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https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-06-15 21:22:40 +00:00
Prepare for SDL3 support
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@@ -1,7 +1,7 @@
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#pragma once
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#include "renderer.h"
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#include <SDL.h>
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#include "SDL_compat.h"
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class SdlAudioRenderer : public IAudioRenderer
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{
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@@ -1,7 +1,6 @@
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#include "sdl.h"
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#include <Limelight.h>
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#include <SDL.h>
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SdlAudioRenderer::SdlAudioRenderer()
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: m_AudioDevice(0),
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@@ -1,6 +1,6 @@
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#include "slaud.h"
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#include <SDL.h>
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#include "SDL_compat.h"
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SLAudioRenderer::SLAudioRenderer()
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: m_AudioContext(nullptr),
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@@ -1,6 +1,6 @@
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#include "soundioaudiorenderer.h"
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#include <SDL.h>
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#include "SDL_compat.h"
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#include <QtGlobal>
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@@ -1,7 +1,7 @@
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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 "SDL_compat.h"
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#include <SDL_syswm.h>
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#include "streaming/streamutils.h"
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@@ -1,7 +1,7 @@
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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 "SDL_compat.h"
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#include "settings/mappingmanager.h"
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#include <QtMath>
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@@ -1,5 +1,5 @@
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#include <Limelight.h>
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#include <SDL.h>
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#include "SDL_compat.h"
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#include "streaming/session.h"
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#include "settings/mappingmanager.h"
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#include "path.h"
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@@ -50,7 +50,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i
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#endif
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// Opt-out of SDL's built-in Alt+Tab handling while keyboard grab is enabled
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SDL_SetHint("SDL_ALLOW_ALT_TAB_WHILE_GRABBED", "0");
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SDL_SetHint(SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED, "0");
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// Allow clicks to pass through to us when focusing the window. If we're in
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// absolute mouse mode, this will avoid the user having to click twice to
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@@ -62,8 +62,8 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i
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// controllers, but breaks DirectInput applications. We will enable it because
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// it's likely that working rumble is what the user is expecting. If they don't
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// want this behavior, they can override it with the environment variable.
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS4_RUMBLE", "1");
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS5_RUMBLE", "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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// Populate special key combo configuration
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m_SpecialKeyCombos[KeyComboQuit].keyCombo = KeyComboQuit;
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@@ -3,7 +3,7 @@
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#include "settings/streamingpreferences.h"
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#include "backend/computermanager.h"
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#include <SDL.h>
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#include "SDL_compat.h"
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struct GamepadState {
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SDL_GameController* controller;
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@@ -1,7 +1,7 @@
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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 "SDL_compat.h"
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#define VK_0 0x30
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#define VK_A 0x41
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@@ -1,7 +1,7 @@
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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 "SDL_compat.h"
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#include "streaming/streamutils.h"
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void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
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@@ -1,7 +1,7 @@
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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 "SDL_compat.h"
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#include <QtMath>
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@@ -4,7 +4,7 @@
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#include "backend/richpresencemanager.h"
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#include <Limelight.h>
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#include <SDL.h>
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#include "SDL_compat.h"
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#include "utils.h"
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#ifdef HAVE_FFMPEG
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@@ -1,17 +1,6 @@
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#pragma once
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#include <SDL.h>
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// SDL_FRect wasn't added until 2.0.10
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#if !SDL_VERSION_ATLEAST(2, 0, 10)
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typedef struct SDL_FRect
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{
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float x;
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float y;
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float w;
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float h;
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} SDL_FRect;
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#endif
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#include "SDL_compat.h"
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class StreamUtils
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{
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@@ -1,7 +1,7 @@
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#pragma once
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#include <Limelight.h>
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#include <SDL.h>
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#include "SDL_compat.h"
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#include "settings/streamingpreferences.h"
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#define SDL_CODE_FRAME_READY 0
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@@ -647,14 +647,12 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
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// Detach the context from this thread, so the render thread can attach it
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SDL_GL_MakeCurrent(m_Window, nullptr);
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#ifdef SDL_HINT_VIDEO_X11_FORCE_EGL
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if (err == GL_NO_ERROR) {
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// If we got a working GL implementation via EGL, avoid using GLX from now on.
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// GLX will cause problems if we later want to use EGL again on this window.
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "EGL passed preflight checks. Using EGL for GL context creation.");
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SDL_SetHint(SDL_HINT_VIDEO_X11_FORCE_EGL, "1");
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}
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#endif
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return err == GL_NO_ERROR;
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}
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@@ -1,6 +1,6 @@
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#pragma once
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#include <SDL.h>
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#include "SDL_compat.h"
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#include "streaming/video/decoder.h"
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#include "streaming/video/overlaymanager.h"
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@@ -2,7 +2,7 @@
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#include <QString>
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#include <SDL.h>
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#include "SDL_compat.h"
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#include <SDL_ttf.h>
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namespace Overlay {
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