mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-11 10:16:09 +00:00
Split input.cpp into smaller files
This commit is contained in:
@@ -146,7 +146,11 @@ SOURCES += \
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cli/quitstream.cpp \
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cli/startstream.cpp \
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settings/streamingpreferences.cpp \
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streaming/input/abstouch.cpp \
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streaming/input/gamepad.cpp \
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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/session.cpp \
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streaming/audio/audio.cpp \
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streaming/audio/renderers/sdlaud.cpp \
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122
app/streaming/input/abstouch.cpp
Normal file
122
app/streaming/input/abstouch.cpp
Normal file
@@ -0,0 +1,122 @@
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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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#include "streaming/streamutils.h"
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#include <QtMath>
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// How long the fingers must be stationary to start a right click
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#define LONG_PRESS_ACTIVATION_DELAY 650
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// How far the finger can move before it cancels a right click
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#define LONG_PRESS_ACTIVATION_DELTA 0.01f
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// How long the double tap deadzone stays in effect between touch up and touch down
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#define DOUBLE_TAP_DEAD_ZONE_DELAY 250
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// How far the finger can move before it can override the double tap deadzone
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#define DOUBLE_TAP_DEAD_ZONE_DELTA 0.025f
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Uint32 SdlInputHandler::longPressTimerCallback(Uint32, void*)
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{
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// Raise the left click and start a right click
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
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return 0;
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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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// 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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// 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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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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return;
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}
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SDL_Rect src, dst;
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int windowWidth, windowHeight;
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SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
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src.x = src.y = 0;
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src.w = m_StreamWidth;
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src.h = m_StreamHeight;
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dst.x = dst.y = 0;
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dst.w = windowWidth;
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dst.h = windowHeight;
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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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if (qSqrt(qPow(event->x - m_LastTouchDownEvent.x, 2) + qPow(event->y - m_LastTouchDownEvent.y, 2)) > LONG_PRESS_ACTIVATION_DELTA) {
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// Moved too far since touch down. Cancel the long press timer.
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SDL_RemoveTimer(m_LongPressTimer);
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m_LongPressTimer = 0;
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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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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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short x = qMin(qMax((int)(event->x * windowWidth), dst.x), dst.x + dst.w);
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short y = qMin(qMax((int)(event->y * windowHeight), dst.y), dst.y + dst.h);
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// Update the cursor position relative to the video region
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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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m_LastTouchDownEvent = *event;
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// Start/restart the long press timer
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SDL_RemoveTimer(m_LongPressTimer);
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m_LongPressTimer = SDL_AddTimer(LONG_PRESS_ACTIVATION_DELAY,
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longPressTimerCallback,
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nullptr);
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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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m_LastTouchUpEvent = *event;
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// Cancel the long press timer
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SDL_RemoveTimer(m_LongPressTimer);
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m_LongPressTimer = 0;
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// Left button up on finger up
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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// Raise right button too in case we triggered a long press gesture
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
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}
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}
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595
app/streaming/input/gamepad.cpp
Normal file
595
app/streaming/input/gamepad.cpp
Normal file
@@ -0,0 +1,595 @@
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#include "streaming/session.h"
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#include <Limelight.h>
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#include <SDL.h>
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#include "settings/mappingmanager.h"
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#include <QtMath>
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// How long the Start button must be pressed to toggle mouse emulation
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#define MOUSE_EMULATION_LONG_PRESS_TIME 750
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// How long between polling the gamepad to send virtual mouse input
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#define MOUSE_EMULATION_POLLING_INTERVAL 50
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// Determines how fast the mouse will move each interval
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#define MOUSE_EMULATION_MOTION_MULTIPLIER 4
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// Determines the maximum motion amount before allowing movement
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#define MOUSE_EMULATION_DEADZONE 2
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// Haptic capabilities (in addition to those from SDL_HapticQuery())
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#define ML_HAPTIC_GC_RUMBLE (1U << 16)
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#define ML_HAPTIC_SIMPLE_RUMBLE (1U << 17)
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const int SdlInputHandler::k_ButtonMap[] = {
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A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
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BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
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LS_CLK_FLAG, RS_CLK_FLAG,
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LB_FLAG, RB_FLAG,
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UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
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};
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GamepadState*
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SdlInputHandler::findStateForGamepad(SDL_JoystickID id)
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{
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int i;
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for (i = 0; i < MAX_GAMEPADS; i++) {
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if (m_GamepadState[i].jsId == id) {
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SDL_assert(!m_MultiController || m_GamepadState[i].index == i);
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return &m_GamepadState[i];
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}
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}
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// This should only happen with > 4 gamepads
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SDL_assert(SDL_NumJoysticks() > 4);
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return nullptr;
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}
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void SdlInputHandler::sendGamepadState(GamepadState* state)
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{
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SDL_assert(m_GamepadMask == 0x1 || m_MultiController);
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LiSendMultiControllerEvent(state->index,
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m_GamepadMask,
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state->buttons,
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state->lt,
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state->rt,
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state->lsX,
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state->lsY,
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state->rsX,
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state->rsY);
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}
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Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param)
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{
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auto gamepad = reinterpret_cast<GamepadState*>(param);
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short rawX;
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short rawY;
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// Determine which analog stick is currently receiving the strongest input
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if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
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rawX = gamepad->lsX;
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rawY = -gamepad->lsY;
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}
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else {
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rawX = gamepad->rsX;
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rawY = -gamepad->rsY;
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}
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float deltaX;
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float deltaY;
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// Produce a base vector for mouse movement with increased speed as we deviate further from center
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deltaX = qPow(rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
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deltaY = qPow(rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
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// Enforce deadzones
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deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
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deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
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}
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return interval;
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}
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void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* 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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if (state == NULL) {
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return;
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}
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// Batch all pending axis motion events for this gamepad to save CPU time
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SDL_Event nextEvent;
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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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state->lsX = event->value;
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break;
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case SDL_CONTROLLER_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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// wrap around to be negative again. Avoid that by
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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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state->rsX = event->value;
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break;
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case SDL_CONTROLLER_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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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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state->rt = (unsigned char)(event->value * 255UL / 32767);
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break;
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default:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unhandled controller axis: %d",
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event->axis);
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return;
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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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break;
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}
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event = &nextEvent.caxis;
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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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}
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// Only send the gamepad state to the host if it's not in mouse emulation mode
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if (state->mouseEmulationTimer == 0) {
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sendGamepadState(state);
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}
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}
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void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* 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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return;
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}
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if (event->state == SDL_PRESSED) {
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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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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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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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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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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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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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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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LiSendScrollEvent(1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
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LiSendScrollEvent(-1);
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}
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}
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}
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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 (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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state->mouseEmulationTimer = 0;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Mouse emulation deactivated");
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Session::get()->notifyMouseEmulationMode(false);
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}
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else if (m_GamepadMouse) {
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// Send the start button up event to the host, since we won't do it below
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sendGamepadState(state);
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state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Mouse emulation active");
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Session::get()->notifyMouseEmulationMode(true);
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}
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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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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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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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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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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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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
// Handle Start+Select+L1+R1 as a gamepad quit combo
|
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if (state->buttons == (PLAY_FLAG | BACK_FLAG | LB_FLAG | RB_FLAG)) {
|
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected quit gamepad button combo");
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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.quit.timestamp = SDL_GetTicks();
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SDL_PushEvent(&event);
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|
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// Clear buttons down on this gameapd
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LiSendMultiControllerEvent(state->index, m_GamepadMask,
|
||||
0, 0, 0, 0, 0, 0, 0);
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return;
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}
|
||||
|
||||
// Only send the gamepad state to the host if it's not in mouse emulation mode
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||||
if (state->mouseEmulationTimer == 0) {
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sendGamepadState(state);
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}
|
||||
}
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||||
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||||
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
|
||||
{
|
||||
GamepadState* state;
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||||
|
||||
if (event->type == SDL_CONTROLLERDEVICEADDED) {
|
||||
int i;
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||||
const char* name;
|
||||
SDL_GameController* controller;
|
||||
const char* mapping;
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||||
char guidStr[33];
|
||||
uint32_t hapticCaps;
|
||||
|
||||
controller = SDL_GameControllerOpen(event->which);
|
||||
if (controller == NULL) {
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||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Failed to open gamepad: %s",
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||||
SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
// 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
|
||||
// controller will join as player 2, even though no player 1 controller
|
||||
// is connected at all. This pretty much screws any attempt to use
|
||||
// the gamepad in single player games, so just assign them in order from 0.
|
||||
i = 0;
|
||||
|
||||
for (; i < MAX_GAMEPADS; i++) {
|
||||
SDL_assert(m_GamepadState[i].controller != controller);
|
||||
if (m_GamepadState[i].controller == NULL) {
|
||||
// Found an empty slot
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (i == MAX_GAMEPADS) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"No open gamepad slots found!");
|
||||
SDL_GameControllerClose(controller);
|
||||
return;
|
||||
}
|
||||
|
||||
state = &m_GamepadState[i];
|
||||
if (m_MultiController) {
|
||||
state->index = i;
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 12)
|
||||
// This will change indicators on the controller to show the assigned
|
||||
// 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);
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
// Always player 1 in single controller mode
|
||||
state->index = 0;
|
||||
}
|
||||
|
||||
state->controller = controller;
|
||||
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 9)
|
||||
// Perform a tiny rumble 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;
|
||||
#else
|
||||
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
|
||||
state->hapticEffectId = -1;
|
||||
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
|
||||
if (state->haptic != nullptr) {
|
||||
// Query for supported haptic effects
|
||||
hapticCaps = SDL_HapticQuery(state->haptic);
|
||||
hapticCaps |= SDL_HapticRumbleSupported(state->haptic) ?
|
||||
ML_HAPTIC_SIMPLE_RUMBLE : 0;
|
||||
|
||||
if ((SDL_HapticQuery(state->haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
|
||||
if (SDL_HapticRumbleSupported(state->haptic)) {
|
||||
if (SDL_HapticRumbleInit(state->haptic) == 0) {
|
||||
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE;
|
||||
}
|
||||
}
|
||||
if (state->hapticMethod == GAMEPAD_HAPTIC_METHOD_NONE) {
|
||||
SDL_HapticClose(state->haptic);
|
||||
state->haptic = nullptr;
|
||||
}
|
||||
} else {
|
||||
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
|
||||
}
|
||||
}
|
||||
else {
|
||||
hapticCaps = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
|
||||
guidStr, sizeof(guidStr));
|
||||
mapping = SDL_GameControllerMapping(state->controller);
|
||||
name = SDL_GameControllerName(state->controller);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Gamepad %d (player %d) is: %s (haptic capabilities: 0x%x) (mapping: %s -> %s)",
|
||||
i,
|
||||
state->index,
|
||||
name != nullptr ? name : "<null>",
|
||||
hapticCaps,
|
||||
guidStr,
|
||||
mapping != nullptr ? mapping : "<null>");
|
||||
if (mapping != nullptr) {
|
||||
SDL_free((void*)mapping);
|
||||
}
|
||||
|
||||
// Add this gamepad to the gamepad mask
|
||||
if (m_MultiController) {
|
||||
// NB: Don't assert that it's unset here because we will already
|
||||
// have the mask set for initially attached gamepads to avoid confusing
|
||||
// apps running on the host.
|
||||
m_GamepadMask |= (1 << state->index);
|
||||
}
|
||||
else {
|
||||
SDL_assert(m_GamepadMask == 0x1);
|
||||
}
|
||||
|
||||
// Send an empty event to tell the PC we've arrived
|
||||
sendGamepadState(state);
|
||||
}
|
||||
else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
|
||||
state = findStateForGamepad(event->which);
|
||||
if (state != NULL) {
|
||||
if (state->mouseEmulationTimer != 0) {
|
||||
Session::get()->notifyMouseEmulationMode(false);
|
||||
SDL_RemoveTimer(state->mouseEmulationTimer);
|
||||
}
|
||||
|
||||
SDL_GameControllerClose(state->controller);
|
||||
|
||||
#if !SDL_VERSION_ATLEAST(2, 0, 9)
|
||||
if (state->haptic != nullptr) {
|
||||
SDL_HapticClose(state->haptic);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Remove this from the gamepad mask in MC-mode
|
||||
if (m_MultiController) {
|
||||
SDL_assert(m_GamepadMask & (1 << state->index));
|
||||
m_GamepadMask &= ~(1 << state->index);
|
||||
}
|
||||
else {
|
||||
SDL_assert(m_GamepadMask == 0x1);
|
||||
}
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Gamepad %d is gone",
|
||||
state->index);
|
||||
|
||||
// Send a final event to let the PC know this gamepad is gone
|
||||
LiSendMultiControllerEvent(state->index, m_GamepadMask,
|
||||
0, 0, 0, 0, 0, 0, 0);
|
||||
|
||||
// Clear all remaining state from this slot
|
||||
SDL_memset(state, 0, sizeof(*state));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
|
||||
{
|
||||
SDL_assert(event->type == SDL_JOYDEVICEADDED);
|
||||
|
||||
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 (joy != nullptr) {
|
||||
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);
|
||||
}
|
||||
else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unable to open joystick for query: %s",
|
||||
SDL_GetError());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
|
||||
{
|
||||
// Make sure the controller number is within our supported count
|
||||
if (controllerNumber >= MAX_GAMEPADS) {
|
||||
return;
|
||||
}
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 9)
|
||||
if (m_GamepadState[controllerNumber].controller != nullptr) {
|
||||
SDL_GameControllerRumble(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
|
||||
}
|
||||
#else
|
||||
// Check if the controller supports haptics (and if the controller exists at all)
|
||||
SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
|
||||
if (haptic == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop the last effect we played
|
||||
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
|
||||
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
|
||||
SDL_HapticDestroyEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId);
|
||||
}
|
||||
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
|
||||
SDL_HapticRumbleStop(haptic);
|
||||
}
|
||||
|
||||
// If this callback is telling us to stop both motors, don't bother queuing a new effect
|
||||
if (lowFreqMotor == 0 && highFreqMotor == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
|
||||
SDL_HapticEffect effect;
|
||||
SDL_memset(&effect, 0, sizeof(effect));
|
||||
effect.type = SDL_HAPTIC_LEFTRIGHT;
|
||||
|
||||
// The effect should last until we are instructed to stop or change it
|
||||
effect.leftright.length = SDL_HAPTIC_INFINITY;
|
||||
|
||||
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
|
||||
effect.leftright.large_magnitude = lowFreqMotor / 2;
|
||||
effect.leftright.small_magnitude = highFreqMotor / 2;
|
||||
|
||||
// Play the new effect
|
||||
m_GamepadState[controllerNumber].hapticEffectId = SDL_HapticNewEffect(haptic, &effect);
|
||||
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
|
||||
SDL_HapticRunEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId, 1);
|
||||
}
|
||||
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
|
||||
SDL_HapticRumblePlay(haptic,
|
||||
std::min(1.0, (GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT*highFreqMotor +
|
||||
GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
|
||||
SDL_HAPTIC_INFINITY);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
QString SdlInputHandler::getUnmappedGamepads()
|
||||
{
|
||||
QString ret;
|
||||
|
||||
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
MappingManager mappingManager;
|
||||
mappingManager.applyMappings();
|
||||
|
||||
for (int i = 0; i < SDL_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 (joy != nullptr) {
|
||||
int numButtons = SDL_JoystickNumButtons(joy);
|
||||
int numHats = SDL_JoystickNumHats(joy);
|
||||
int numAxes = SDL_JoystickNumAxes(joy);
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
||||
numAxes, numButtons, numHats);
|
||||
|
||||
if ((numAxes >= 4 && numAxes <= 8) && numButtons >= 8 && numHats <= 1) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Joystick likely to be an unmapped game controller");
|
||||
if (!ret.isEmpty()) {
|
||||
ret += ", ";
|
||||
}
|
||||
|
||||
ret += name;
|
||||
}
|
||||
|
||||
SDL_JoystickClose(joy);
|
||||
}
|
||||
else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unable to open joystick for query: %s",
|
||||
SDL_GetError());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
int SdlInputHandler::getAttachedGamepadMask()
|
||||
{
|
||||
int count;
|
||||
int mask;
|
||||
|
||||
if (!m_MultiController) {
|
||||
// Player 1 is always present in non-MC mode
|
||||
return 0x1;
|
||||
}
|
||||
|
||||
count = mask = 0;
|
||||
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
||||
if (SDL_IsGameController(i)) {
|
||||
mask |= (1 << count++);
|
||||
}
|
||||
}
|
||||
|
||||
return mask;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
420
app/streaming/input/keyboard.cpp
Normal file
420
app/streaming/input/keyboard.cpp
Normal file
@@ -0,0 +1,420 @@
|
||||
#include "streaming/session.h"
|
||||
|
||||
#include <Limelight.h>
|
||||
#include <SDL.h>
|
||||
|
||||
#include <QGuiApplication>
|
||||
|
||||
// Until we can fully capture these on all platforms (without conflicting with
|
||||
// OS-provided shortcuts), we should avoid passing them through to the host.
|
||||
//#define ENABLE_META
|
||||
|
||||
#define VK_0 0x30
|
||||
#define VK_A 0x41
|
||||
|
||||
// These are real Windows VK_* codes
|
||||
#ifndef VK_F1
|
||||
#define VK_F1 0x70
|
||||
#define VK_F13 0x7C
|
||||
#define VK_NUMPAD0 0x60
|
||||
#endif
|
||||
|
||||
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
||||
{
|
||||
short keyCode;
|
||||
char modifiers;
|
||||
|
||||
// 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)) {
|
||||
// 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.
|
||||
// If nothing matches that, we'll then go on to
|
||||
// checking scancodes so non-latin keyboard users
|
||||
// can have working hotkeys (though possibly in
|
||||
// odd positions). We must do all SDLK tests before
|
||||
// any scancode tests to avoid issues in cases
|
||||
// where the SDLK for one shortcut collides with
|
||||
// the scancode of another.
|
||||
|
||||
// Check for quit combo (Ctrl+Alt+Shift+Q)
|
||||
if (event->keysym.sym == SDLK_q) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected quit key combo (SDLK)");
|
||||
|
||||
// Push a quit event to the main loop
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
event.quit.timestamp = SDL_GetTicks();
|
||||
SDL_PushEvent(&event);
|
||||
return;
|
||||
}
|
||||
// Check for the unbind combo (Ctrl+Alt+Shift+Z) unless on EGLFS which has no window manager
|
||||
else if (event->keysym.sym == SDLK_z && QGuiApplication::platformName() != "eglfs") {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected mouse capture toggle combo (SDLK)");
|
||||
|
||||
// Stop handling future input
|
||||
setCaptureActive(!isCaptureActive());
|
||||
|
||||
// Force raise all keys to ensure they aren't stuck,
|
||||
// since we won't get their key up events.
|
||||
raiseAllKeys();
|
||||
return;
|
||||
}
|
||||
// Check for the mouse mode combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
|
||||
else if (event->keysym.sym == SDLK_m && QGuiApplication::platformName() != "eglfs") {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected mouse mode toggle combo (SDLK)");
|
||||
|
||||
// Uncapture input
|
||||
setCaptureActive(false);
|
||||
|
||||
// Toggle mouse mode
|
||||
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
|
||||
|
||||
// Recapture input
|
||||
setCaptureActive(true);
|
||||
return;
|
||||
}
|
||||
else if (event->keysym.sym == SDLK_x && QGuiApplication::platformName() != "eglfs") {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected full-screen toggle combo (SDLK)");
|
||||
Session::s_ActiveSession->toggleFullscreen();
|
||||
|
||||
// Force raise all keys just be safe across this full-screen/windowed
|
||||
// transition just in case key events get lost.
|
||||
raiseAllKeys();
|
||||
return;
|
||||
}
|
||||
// Check for overlay combo (Ctrl+Alt+Shift+S)
|
||||
else if (event->keysym.sym == SDLK_s) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected stats toggle combo (SDLK)");
|
||||
|
||||
// Toggle the stats overlay
|
||||
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
|
||||
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
|
||||
|
||||
// Force raise all keys just be safe across this full-screen/windowed
|
||||
// transition just in case key events get lost.
|
||||
raiseAllKeys();
|
||||
return;
|
||||
}
|
||||
// Check for quit combo (Ctrl+Alt+Shift+Q)
|
||||
else if (event->keysym.scancode == SDL_SCANCODE_Q) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected quit key combo (scancode)");
|
||||
|
||||
// Push a quit event to the main loop
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
event.quit.timestamp = SDL_GetTicks();
|
||||
SDL_PushEvent(&event);
|
||||
return;
|
||||
}
|
||||
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
|
||||
else if (event->keysym.scancode == SDL_SCANCODE_Z && QGuiApplication::platformName() != "eglfs") {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected mouse capture toggle combo (scancode)");
|
||||
|
||||
// Stop handling future input
|
||||
setCaptureActive(!isCaptureActive());
|
||||
|
||||
// Force raise all keys to ensure they aren't stuck,
|
||||
// since we won't get their key up events.
|
||||
raiseAllKeys();
|
||||
return;
|
||||
}
|
||||
// Check for the full-screen combo (Ctrl+Alt+Shift+X) unless on EGLFS which has no window manager
|
||||
else if (event->keysym.scancode == SDL_SCANCODE_X && QGuiApplication::platformName() != "eglfs") {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected full-screen toggle combo (scancode)");
|
||||
Session::s_ActiveSession->toggleFullscreen();
|
||||
|
||||
// Force raise all keys just be safe across this full-screen/windowed
|
||||
// transition just in case key events get lost.
|
||||
raiseAllKeys();
|
||||
return;
|
||||
}
|
||||
// Check for the mouse mode toggle combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
|
||||
else if (event->keysym.scancode == SDL_SCANCODE_M && QGuiApplication::platformName() != "eglfs") {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected mouse mode toggle combo (scancode)");
|
||||
|
||||
// Uncapture input
|
||||
setCaptureActive(false);
|
||||
|
||||
// Toggle mouse mode
|
||||
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
|
||||
|
||||
// Recapture input
|
||||
setCaptureActive(true);
|
||||
return;
|
||||
}
|
||||
else if (event->keysym.scancode == SDL_SCANCODE_S) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Detected stats toggle combo (scancode)");
|
||||
|
||||
// Toggle the stats overlay
|
||||
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
|
||||
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
|
||||
|
||||
// Force raise all keys just be safe across this full-screen/windowed
|
||||
// transition just in case key events get lost.
|
||||
raiseAllKeys();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (event->repeat) {
|
||||
// Ignore repeat key down events
|
||||
SDL_assert(event->state == SDL_PRESSED);
|
||||
return;
|
||||
}
|
||||
|
||||
// Set modifier flags
|
||||
modifiers = 0;
|
||||
if (event->keysym.mod & KMOD_CTRL) {
|
||||
modifiers |= MODIFIER_CTRL;
|
||||
}
|
||||
if (event->keysym.mod & KMOD_ALT) {
|
||||
modifiers |= MODIFIER_ALT;
|
||||
}
|
||||
if (event->keysym.mod & KMOD_SHIFT) {
|
||||
modifiers |= MODIFIER_SHIFT;
|
||||
}
|
||||
#ifdef ENABLE_META
|
||||
if (event->keysym.mod & KMOD_GUI) {
|
||||
modifiers |= MODIFIER_META;
|
||||
}
|
||||
#endif
|
||||
|
||||
// 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) {
|
||||
// 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;
|
||||
}
|
||||
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 (event->keysym.scancode >= SDL_SCANCODE_F1 && event->keysym.scancode <= SDL_SCANCODE_F12) {
|
||||
keyCode = (event->keysym.scancode - 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 (event->keysym.scancode >= SDL_SCANCODE_KP_1 && event->keysym.scancode <= 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;
|
||||
}
|
||||
else {
|
||||
switch (event->keysym.scancode) {
|
||||
case SDL_SCANCODE_BACKSPACE:
|
||||
keyCode = 0x08;
|
||||
break;
|
||||
case SDL_SCANCODE_TAB:
|
||||
keyCode = 0x09;
|
||||
break;
|
||||
case SDL_SCANCODE_CLEAR:
|
||||
keyCode = 0x0C;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_ENTER: // FIXME: Is this correct?
|
||||
case SDL_SCANCODE_RETURN:
|
||||
keyCode = 0x0D;
|
||||
break;
|
||||
case SDL_SCANCODE_PAUSE:
|
||||
keyCode = 0x13;
|
||||
break;
|
||||
case SDL_SCANCODE_CAPSLOCK:
|
||||
keyCode = 0x14;
|
||||
break;
|
||||
case SDL_SCANCODE_ESCAPE:
|
||||
keyCode = 0x1B;
|
||||
break;
|
||||
case SDL_SCANCODE_SPACE:
|
||||
keyCode = 0x20;
|
||||
break;
|
||||
case SDL_SCANCODE_PAGEUP:
|
||||
keyCode = 0x21;
|
||||
break;
|
||||
case SDL_SCANCODE_PAGEDOWN:
|
||||
keyCode = 0x22;
|
||||
break;
|
||||
case SDL_SCANCODE_END:
|
||||
keyCode = 0x23;
|
||||
break;
|
||||
case SDL_SCANCODE_HOME:
|
||||
keyCode = 0x24;
|
||||
break;
|
||||
case SDL_SCANCODE_LEFT:
|
||||
keyCode = 0x25;
|
||||
break;
|
||||
case SDL_SCANCODE_UP:
|
||||
keyCode = 0x26;
|
||||
break;
|
||||
case SDL_SCANCODE_RIGHT:
|
||||
keyCode = 0x27;
|
||||
break;
|
||||
case SDL_SCANCODE_DOWN:
|
||||
keyCode = 0x28;
|
||||
break;
|
||||
case SDL_SCANCODE_SELECT:
|
||||
keyCode = 0x29;
|
||||
break;
|
||||
case SDL_SCANCODE_EXECUTE:
|
||||
keyCode = 0x2B;
|
||||
break;
|
||||
case SDL_SCANCODE_PRINTSCREEN:
|
||||
keyCode = 0x2C;
|
||||
break;
|
||||
case SDL_SCANCODE_INSERT:
|
||||
keyCode = 0x2D;
|
||||
break;
|
||||
case SDL_SCANCODE_DELETE:
|
||||
keyCode = 0x2E;
|
||||
break;
|
||||
case SDL_SCANCODE_HELP:
|
||||
keyCode = 0x2F;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_0:
|
||||
// See comment above about why we only handle SDL_SCANCODE_KP_0 here
|
||||
keyCode = VK_NUMPAD0;
|
||||
break;
|
||||
case SDL_SCANCODE_0:
|
||||
// See comment above about why we only handle SDL_SCANCODE_0 here
|
||||
keyCode = VK_0;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_MULTIPLY:
|
||||
keyCode = 0x6A;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_PLUS:
|
||||
keyCode = 0x6B;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_COMMA:
|
||||
keyCode = 0x6C;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_MINUS:
|
||||
keyCode = 0x6D;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_PERIOD:
|
||||
keyCode = 0x6E;
|
||||
break;
|
||||
case SDL_SCANCODE_KP_DIVIDE:
|
||||
keyCode = 0x6F;
|
||||
break;
|
||||
case SDL_SCANCODE_NUMLOCKCLEAR:
|
||||
keyCode = 0x90;
|
||||
break;
|
||||
case SDL_SCANCODE_SCROLLLOCK:
|
||||
keyCode = 0x91;
|
||||
break;
|
||||
case SDL_SCANCODE_LSHIFT:
|
||||
keyCode = 0xA0;
|
||||
break;
|
||||
case SDL_SCANCODE_RSHIFT:
|
||||
keyCode = 0xA1;
|
||||
break;
|
||||
case SDL_SCANCODE_LCTRL:
|
||||
keyCode = 0xA2;
|
||||
break;
|
||||
case SDL_SCANCODE_RCTRL:
|
||||
keyCode = 0xA3;
|
||||
break;
|
||||
case SDL_SCANCODE_LALT:
|
||||
keyCode = 0xA4;
|
||||
break;
|
||||
case SDL_SCANCODE_RALT:
|
||||
keyCode = 0xA5;
|
||||
break;
|
||||
#ifdef ENABLE_META
|
||||
case SDL_SCANCODE_LGUI:
|
||||
keyCode = 0x5B;
|
||||
break;
|
||||
case SDL_SCANCODE_RGUI:
|
||||
keyCode = 0x5C;
|
||||
break;
|
||||
#endif
|
||||
case SDL_SCANCODE_AC_BACK:
|
||||
keyCode = 0xA6;
|
||||
break;
|
||||
case SDL_SCANCODE_AC_FORWARD:
|
||||
keyCode = 0xA7;
|
||||
break;
|
||||
case SDL_SCANCODE_AC_REFRESH:
|
||||
keyCode = 0xA8;
|
||||
break;
|
||||
case SDL_SCANCODE_AC_STOP:
|
||||
keyCode = 0xA9;
|
||||
break;
|
||||
case SDL_SCANCODE_AC_SEARCH:
|
||||
keyCode = 0xAA;
|
||||
break;
|
||||
case SDL_SCANCODE_AC_BOOKMARKS:
|
||||
keyCode = 0xAB;
|
||||
break;
|
||||
case SDL_SCANCODE_AC_HOME:
|
||||
keyCode = 0xAC;
|
||||
break;
|
||||
case SDL_SCANCODE_SEMICOLON:
|
||||
keyCode = 0xBA;
|
||||
break;
|
||||
case SDL_SCANCODE_EQUALS:
|
||||
keyCode = 0xBB;
|
||||
break;
|
||||
case SDL_SCANCODE_COMMA:
|
||||
keyCode = 0xBC;
|
||||
break;
|
||||
case SDL_SCANCODE_MINUS:
|
||||
keyCode = 0xBD;
|
||||
break;
|
||||
case SDL_SCANCODE_PERIOD:
|
||||
keyCode = 0xBE;
|
||||
break;
|
||||
case SDL_SCANCODE_SLASH:
|
||||
keyCode = 0xBF;
|
||||
break;
|
||||
case SDL_SCANCODE_GRAVE:
|
||||
keyCode = 0xC0;
|
||||
break;
|
||||
case SDL_SCANCODE_LEFTBRACKET:
|
||||
keyCode = 0xDB;
|
||||
break;
|
||||
case SDL_SCANCODE_BACKSLASH:
|
||||
keyCode = 0xDC;
|
||||
break;
|
||||
case SDL_SCANCODE_RIGHTBRACKET:
|
||||
keyCode = 0xDD;
|
||||
break;
|
||||
case SDL_SCANCODE_APOSTROPHE:
|
||||
keyCode = 0xDE;
|
||||
break;
|
||||
case SDL_SCANCODE_NONUSBACKSLASH:
|
||||
keyCode = 0xE2;
|
||||
break;
|
||||
default:
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unhandled button event: %d",
|
||||
event->keysym.scancode);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Track the key state so we always know which keys are down
|
||||
if (event->state == SDL_PRESSED) {
|
||||
m_KeysDown.insert(keyCode);
|
||||
}
|
||||
else {
|
||||
m_KeysDown.remove(keyCode);
|
||||
}
|
||||
|
||||
LiSendKeyboardEvent(keyCode,
|
||||
event->state == SDL_PRESSED ?
|
||||
KEY_ACTION_DOWN : KEY_ACTION_UP,
|
||||
modifiers);
|
||||
}
|
||||
126
app/streaming/input/mouse.cpp
Normal file
126
app/streaming/input/mouse.cpp
Normal file
@@ -0,0 +1,126 @@
|
||||
#include "input.h"
|
||||
|
||||
#include <Limelight.h>
|
||||
#include <SDL.h>
|
||||
#include "streaming/streamutils.h"
|
||||
|
||||
void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
|
||||
{
|
||||
int button;
|
||||
|
||||
if (event->which == SDL_TOUCH_MOUSEID) {
|
||||
// Ignore synthetic mouse events
|
||||
return;
|
||||
}
|
||||
else if (!isCaptureActive()) {
|
||||
if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED) {
|
||||
// Capture the mouse again if clicked when unbound.
|
||||
// We start capture on left button released instead of
|
||||
// pressed to avoid sending an errant mouse button released
|
||||
// event to the host when clicking into our window (since
|
||||
// the pressed event was consumed by this code).
|
||||
setCaptureActive(true);
|
||||
}
|
||||
|
||||
// Not capturing
|
||||
return;
|
||||
}
|
||||
|
||||
switch (event->button)
|
||||
{
|
||||
case SDL_BUTTON_LEFT:
|
||||
button = BUTTON_LEFT;
|
||||
break;
|
||||
case SDL_BUTTON_MIDDLE:
|
||||
button = BUTTON_MIDDLE;
|
||||
break;
|
||||
case SDL_BUTTON_RIGHT:
|
||||
button = BUTTON_RIGHT;
|
||||
break;
|
||||
case SDL_BUTTON_X1:
|
||||
button = BUTTON_X1;
|
||||
break;
|
||||
case SDL_BUTTON_X2:
|
||||
button = BUTTON_X2;
|
||||
break;
|
||||
default:
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unhandled button event: %d",
|
||||
event->button);
|
||||
return;
|
||||
}
|
||||
|
||||
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
|
||||
BUTTON_ACTION_PRESS :
|
||||
BUTTON_ACTION_RELEASE,
|
||||
button);
|
||||
}
|
||||
|
||||
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
|
||||
{
|
||||
if (!isCaptureActive()) {
|
||||
// Not capturing
|
||||
return;
|
||||
}
|
||||
else if (event->which == SDL_TOUCH_MOUSEID) {
|
||||
// Ignore synthetic mouse events
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_AbsoluteMouseMode) {
|
||||
SDL_Rect src, dst;
|
||||
|
||||
src.x = src.y = 0;
|
||||
src.w = m_StreamWidth;
|
||||
src.h = m_StreamHeight;
|
||||
|
||||
dst.x = dst.y = 0;
|
||||
SDL_GetWindowSize(m_Window, &dst.w, &dst.h);
|
||||
|
||||
// Use the stream and window sizes to determine the video region
|
||||
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
|
||||
|
||||
// Clamp motion to the video region
|
||||
short x = qMin(qMax(event->x - dst.x, 0), dst.w);
|
||||
short y = qMin(qMax(event->y - dst.y, 0), dst.h);
|
||||
|
||||
// Send the mouse position update
|
||||
LiSendMousePositionEvent(x, y, dst.w, dst.h);
|
||||
}
|
||||
else {
|
||||
// Batch until the next mouse polling window or we'll get awful
|
||||
// input lag everything except GFE 3.14 and 3.15.
|
||||
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
|
||||
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
|
||||
}
|
||||
}
|
||||
|
||||
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
|
||||
{
|
||||
if (!isCaptureActive()) {
|
||||
// Not capturing
|
||||
return;
|
||||
}
|
||||
else if (event->which == SDL_TOUCH_MOUSEID) {
|
||||
// Ignore synthetic mouse events
|
||||
return;
|
||||
}
|
||||
|
||||
if (event->y != 0) {
|
||||
LiSendScrollEvent((signed char)event->y);
|
||||
}
|
||||
}
|
||||
|
||||
Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
|
||||
{
|
||||
auto me = reinterpret_cast<SdlInputHandler*>(param);
|
||||
|
||||
short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
|
||||
short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
|
||||
|
||||
if (deltaX != 0 || deltaY != 0) {
|
||||
LiSendMouseMoveEvent(deltaX, deltaY);
|
||||
}
|
||||
|
||||
return interval;
|
||||
}
|
||||
Reference in New Issue
Block a user