(SDL_GamepadButtonEvent * event)
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{
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if (event->button >= SDL_arraysize(k_ButtonMap)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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@@ -268,53 +268,53 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
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if (m_SwapFaceButtons) {
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switch (event->button) {
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case SDL_CONTROLLER_BUTTON_A:
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event->button = SDL_CONTROLLER_BUTTON_B;
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case SDL_GAMEPAD_BUTTON_SOUTH :
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event->button = SDL_GAMEPAD_BUTTON_EAST;
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break;
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case SDL_CONTROLLER_BUTTON_B:
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event->button = SDL_CONTROLLER_BUTTON_A;
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case SDL_GAMEPAD_BUTTON_EAST :
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event->button = SDL_GAMEPAD_BUTTON_SOUTH;
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break;
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case SDL_CONTROLLER_BUTTON_X:
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event->button = SDL_CONTROLLER_BUTTON_Y;
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case SDL_GAMEPAD_BUTTON_WEST :
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event->button = SDL_GAMEPAD_BUTTON_NORTH;
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break;
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case SDL_CONTROLLER_BUTTON_Y:
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event->button = SDL_CONTROLLER_BUTTON_X;
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case SDL_GAMEPAD_BUTTON_NORTH :
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event->button = SDL_GAMEPAD_BUTTON_WEST;
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break;
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}
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}
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if (event->state == SDL_PRESSED) {
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if (event->state == true) {
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state->buttons |= k_ButtonMap[event->button];
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if (event->button == SDL_CONTROLLER_BUTTON_START) {
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if (event->button == SDL_GAMEPAD_BUTTON_START) {
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state->lastStartDownTime = SDL_GetTicks();
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}
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else if (state->mouseEmulationTimer != 0) {
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if (event->button == SDL_CONTROLLER_BUTTON_A) {
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if (event->button == SDL_GAMEPAD_BUTTON_SOUTH) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_B) {
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else if (event->button == SDL_GAMEPAD_BUTTON_EAST) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_X) {
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else if (event->button == SDL_GAMEPAD_BUTTON_WEST) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
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else if (event->button == SDL_GAMEPAD_BUTTON_LEFT_SHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
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else if (event->button == SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
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else if (event->button == SDL_GAMEPAD_BUTTON_DPAD_UP) {
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LiSendScrollEvent(1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
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else if (event->button == SDL_GAMEPAD_BUTTON_DPAD_DOWN) {
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LiSendScrollEvent(-1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_RIGHT) {
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else if (event->button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) {
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LiSendHScrollEvent(1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_LEFT) {
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else if (event->button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) {
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LiSendHScrollEvent(-1);
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}
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}
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@@ -322,7 +322,7 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
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else {
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state->buttons &= ~k_ButtonMap[event->button];
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if (event->button == SDL_CONTROLLER_BUTTON_START) {
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if (event->button == SDL_GAMEPAD_BUTTON_START) {
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if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
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if (state->mouseEmulationTimer != 0) {
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SDL_RemoveTimer(state->mouseEmulationTimer);
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@@ -345,19 +345,19 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
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}
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}
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else if (state->mouseEmulationTimer != 0) {
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if (event->button == SDL_CONTROLLER_BUTTON_A) {
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if (event->button == SDL_GAMEPAD_BUTTON_SOUTH) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_B) {
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else if (event->button == SDL_GAMEPAD_BUTTON_EAST) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_X) {
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else if (event->button == SDL_GAMEPAD_BUTTON_WEST) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
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else if (event->button == SDL_GAMEPAD_BUTTON_LEFT_SHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
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else if (event->button == SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
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}
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}
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@@ -370,7 +370,7 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
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// Push a quit event to the main loop
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SDL_Event event;
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event.type = SDL_QUIT;
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event.type = SDL_EVENT_QUIT;
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event.quit.timestamp = SDL_GetTicks();
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SDL_PushEvent(&event);
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@@ -403,7 +403,7 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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void SdlInputHandler::handleControllerSensorEvent(SDL_ControllerSensorEvent* event)
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void SdlInputHandler::handleControllerSensorEvent(SDL_GamepadSensorEvent * event)
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{
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GamepadState* state = findStateForGamepad(event->which);
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if (state == NULL) {
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@@ -438,7 +438,7 @@ void SdlInputHandler::handleControllerSensorEvent(SDL_ControllerSensorEvent* eve
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}
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}
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void SdlInputHandler::handleControllerTouchpadEvent(SDL_ControllerTouchpadEvent* event)
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void SdlInputHandler::handleControllerTouchpadEvent(SDL_GamepadTouchpadEvent * event)
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{
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GamepadState* state = findStateForGamepad(event->which);
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if (state == NULL) {
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@@ -447,13 +447,13 @@ void SdlInputHandler::handleControllerTouchpadEvent(SDL_ControllerTouchpadEvent*
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uint8_t eventType;
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switch (event->type) {
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case SDL_CONTROLLERTOUCHPADDOWN:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN :
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eventType = LI_TOUCH_EVENT_DOWN;
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break;
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case SDL_CONTROLLERTOUCHPADUP:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_UP :
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eventType = LI_TOUCH_EVENT_UP;
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break;
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case SDL_CONTROLLERTOUCHPADMOTION:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION :
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eventType = LI_TOUCH_EVENT_MOVE;
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break;
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default:
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@@ -479,18 +479,21 @@ void SdlInputHandler::handleJoystickBatteryEvent(SDL_JoyBatteryEvent* event)
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#endif
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void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
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void SdlInputHandler::handleControllerDeviceEvent(SDL_GamepadDeviceEvent * event)
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{
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GamepadState* state;
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if (event->type == SDL_CONTROLLERDEVICEADDED) {
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if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
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int i;
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const char* name;
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SDL_GameController* controller;
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SDL_Gamepad * controller;
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const char* mapping;
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char guidStr[33];
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uint32_t hapticCaps;
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#if SDL_VERSION_ATLEAST(3, 0, 0)
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controller = SDL_OpenGamepad(event->which);
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#else
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controller = SDL_GameControllerOpen(event->which);
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if (controller == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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@@ -500,7 +503,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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}
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// SDL_CONTROLLERDEVICEADDED can be reported multiple times for the same
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// gamepad in rare cases, because SDL doesn't fixup the device index in
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// gamepad in rare cases, because SDL2 doesn't fixup the device index in
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// the SDL_CONTROLLERDEVICEADDED event if an unopened gamepad disappears
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// before we've processed the add event.
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for (int i = 0; i < MAX_GAMEPADS; i++) {
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@@ -508,10 +511,11 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Received duplicate add event for controller index: %d",
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event->which);
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SDL_GameControllerClose(controller);
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SDL_CloseGamepad(controller);
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return;
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}
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}
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#endif
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// We used to use SDL_GameControllerGetPlayerIndex() here but that
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// can lead to strange issues due to bugs in Windows where an Xbox
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@@ -531,18 +535,18 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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if (i == MAX_GAMEPADS) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"No open gamepad slots found!");
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SDL_GameControllerClose(controller);
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SDL_CloseGamepad(controller);
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return;
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}
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(controller)),
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SDL_JoystickGetGUIDString(SDL_GetJoystickGUID(SDL_GetGamepadJoystick(controller)),
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guidStr, sizeof(guidStr));
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if (m_IgnoreDeviceGuids.contains(guidStr, Qt::CaseInsensitive))
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{
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Skipping ignored device with GUID: %s",
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guidStr);
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SDL_GameControllerClose(controller);
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SDL_CloseGamepad(controller);
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return;
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}
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@@ -554,7 +558,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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// This will change indicators on the controller to show the assigned
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// player index. For Xbox 360 controllers, that means updating the LED
|
||||
// ring to light up the corresponding quadrant for this player.
|
||||
SDL_GameControllerSetPlayerIndex(controller, state->index);
|
||||
SDL_SetGamepadPlayerIndex(controller, state->index);
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
@@ -563,7 +567,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
}
|
||||
|
||||
state->controller = controller;
|
||||
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
|
||||
state->jsId = SDL_GetJoystickID(SDL_GetGamepadJoystick(state->controller));
|
||||
|
||||
hapticCaps = 0;
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 18)
|
||||
@@ -573,9 +577,9 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
// Perform a tiny rumbles to see if haptics are supported.
|
||||
// NB: We cannot use zeros for rumble intensity or SDL will not actually call the JS driver
|
||||
// and we'll get a (potentially false) success value returned.
|
||||
hapticCaps |= SDL_GameControllerRumble(controller, 1, 1, 1) == 0 ? ML_HAPTIC_GC_RUMBLE : 0;
|
||||
hapticCaps |= SDL_RumbleGamepad(controller, 1, 1, 1) ? ML_HAPTIC_GC_RUMBLE : 0;
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 14)
|
||||
hapticCaps |= SDL_GameControllerRumbleTriggers(controller, 1, 1, 1) == 0 ? ML_HAPTIC_GC_TRIGGER_RUMBLE : 0;
|
||||
hapticCaps |= SDL_RumbleGamepadTriggers(controller, 1, 1, 1) ? ML_HAPTIC_GC_TRIGGER_RUMBLE : 0;
|
||||
#endif
|
||||
#else
|
||||
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
|
||||
@@ -606,11 +610,11 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
}
|
||||
#endif
|
||||
|
||||
mapping = SDL_GameControllerMapping(state->controller);
|
||||
name = SDL_GameControllerName(state->controller);
|
||||
mapping = SDL_GetGamepadMapping(state->controller);
|
||||
name = SDL_GetGamepadName(state->controller);
|
||||
|
||||
uint16_t vendorId = SDL_GameControllerGetVendor(state->controller);
|
||||
uint16_t productId = SDL_GameControllerGetProduct(state->controller);
|
||||
uint16_t vendorId = SDL_GetGamepadVendor(state->controller);
|
||||
uint16_t productId = SDL_GetGamepadProduct(state->controller);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Gamepad %d (player %d) is: %s (VID/PID: 0x%.4x/0x%.4x) (haptic capabilities: 0x%x) (mapping: %s -> %s)",
|
||||
i,
|
||||
@@ -636,21 +640,21 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
SDL_assert(m_GamepadMask == 0x1);
|
||||
}
|
||||
|
||||
SDL_JoystickPowerLevel powerLevel = SDL_JoystickCurrentPowerLevel(SDL_GameControllerGetJoystick(state->controller));
|
||||
SDL_JoystickPowerLevel powerLevel = SDL_GetJoystickPowerLevel(SDL_GetGamepadJoystick(state->controller));
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 14)
|
||||
// On SDL 2.0.14 and later, we can provide enhanced controller information to the host PC
|
||||
// for it to use as a hint for the type of controller to emulate.
|
||||
uint32_t supportedButtonFlags = 0;
|
||||
for (int i = 0; i < (int)SDL_arraysize(k_ButtonMap); i++) {
|
||||
if (SDL_GameControllerHasButton(state->controller, (SDL_GameControllerButton)i)) {
|
||||
if (SDL_GamepadHasButton(state->controller, (SDL_GamepadButton)i)) {
|
||||
supportedButtonFlags |= k_ButtonMap[i];
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t capabilities = 0;
|
||||
if (SDL_GameControllerGetBindForAxis(state->controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT).bindType == SDL_CONTROLLER_BINDTYPE_AXIS ||
|
||||
SDL_GameControllerGetBindForAxis(state->controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT).bindType == SDL_CONTROLLER_BINDTYPE_AXIS) {
|
||||
if (SDL_GameControllerGetBindForAxis(state->controller, SDL_GAMEPAD_AXIS_LEFT_TRIGGER).bindType == SDL_GAMEPAD_BINDTYPE_AXIS ||
|
||||
SDL_GameControllerGetBindForAxis(state->controller, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER).bindType == SDL_GAMEPAD_BINDTYPE_AXIS) {
|
||||
// We assume these are analog triggers if the binding is to an axis rather than a button
|
||||
capabilities |= LI_CCAP_ANALOG_TRIGGERS;
|
||||
}
|
||||
@@ -660,13 +664,13 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
if (hapticCaps & ML_HAPTIC_GC_TRIGGER_RUMBLE) {
|
||||
capabilities |= LI_CCAP_TRIGGER_RUMBLE;
|
||||
}
|
||||
if (SDL_GameControllerGetNumTouchpads(state->controller) > 0) {
|
||||
if (SDL_GetNumGamepadTouchpads(state->controller) > 0) {
|
||||
capabilities |= LI_CCAP_TOUCHPAD;
|
||||
}
|
||||
if (SDL_GameControllerHasSensor(state->controller, SDL_SENSOR_ACCEL)) {
|
||||
if (SDL_GamepadHasSensor(state->controller, SDL_SENSOR_ACCEL)) {
|
||||
capabilities |= LI_CCAP_ACCEL;
|
||||
}
|
||||
if (SDL_GameControllerHasSensor(state->controller, SDL_SENSOR_GYRO)) {
|
||||
if (SDL_GamepadHasSensor(state->controller, SDL_SENSOR_GYRO)) {
|
||||
capabilities |= LI_CCAP_GYRO;
|
||||
}
|
||||
if (powerLevel != SDL_JOYSTICK_POWER_UNKNOWN || SDL_VERSION_ATLEAST(2, 24, 0)) {
|
||||
@@ -677,21 +681,21 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
}
|
||||
|
||||
uint8_t type;
|
||||
switch (SDL_GameControllerGetType(state->controller)) {
|
||||
case SDL_CONTROLLER_TYPE_XBOX360:
|
||||
case SDL_CONTROLLER_TYPE_XBOXONE:
|
||||
switch (SDL_GetGamepadType(state->controller)) {
|
||||
case SDL_GAMEPAD_TYPE_XBOX360 :
|
||||
case SDL_GAMEPAD_TYPE_XBOXONE :
|
||||
type = LI_CTYPE_XBOX;
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_PS3:
|
||||
case SDL_CONTROLLER_TYPE_PS4:
|
||||
case SDL_CONTROLLER_TYPE_PS5:
|
||||
case SDL_GAMEPAD_TYPE_PS3 :
|
||||
case SDL_GAMEPAD_TYPE_PS4 :
|
||||
case SDL_GAMEPAD_TYPE_PS5 :
|
||||
type = LI_CTYPE_PS;
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO :
|
||||
#if SDL_VERSION_ATLEAST(2, 24, 0)
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT :
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT :
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR :
|
||||
#endif
|
||||
type = LI_CTYPE_NINTENDO;
|
||||
break;
|
||||
@@ -704,7 +708,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
// we'll allow the Select+PS button combo to act as the touchpad.
|
||||
state->clickpadButtonEmulationEnabled =
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 14)
|
||||
SDL_GameControllerGetBindForButton(state->controller, SDL_CONTROLLER_BUTTON_TOUCHPAD).bindType == SDL_CONTROLLER_BINDTYPE_NONE &&
|
||||
SDL_GameControllerGetBindForButton(state->controller, SDL_GAMEPAD_BUTTON_TOUCHPAD).bindType == SDL_GAMEPAD_BINDTYPE_NONE &&
|
||||
#endif
|
||||
type == LI_CTYPE_PS;
|
||||
|
||||
@@ -720,7 +724,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
sendGamepadBatteryState(state, powerLevel);
|
||||
}
|
||||
}
|
||||
else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
|
||||
else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
|
||||
state = findStateForGamepad(event->which);
|
||||
if (state != NULL) {
|
||||
if (state->mouseEmulationTimer != 0) {
|
||||
@@ -728,7 +732,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
SDL_RemoveTimer(state->mouseEmulationTimer);
|
||||
}
|
||||
|
||||
SDL_GameControllerClose(state->controller);
|
||||
SDL_CloseGamepad(state->controller);
|
||||
|
||||
#if !SDL_VERSION_ATLEAST(2, 0, 9)
|
||||
if (state->haptic != nullptr) {
|
||||
@@ -761,24 +765,23 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
|
||||
|
||||
void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
|
||||
{
|
||||
SDL_assert(event->type == SDL_JOYDEVICEADDED);
|
||||
SDL_assert(event->type == SDL_EVENT_JOYSTICK_ADDED);
|
||||
|
||||
if (!SDL_IsGameController(event->which)) {
|
||||
char guidStr[33];
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(event->which),
|
||||
guidStr, sizeof(guidStr));
|
||||
const char* name = SDL_JoystickNameForIndex(event->which);
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Joystick discovered with no mapping: %s %s",
|
||||
name ? name : "<UNKNOWN>",
|
||||
guidStr);
|
||||
SDL_Joystick* joy = SDL_JoystickOpen(event->which);
|
||||
if (!SDL_IsGamepad(event->which)) {
|
||||
SDL_Joystick* joy = SDL_OpenJoystick(event->which);
|
||||
if (joy != nullptr) {
|
||||
char guidStr[33];
|
||||
SDL_GUIDToString(SDL_JoystickGetGUID(joy), guidStr, sizeof(guidStr));
|
||||
const char* name = SDL_JoystickName(joy);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unmapped joystick: %s %s",
|
||||
name ? name : "<UNKNOWN>",
|
||||
guidStr);
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
||||
SDL_JoystickNumAxes(joy), SDL_JoystickNumButtons(joy),
|
||||
SDL_JoystickNumHats(joy));
|
||||
SDL_JoystickClose(joy);
|
||||
SDL_GetNumJoystickAxes(joy), SDL_GetNumJoystickButtons(joy),
|
||||
SDL_GetNumJoystickHats(joy));
|
||||
SDL_CloseJoystick(joy);
|
||||
}
|
||||
else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
@@ -797,7 +800,7 @@ void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short low
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 9)
|
||||
if (m_GamepadState[controllerNumber].controller != nullptr) {
|
||||
SDL_GameControllerRumble(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
|
||||
SDL_RumbleGamepad(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
|
||||
}
|
||||
#else
|
||||
// Check if the controller supports haptics (and if the controller exists at all)
|
||||
@@ -855,7 +858,7 @@ void SdlInputHandler::rumbleTriggers(uint16_t controllerNumber, uint16_t leftTri
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 14)
|
||||
if (m_GamepadState[controllerNumber].controller != nullptr) {
|
||||
SDL_GameControllerRumbleTriggers(m_GamepadState[controllerNumber].controller, leftTrigger, rightTrigger, 30000);
|
||||
SDL_RumbleGamepadTriggers(m_GamepadState[controllerNumber].controller, leftTrigger, rightTrigger, 30000);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -874,12 +877,12 @@ void SdlInputHandler::setMotionEventState(uint16_t controllerNumber, uint8_t mot
|
||||
switch (motionType) {
|
||||
case LI_MOTION_TYPE_ACCEL:
|
||||
m_GamepadState[controllerNumber].accelReportPeriodMs = reportPeriodMs;
|
||||
SDL_GameControllerSetSensorEnabled(m_GamepadState[controllerNumber].controller, SDL_SENSOR_ACCEL, reportRateHz ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_SetGamepadSensorEnabled(m_GamepadState[controllerNumber].controller, SDL_SENSOR_ACCEL, reportRateHz ? SDL_TRUE : SDL_FALSE);
|
||||
break;
|
||||
|
||||
case LI_MOTION_TYPE_GYRO:
|
||||
m_GamepadState[controllerNumber].gyroReportPeriodMs = reportPeriodMs;
|
||||
SDL_GameControllerSetSensorEnabled(m_GamepadState[controllerNumber].controller, SDL_SENSOR_GYRO, reportRateHz ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_SetGamepadSensorEnabled(m_GamepadState[controllerNumber].controller, SDL_SENSOR_GYRO, reportRateHz ? SDL_TRUE : SDL_FALSE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -895,7 +898,7 @@ void SdlInputHandler::setControllerLED(uint16_t controllerNumber, uint8_t r, uin
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 14)
|
||||
if (m_GamepadState[controllerNumber].controller != nullptr) {
|
||||
SDL_GameControllerSetLED(m_GamepadState[controllerNumber].controller, r, g, b);
|
||||
SDL_SetGamepadLED(m_GamepadState[controllerNumber].controller, r, g, b);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -904,31 +907,32 @@ QString SdlInputHandler::getUnmappedGamepads()
|
||||
{
|
||||
QString ret;
|
||||
|
||||
if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))) {
|
||||
if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMEPAD))) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
|
||||
"SDL_InitSubSystem(SDL_INIT_GAMEPAD) failed: %s",
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
MappingManager mappingManager;
|
||||
mappingManager.applyMappings();
|
||||
|
||||
int numJoysticks = SDL_NumJoysticks();
|
||||
int numJoysticks = 0;
|
||||
SDL_JoystickID* joysticks = SDL_GetJoysticks(&numJoysticks);
|
||||
for (int i = 0; i < numJoysticks; i++) {
|
||||
if (!SDL_IsGameController(i)) {
|
||||
char guidStr[33];
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
||||
guidStr, sizeof(guidStr));
|
||||
const char* name = SDL_JoystickNameForIndex(i);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unmapped joystick: %s %s",
|
||||
name ? name : "<UNKNOWN>",
|
||||
guidStr);
|
||||
SDL_Joystick* joy = SDL_JoystickOpen(i);
|
||||
if (!SDL_IsGamepad(joysticks[i])) {
|
||||
SDL_Joystick* joy = SDL_OpenJoystick(joysticks[i]);
|
||||
if (joy != nullptr) {
|
||||
int numButtons = SDL_JoystickNumButtons(joy);
|
||||
int numHats = SDL_JoystickNumHats(joy);
|
||||
int numAxes = SDL_JoystickNumAxes(joy);
|
||||
char guidStr[33];
|
||||
SDL_GUIDToString(SDL_JoystickGetGUID(joy), guidStr, sizeof(guidStr));
|
||||
const char* name = SDL_JoystickName(joy);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unmapped joystick: %s %s",
|
||||
name ? name : "<UNKNOWN>",
|
||||
guidStr);
|
||||
|
||||
int numButtons = SDL_GetNumJoystickButtons(joy);
|
||||
int numHats = SDL_GetNumJoystickHats(joy);
|
||||
int numAxes = SDL_GetNumJoystickAxes(joy);
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
||||
@@ -944,7 +948,7 @@ QString SdlInputHandler::getUnmappedGamepads()
|
||||
ret += name;
|
||||
}
|
||||
|
||||
SDL_JoystickClose(joy);
|
||||
SDL_CloseJoystick(joy);
|
||||
}
|
||||
else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
@@ -953,12 +957,13 @@ QString SdlInputHandler::getUnmappedGamepads()
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_free(joysticks);
|
||||
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
|
||||
|
||||
// Flush stale events so they aren't processed by the main session event loop
|
||||
SDL_FlushEvents(SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED);
|
||||
SDL_FlushEvents(SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMAPPED);
|
||||
SDL_FlushEvents(SDL_EVENT_JOYSTICK_ADDED, SDL_EVENT_JOYSTICK_REMOVED);
|
||||
SDL_FlushEvents(SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMAPPED);
|
||||
|
||||
return ret;
|
||||
}
|
||||
@@ -974,19 +979,17 @@ int SdlInputHandler::getAttachedGamepadMask()
|
||||
}
|
||||
|
||||
count = mask = 0;
|
||||
int numJoysticks = SDL_NumJoysticks();
|
||||
for (int i = 0; i < numJoysticks; i++) {
|
||||
if (SDL_IsGameController(i)) {
|
||||
char guidStr[33];
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
||||
guidStr, sizeof(guidStr));
|
||||
int numGamepads = 0;
|
||||
SDL_JoystickID *gamepads = SDL_GetGamepads(&numGamepads);
|
||||
for (int i = 0; i < numGamepads; i++) {
|
||||
char guidStr[33];
|
||||
SDL_GUIDToString(SDL_GetJoystickGUIDForID(i), guidStr, sizeof(guidStr));
|
||||
|
||||
if (!m_IgnoreDeviceGuids.contains(guidStr, Qt::CaseInsensitive))
|
||||
{
|
||||
mask |= (1 << count++);
|
||||
}
|
||||
if (!m_IgnoreDeviceGuids.contains(guidStr, Qt::CaseInsensitive)) {
|
||||
mask |= (1 << count++);
|
||||
}
|
||||
}
|
||||
SDL_free(gamepads);
|
||||
|
||||
return mask;
|
||||
}
|
||||
|
||||
@@ -165,10 +165,10 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i
|
||||
|
||||
// We need to reinit this each time, since you only get
|
||||
// an initial set of gamepad arrival events once per init.
|
||||
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
|
||||
if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))) {
|
||||
SDL_assert(!SDL_WasInit(SDL_INIT_GAMEPAD));
|
||||
if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMEPAD))) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
|
||||
"SDL_InitSubSystem(SDL_INIT_GAMEPAD) failed: %s",
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
@@ -219,8 +219,8 @@ SdlInputHandler::~SdlInputHandler()
|
||||
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
|
||||
#endif
|
||||
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
|
||||
SDL_assert(!SDL_WasInit(SDL_INIT_GAMEPAD));
|
||||
|
||||
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
|
||||
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
|
||||
@@ -275,7 +275,7 @@ void SdlInputHandler::notifyMouseLeave()
|
||||
// NB: Not using SDL_GetGlobalMouseState() because we want our state not the system's
|
||||
Uint32 mouseState = SDL_GetMouseState(nullptr, nullptr);
|
||||
for (Uint32 button = SDL_BUTTON_LEFT; button <= SDL_BUTTON_X2; button++) {
|
||||
if (mouseState & SDL_BUTTON(button)) {
|
||||
if (mouseState & SDL_BUTTON_MASK(button)) {
|
||||
SDL_CaptureMouse(SDL_TRUE);
|
||||
break;
|
||||
}
|
||||
@@ -388,7 +388,7 @@ void SdlInputHandler::setCaptureActive(bool active)
|
||||
if (isMouseInVideoRegion(mouseX, mouseY)) {
|
||||
// Synthesize a mouse event to synchronize the cursor
|
||||
SDL_MouseMotionEvent motionEvent = {};
|
||||
motionEvent.type = SDL_MOUSEMOTION;
|
||||
motionEvent.type = SDL_EVENT_MOUSE_MOTION;
|
||||
motionEvent.timestamp = SDL_GetTicks();
|
||||
motionEvent.windowID = SDL_GetWindowID(m_Window);
|
||||
motionEvent.x = mouseX;
|
||||
@@ -418,7 +418,7 @@ void SdlInputHandler::setCaptureActive(bool active)
|
||||
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
|
||||
{
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 10)
|
||||
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
|
||||
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;
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#include "SDL_compat.h"
|
||||
|
||||
struct GamepadState {
|
||||
SDL_GameController* controller;
|
||||
SDL_Gamepad * controller;
|
||||
SDL_JoystickID jsId;
|
||||
short index;
|
||||
|
||||
@@ -24,11 +24,11 @@ struct GamepadState {
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 14)
|
||||
uint8_t gyroReportPeriodMs;
|
||||
float lastGyroEventData[SDL_arraysize(SDL_ControllerSensorEvent::data)];
|
||||
float lastGyroEventData[SDL_arraysize(SDL_GamepadSensorEvent::data)];
|
||||
uint32_t lastGyroEventTime;
|
||||
|
||||
uint8_t accelReportPeriodMs;
|
||||
float lastAccelEventData[SDL_arraysize(SDL_ControllerSensorEvent::data)];
|
||||
float lastAccelEventData[SDL_arraysize(SDL_GamepadSensorEvent::data)];
|
||||
uint32_t lastAccelEventTime;
|
||||
#endif
|
||||
|
||||
@@ -67,16 +67,16 @@ public:
|
||||
|
||||
void handleMouseWheelEvent(SDL_MouseWheelEvent* event);
|
||||
|
||||
void handleControllerAxisEvent(SDL_ControllerAxisEvent* event);
|
||||
void handleControllerAxisEvent(SDL_GamepadAxisEvent* event);
|
||||
|
||||
void handleControllerButtonEvent(SDL_ControllerButtonEvent* event);
|
||||
void handleControllerButtonEvent(SDL_GamepadButtonEvent* event);
|
||||
|
||||
void handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event);
|
||||
void handleControllerDeviceEvent(SDL_GamepadDeviceEvent* event);
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 14)
|
||||
void handleControllerSensorEvent(SDL_ControllerSensorEvent* event);
|
||||
void handleControllerSensorEvent(SDL_GamepadSensorEvent* event);
|
||||
|
||||
void handleControllerTouchpadEvent(SDL_ControllerTouchpadEvent* event);
|
||||
void handleControllerTouchpadEvent(SDL_GamepadTouchpadEvent* event);
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 24, 0)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "streaming/session.h"
|
||||
|
||||
#include <Limelight.h>
|
||||
|
||||
#include "SDL_compat.h"
|
||||
|
||||
#define VK_0 0x30
|
||||
@@ -22,7 +23,7 @@ void SdlInputHandler::performSpecialKeyCombo(KeyCombo combo)
|
||||
|
||||
// Push a quit event to the main loop
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
event.type = SDL_EVENT_QUIT;
|
||||
event.quit.timestamp = SDL_GetTicks();
|
||||
SDL_PushEvent(&event);
|
||||
break;
|
||||
@@ -151,15 +152,15 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
||||
|
||||
if (event->repeat) {
|
||||
// Ignore repeat key down events
|
||||
SDL_assert(event->state == SDL_PRESSED);
|
||||
SDL_assert(event->state == true);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for our special key combos
|
||||
if ((event->state == SDL_PRESSED) &&
|
||||
(event->keysym.mod & KMOD_CTRL) &&
|
||||
(event->keysym.mod & KMOD_ALT) &&
|
||||
(event->keysym.mod & KMOD_SHIFT)) {
|
||||
if ((event->state == true) &&
|
||||
(KEY_MOD(event) & SDL_KMOD_CTRL) &&
|
||||
(KEY_MOD(event) & SDL_KMOD_ALT) &&
|
||||
(KEY_MOD(event) & SDL_KMOD_SHIFT)) {
|
||||
// First we test the SDLK combos for matches,
|
||||
// that way we ensure that latin keyboard users
|
||||
// can match to the key they see on their keyboards.
|
||||
@@ -172,14 +173,14 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
||||
// the scancode of another.
|
||||
|
||||
for (int i = 0; i < KeyComboMax; i++) {
|
||||
if (m_SpecialKeyCombos[i].enabled && event->keysym.sym == m_SpecialKeyCombos[i].keyCode) {
|
||||
if (m_SpecialKeyCombos[i].enabled && KEY_KEY(event) == m_SpecialKeyCombos[i].keyCode) {
|
||||
performSpecialKeyCombo(m_SpecialKeyCombos[i].keyCombo);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < KeyComboMax; i++) {
|
||||
if (m_SpecialKeyCombos[i].enabled && event->keysym.scancode == m_SpecialKeyCombos[i].scanCode) {
|
||||
if (m_SpecialKeyCombos[i].enabled && KEY_SCANCODE(event) == m_SpecialKeyCombos[i].scanCode) {
|
||||
performSpecialKeyCombo(m_SpecialKeyCombos[i].keyCombo);
|
||||
return;
|
||||
}
|
||||
@@ -188,16 +189,16 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
||||
|
||||
// Set modifier flags
|
||||
modifiers = 0;
|
||||
if (event->keysym.mod & KMOD_CTRL) {
|
||||
if (KEY_MOD(event) & SDL_KMOD_CTRL) {
|
||||
modifiers |= MODIFIER_CTRL;
|
||||
}
|
||||
if (event->keysym.mod & KMOD_ALT) {
|
||||
if (KEY_MOD(event) & SDL_KMOD_ALT) {
|
||||
modifiers |= MODIFIER_ALT;
|
||||
}
|
||||
if (event->keysym.mod & KMOD_SHIFT) {
|
||||
if (KEY_MOD(event) & SDL_KMOD_SHIFT) {
|
||||
modifiers |= MODIFIER_SHIFT;
|
||||
}
|
||||
if (event->keysym.mod & KMOD_GUI) {
|
||||
if (KEY_MOD(event) & SDL_KMOD_GUI) {
|
||||
if (isSystemKeyCaptureActive()) {
|
||||
modifiers |= MODIFIER_META;
|
||||
}
|
||||
@@ -206,25 +207,25 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
||||
// Set keycode. We explicitly use scancode here because GFE will try to correct
|
||||
// for AZERTY layouts on the host but it depends on receiving VK_ values matching
|
||||
// a QWERTY layout to work.
|
||||
if (event->keysym.scancode >= SDL_SCANCODE_1 && event->keysym.scancode <= SDL_SCANCODE_9) {
|
||||
if (KEY_SCANCODE(event) >= SDL_SCANCODE_1 && KEY_SCANCODE(event) <= SDL_SCANCODE_9) {
|
||||
// SDL defines SDL_SCANCODE_0 > SDL_SCANCODE_9, so we need to handle that manually
|
||||
keyCode = (event->keysym.scancode - SDL_SCANCODE_1) + VK_0 + 1;
|
||||
keyCode = (KEY_SCANCODE(event) - SDL_SCANCODE_1) + VK_0 + 1;
|
||||
}
|
||||
else if (event->keysym.scancode >= SDL_SCANCODE_A && event->keysym.scancode <= SDL_SCANCODE_Z) {
|
||||
keyCode = (event->keysym.scancode - SDL_SCANCODE_A) + VK_A;
|
||||
else if (KEY_SCANCODE(event) >= SDL_SCANCODE_A && KEY_SCANCODE(event) <= SDL_SCANCODE_Z) {
|
||||
keyCode = (KEY_SCANCODE(event) - SDL_SCANCODE_A) + VK_A;
|
||||
}
|
||||
else if (event->keysym.scancode >= SDL_SCANCODE_F1 && event->keysym.scancode <= SDL_SCANCODE_F12) {
|
||||
keyCode = (event->keysym.scancode - SDL_SCANCODE_F1) + VK_F1;
|
||||
else if (KEY_SCANCODE(event) >= SDL_SCANCODE_F1 && KEY_SCANCODE(event) <= SDL_SCANCODE_F12) {
|
||||
keyCode = (KEY_SCANCODE(event) - SDL_SCANCODE_F1) + VK_F1;
|
||||
}
|
||||
else if (event->keysym.scancode >= SDL_SCANCODE_F13 && event->keysym.scancode <= SDL_SCANCODE_F24) {
|
||||
keyCode = (event->keysym.scancode - SDL_SCANCODE_F13) + VK_F13;
|
||||
else if (KEY_SCANCODE(event) >= SDL_SCANCODE_F13 && KEY_SCANCODE(event) <= SDL_SCANCODE_F24) {
|
||||
keyCode = (KEY_SCANCODE(event) - SDL_SCANCODE_F13) + VK_F13;
|
||||
}
|
||||
else if (event->keysym.scancode >= SDL_SCANCODE_KP_1 && event->keysym.scancode <= SDL_SCANCODE_KP_9) {
|
||||
else if (KEY_SCANCODE(event) >= SDL_SCANCODE_KP_1 && KEY_SCANCODE(event) <= SDL_SCANCODE_KP_9) {
|
||||
// SDL defines SDL_SCANCODE_KP_0 > SDL_SCANCODE_KP_9, so we need to handle that manually
|
||||
keyCode = (event->keysym.scancode - SDL_SCANCODE_KP_1) + VK_NUMPAD0 + 1;
|
||||
keyCode = (KEY_SCANCODE(event) - SDL_SCANCODE_KP_1) + VK_NUMPAD0 + 1;
|
||||
}
|
||||
else {
|
||||
switch (event->keysym.scancode) {
|
||||
switch (KEY_SCANCODE(event)) {
|
||||
case SDL_SCANCODE_BACKSPACE:
|
||||
keyCode = 0x08;
|
||||
break;
|
||||
@@ -417,13 +418,13 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
||||
default:
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unhandled button event: %d",
|
||||
event->keysym.scancode);
|
||||
KEY_SCANCODE(event));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Track the key state so we always know which keys are down
|
||||
if (event->state == SDL_PRESSED) {
|
||||
if (event->state == true) {
|
||||
m_KeysDown.insert(keyCode);
|
||||
}
|
||||
else {
|
||||
@@ -431,7 +432,7 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
||||
}
|
||||
|
||||
LiSendKeyboardEvent(0x8000 | keyCode,
|
||||
event->state == SDL_PRESSED ?
|
||||
KEY_ACTION_DOWN : KEY_ACTION_UP,
|
||||
event->state == true ?
|
||||
KEY_ACTION_DOWN : KEY_ACTION_UP,
|
||||
modifiers);
|
||||
}
|
||||
|
||||
@@ -13,7 +13,7 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
|
||||
return;
|
||||
}
|
||||
else if (!isCaptureActive()) {
|
||||
if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED &&
|
||||
if (event->button == SDL_BUTTON_LEFT && event->state == false &&
|
||||
isMouseInVideoRegion(event->x, event->y)) {
|
||||
// Capture the mouse again if clicked when unbound.
|
||||
// We start capture on left button released instead of
|
||||
@@ -26,7 +26,7 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
|
||||
// Not capturing
|
||||
return;
|
||||
}
|
||||
else if (m_AbsoluteMouseMode && !isMouseInVideoRegion(event->x, event->y) && event->state == SDL_PRESSED) {
|
||||
else if (m_AbsoluteMouseMode && !isMouseInVideoRegion(event->x, event->y) && event->state == true) {
|
||||
// Ignore button presses outside the video region, but allow button releases
|
||||
return;
|
||||
}
|
||||
@@ -62,7 +62,7 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
|
||||
button = BUTTON_RIGHT;
|
||||
}
|
||||
|
||||
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
|
||||
LiSendMouseButtonEvent(event->state == true ?
|
||||
BUTTON_ACTION_PRESS :
|
||||
BUTTON_ACTION_RELEASE,
|
||||
button);
|
||||
@@ -82,7 +82,7 @@ void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
|
||||
// Batch all pending mouse motion events to save CPU time
|
||||
Sint32 x = event->x, y = event->y, xrel = event->xrel, yrel = event->yrel;
|
||||
SDL_Event nextEvent;
|
||||
while (SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_MOUSEMOTION, SDL_MOUSEMOTION) > 0) {
|
||||
while (SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_EVENT_MOUSE_MOTION, SDL_EVENT_MOUSE_MOTION) > 0) {
|
||||
event = &nextEvent.motion;
|
||||
|
||||
// Ignore synthetic mouse events
|
||||
@@ -175,34 +175,34 @@ void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
|
||||
}
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 18)
|
||||
if (event->preciseY != 0.0f) {
|
||||
if (event->y != 0.0f) {
|
||||
// Invert the scroll direction if needed
|
||||
if (m_ReverseScrollDirection) {
|
||||
event->preciseY = -event->preciseY;
|
||||
event->y = -event->y;
|
||||
}
|
||||
|
||||
#ifdef Q_OS_DARWIN
|
||||
// HACK: Clamp the scroll values on macOS to prevent OS scroll acceleration
|
||||
// from generating wild scroll deltas when scrolling quickly.
|
||||
event->preciseY = SDL_clamp(event->preciseY, -1.0f, 1.0f);
|
||||
event->y = SDL_clamp(event->y, -1.0f, 1.0f);
|
||||
#endif
|
||||
|
||||
LiSendHighResScrollEvent((short)(event->preciseY * 120)); // WHEEL_DELTA
|
||||
LiSendHighResScrollEvent((short)(event->y * 120)); // WHEEL_DELTA
|
||||
}
|
||||
|
||||
if (event->preciseX != 0.0f) {
|
||||
if (event->x != 0.0f) {
|
||||
// Invert the scroll direction if needed
|
||||
if (m_ReverseScrollDirection) {
|
||||
event->preciseX = -event->preciseY;
|
||||
event->x = -event->y;
|
||||
}
|
||||
|
||||
#ifdef Q_OS_DARWIN
|
||||
// HACK: Clamp the scroll values on macOS to prevent OS scroll acceleration
|
||||
// from generating wild scroll deltas when scrolling quickly.
|
||||
event->preciseX = SDL_clamp(event->preciseX, -1.0f, 1.0f);
|
||||
event->x = SDL_clamp(event->x, -1.0f, 1.0f);
|
||||
#endif
|
||||
|
||||
LiSendHighResHScrollEvent((short)(event->preciseX * 120)); // WHEEL_DELTA
|
||||
LiSendHighResHScrollEvent((short)(event->x * 120)); // WHEEL_DELTA
|
||||
}
|
||||
#else
|
||||
if (event->y != 0) {
|
||||
|
||||
@@ -59,9 +59,9 @@ void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
|
||||
// This is also required to handle finger up which
|
||||
// where the finger will not be in SDL_GetTouchFinger()
|
||||
// anymore.
|
||||
if (event->type != SDL_FINGERDOWN) {
|
||||
if (event->type != SDL_EVENT_FINGER_DOWN) {
|
||||
for (int i = 0; i < MAX_FINGERS; i++) {
|
||||
if (event->fingerId == m_TouchDownEvent[i].fingerId) {
|
||||
if (event->fingerID == m_TouchDownEvent[i].fingerID) {
|
||||
fingerIndex = i;
|
||||
break;
|
||||
}
|
||||
@@ -70,12 +70,12 @@ void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
|
||||
else {
|
||||
// Resolve the new finger by determining the ID of each
|
||||
// finger on the display.
|
||||
int numTouchFingers = SDL_GetNumTouchFingers(event->touchId);
|
||||
int numTouchFingers = SDL_GetNumTouchFingers(event->touchID);
|
||||
for (int i = 0; i < numTouchFingers; i++) {
|
||||
SDL_Finger* finger = SDL_GetTouchFinger(event->touchId, i);
|
||||
SDL_Finger* finger = SDL_GetTouchFinger(event->touchID, i);
|
||||
SDL_assert(finger != nullptr);
|
||||
if (finger != nullptr) {
|
||||
if (finger->id == event->fingerId) {
|
||||
if (finger->id == event->fingerID) {
|
||||
fingerIndex = i;
|
||||
break;
|
||||
}
|
||||
@@ -106,7 +106,7 @@ void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
|
||||
|
||||
// Start a drag timer when primary or secondary
|
||||
// fingers go down
|
||||
if (event->type == SDL_FINGERDOWN &&
|
||||
if (event->type == SDL_EVENT_FINGER_DOWN &&
|
||||
(fingerIndex == 0 || fingerIndex == 1)) {
|
||||
SDL_RemoveTimer(m_DragTimer);
|
||||
m_DragTimer = SDL_AddTimer(DRAG_ACTIVATION_DELAY,
|
||||
@@ -114,7 +114,7 @@ void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
|
||||
this);
|
||||
}
|
||||
|
||||
if (event->type == SDL_FINGERMOTION) {
|
||||
if (event->type == SDL_EVENT_FINGER_MOTION) {
|
||||
// If it's outside the deadzone delta, cancel drags and taps
|
||||
if (qSqrt(qPow(event->x - m_TouchDownEvent[fingerIndex].x, 2) +
|
||||
qPow(event->y - m_TouchDownEvent[fingerIndex].y, 2)) > DEAD_ZONE_DELTA) {
|
||||
@@ -126,7 +126,7 @@ void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
|
||||
}
|
||||
}
|
||||
|
||||
if (event->type == SDL_FINGERUP) {
|
||||
if (event->type == SDL_EVENT_FINGER_UP) {
|
||||
// Cancel the drag timer on finger up
|
||||
SDL_RemoveTimer(m_DragTimer);
|
||||
m_DragTimer = 0;
|
||||
@@ -164,12 +164,12 @@ void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
|
||||
}
|
||||
}
|
||||
|
||||
m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId);
|
||||
m_NumFingersDown = SDL_GetNumTouchFingers(event->touchID);
|
||||
|
||||
if (event->type == SDL_FINGERDOWN) {
|
||||
if (event->type == SDL_EVENT_FINGER_DOWN) {
|
||||
m_TouchDownEvent[fingerIndex] = *event;
|
||||
}
|
||||
else if (event->type == SDL_FINGERUP) {
|
||||
else if (event->type == SDL_EVENT_FINGER_UP) {
|
||||
m_TouchDownEvent[fingerIndex] = {};
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user