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https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-02-16 10:40:59 +00:00
Ignore mouse events outside the video region
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@@ -14,6 +14,8 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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m_GamepadMouse(prefs.gamepadMouse),
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m_MouseMoveTimer(0),
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m_MousePositionLock(0),
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m_MouseWasInVideoRegion(false),
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m_PendingMouseButtonsAllUpOnVideoRegionLeave(false),
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m_FakeCaptureActive(false),
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m_LongPressTimer(0),
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m_StreamWidth(streamWidth),
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@@ -5,6 +5,9 @@
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#include <SDL.h>
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#define SDL_CODE_HIDE_CURSOR 1
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#define SDL_CODE_SHOW_CURSOR 2
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struct GamepadState {
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SDL_GameController* controller;
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SDL_JoystickID jsId;
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@@ -125,6 +128,8 @@ private:
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int windowWidth, windowHeight;
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} m_MousePositionReport;
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SDL_atomic_t m_MousePositionUpdated;
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bool m_MouseWasInVideoRegion;
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bool m_PendingMouseButtonsAllUpOnVideoRegionLeave;
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int m_GamepadMask;
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GamepadState m_GamepadState[MAX_GAMEPADS];
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@@ -13,7 +13,8 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
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return;
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}
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else if (!isCaptureActive()) {
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if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED) {
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if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED &&
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isMouseInVideoRegion(event->x, event->y)) {
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// Capture the mouse again if clicked when unbound.
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// We start capture on left button released instead of
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// pressed to avoid sending an errant mouse button released
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@@ -25,6 +26,10 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
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// Not capturing
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return;
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}
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else if (m_AbsoluteMouseMode && !isMouseInVideoRegion(event->x, event->y) && event->state == SDL_PRESSED) {
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// Ignore button presses outside the video region, but allow button releases
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return;
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}
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switch (event->button)
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{
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@@ -105,6 +110,15 @@ void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
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return;
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}
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if (m_AbsoluteMouseMode) {
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int mouseX, mouseY;
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SDL_GetMouseState(&mouseX, &mouseY);
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if (!isMouseInVideoRegion(mouseX, mouseY)) {
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// Ignore scroll events outside the video region
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return;
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}
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}
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if (event->y != 0) {
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LiSendScrollEvent((signed char)event->y);
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}
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@@ -150,6 +164,7 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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// the mouse position. We'll pick up the new position next time.
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if (SDL_AtomicTryLock(&me->m_MousePositionLock)) {
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SDL_Rect src, dst;
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bool mouseInVideoRegion;
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src.x = src.y = 0;
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src.w = me->m_StreamWidth;
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@@ -162,6 +177,11 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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// Use the stream and window sizes to determine the video region
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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mouseInVideoRegion = me->isMouseInVideoRegion(me->m_MousePositionReport.x,
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me->m_MousePositionReport.y,
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me->m_MousePositionReport.windowWidth,
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me->m_MousePositionReport.windowHeight);
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// Clamp motion to the video region
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short x = qMin(qMax(me->m_MousePositionReport.x - dst.x, 0), dst.w);
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short y = qMin(qMax(me->m_MousePositionReport.y - dst.y, 0), dst.h);
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@@ -169,8 +189,36 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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// Release the spinlock to unblock the main thread
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SDL_AtomicUnlock(&me->m_MousePositionLock);
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// Send the mouse position update
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LiSendMousePositionEvent(x, y, dst.w, dst.h);
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// Send the mouse position update if one of the following is true:
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// a) it is in the video region now
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// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
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// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
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Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
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if (buttonState == 0) {
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me->m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
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}
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if (mouseInVideoRegion || me->m_MouseWasInVideoRegion || me->m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
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LiSendMousePositionEvent(x, y, dst.w, dst.h);
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}
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// Adjust the cursor visibility if applicable
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if (mouseInVideoRegion ^ me->m_MouseWasInVideoRegion) {
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// We must push an event for the main thread to process, because it's not safe
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// to directly can SDL_ShowCursor() on the arbitrary thread on which this timer
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// executes.
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SDL_Event event;
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event.type = SDL_USEREVENT;
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event.user.code = mouseInVideoRegion ? SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
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SDL_PushEvent(&event);
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if (!mouseInVideoRegion && buttonState != 0) {
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// If we still have a button pressed on leave, wait for that to come up
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// before we stop sending mouse position events.
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me->m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
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}
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}
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me->m_MouseWasInVideoRegion = mouseInVideoRegion;
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}
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}
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@@ -1195,8 +1195,19 @@ void Session::exec(int displayOriginX, int displayOriginY)
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goto DispatchDeferredCleanup;
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case SDL_USEREVENT:
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SDL_assert(event.user.code == SDL_CODE_FRAME_READY);
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m_VideoDecoder->renderFrameOnMainThread();
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switch (event.user.code) {
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case SDL_CODE_FRAME_READY:
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m_VideoDecoder->renderFrameOnMainThread();
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break;
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case SDL_CODE_HIDE_CURSOR:
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SDL_ShowCursor(SDL_DISABLE);
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break;
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case SDL_CODE_SHOW_CURSOR:
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SDL_ShowCursor(SDL_ENABLE);
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break;
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default:
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SDL_assert(false);
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}
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break;
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case SDL_WINDOWEVENT:
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