mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-24 00:47:23 +00:00
Implement controller LED and battery protocol extensions
This commit is contained in:
@@ -64,6 +64,47 @@ void SdlInputHandler::sendGamepadState(GamepadState* state)
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state->rsY);
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}
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void SdlInputHandler::sendGamepadBatteryState(GamepadState* state, SDL_JoystickPowerLevel level)
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{
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uint8_t batteryPercentage;
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uint8_t batteryState;
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// SDL's battery reporting capabilities are quite limited. Notably, we cannot
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// tell the battery level while charging (or even if a battery is present).
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// We also cannot tell the percentage of charge exactly in any case.
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switch (level)
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{
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case SDL_JOYSTICK_POWER_UNKNOWN:
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batteryState = LI_BATTERY_STATE_UNKNOWN;
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batteryPercentage = LI_BATTERY_PERCENTAGE_UNKNOWN;
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break;
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case SDL_JOYSTICK_POWER_WIRED:
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batteryState = LI_BATTERY_STATE_CHARGING;
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batteryPercentage = LI_BATTERY_PERCENTAGE_UNKNOWN;
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break;
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case SDL_JOYSTICK_POWER_EMPTY:
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batteryState = LI_BATTERY_STATE_DISCHARGING;
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batteryPercentage = 5;
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break;
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case SDL_JOYSTICK_POWER_LOW:
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batteryState = LI_BATTERY_STATE_DISCHARGING;
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batteryPercentage = 20;
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break;
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case SDL_JOYSTICK_POWER_MEDIUM:
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batteryState = LI_BATTERY_STATE_DISCHARGING;
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batteryPercentage = 50;
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break;
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case SDL_JOYSTICK_POWER_FULL:
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batteryState = LI_BATTERY_STATE_DISCHARGING;
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batteryPercentage = 90;
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break;
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default:
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return;
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}
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LiSendControllerBatteryEvent(state->index, batteryState, batteryPercentage);
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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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@@ -364,6 +405,20 @@ void SdlInputHandler::handleControllerTouchpadEvent(SDL_ControllerTouchpadEvent*
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#endif
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#if SDL_VERSION_ATLEAST(2, 24, 0)
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void SdlInputHandler::handleJoystickBatteryEvent(SDL_JoyBatteryEvent* 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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sendGamepadBatteryState(state, event->level);
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}
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#endif
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void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
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{
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GamepadState* state;
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@@ -489,6 +544,8 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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SDL_assert(m_GamepadMask == 0x1);
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}
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SDL_JoystickPowerLevel powerLevel = SDL_JoystickCurrentPowerLevel(SDL_GameControllerGetJoystick(state->controller));
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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// On SDL 2.0.14 and later, we can provide enhanced controller information to the host PC
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// for it to use as a hint for the type of controller to emulate.
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@@ -520,6 +577,12 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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if (SDL_GameControllerHasSensor(state->controller, SDL_SENSOR_GYRO)) {
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capabilities |= LI_CCAP_GYRO;
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}
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if (powerLevel != SDL_JOYSTICK_POWER_UNKNOWN || SDL_VERSION_ATLEAST(2, 24, 0)) {
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capabilities |= LI_CCAP_BATTERY_STATE;
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}
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if (SDL_GameControllerHasLED(state->controller)) {
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capabilities |= LI_CCAP_RGB_LED;
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}
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uint8_t type;
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switch (SDL_GameControllerGetType(state->controller)) {
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@@ -549,6 +612,11 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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// Send an empty event to tell the PC we've arrived
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sendGamepadState(state);
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#endif
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// Send a power level if it's known at this time
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if (powerLevel != SDL_JOYSTICK_POWER_UNKNOWN) {
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sendGamepadBatteryState(state, powerLevel);
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}
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}
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else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
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state = findStateForGamepad(event->which);
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@@ -716,6 +784,20 @@ void SdlInputHandler::setMotionEventState(uint16_t controllerNumber, uint8_t mot
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#endif
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}
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void SdlInputHandler::setControllerLED(uint16_t controllerNumber, uint8_t r, uint8_t g, uint8_t b)
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{
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// Make sure the controller number is within our supported count
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if (controllerNumber >= MAX_GAMEPADS) {
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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if (m_GamepadState[controllerNumber].controller != nullptr) {
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SDL_GameControllerSetLED(m_GamepadState[controllerNumber].controller, r, g, b);
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}
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#endif
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}
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QString SdlInputHandler::getUnmappedGamepads()
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{
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QString ret;
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@@ -72,6 +72,10 @@ public:
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void handleControllerTouchpadEvent(SDL_ControllerTouchpadEvent* event);
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#endif
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#if SDL_VERSION_ATLEAST(2, 24, 0)
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void handleJoystickBatteryEvent(SDL_JoyBatteryEvent* event);
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#endif
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void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
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void sendText(QString& string);
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@@ -82,6 +86,8 @@ public:
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void setMotionEventState(uint16_t controllerNumber, uint8_t motionType, uint16_t reportRateHz);
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void setControllerLED(uint16_t controllerNumber, uint8_t r, uint8_t g, uint8_t b);
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void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
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int getAttachedGamepadMask();
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@@ -126,6 +132,8 @@ private:
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void sendGamepadState(GamepadState* state);
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void sendGamepadBatteryState(GamepadState* state, SDL_JoystickPowerLevel level);
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void handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event);
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void emulateAbsoluteFingerEvent(SDL_TouchFingerEvent* event);
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